babylon.no-module.max.js 5.6 MB

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  1. var __decorate=this&&this.__decorate||function(e,t,r,c){var o,f=arguments.length,n=f<3?t:null===c?c=Object.getOwnPropertyDescriptor(t,r):c;if("object"==typeof Reflect&&"function"==typeof Reflect.decorate)n=Reflect.decorate(e,t,r,c);else for(var l=e.length-1;l>=0;l--)(o=e[l])&&(n=(f<3?o(n):f>3?o(t,r,n):o(t,r))||n);return f>3&&n&&Object.defineProperty(t,r,n),n};
  2. var __extends=this&&this.__extends||function(){var t=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,o){t.__proto__=o}||function(t,o){for(var n in o)o.hasOwnProperty(n)&&(t[n]=o[n])};return function(o,n){function r(){this.constructor=o}t(o,n),o.prototype=null===n?Object.create(n):(r.prototype=n.prototype,new r)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. if (isFragment) {
  492. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  493. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/texture2D\s*\(/g, "texture(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /** Class used to store color4 gradient */
  1460. var ColorGradient = /** @class */ (function () {
  1461. function ColorGradient() {
  1462. }
  1463. /**
  1464. * Will get a color picked randomly between color1 and color2.
  1465. * If color2 is undefined then color1 will be used
  1466. * @param result defines the target Color4 to store the result in
  1467. */
  1468. ColorGradient.prototype.getColorToRef = function (result) {
  1469. if (!this.color2) {
  1470. result.copyFrom(this.color1);
  1471. return;
  1472. }
  1473. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1474. };
  1475. return ColorGradient;
  1476. }());
  1477. BABYLON.ColorGradient = ColorGradient;
  1478. /** Class used to store color 3 gradient */
  1479. var Color3Gradient = /** @class */ (function () {
  1480. function Color3Gradient() {
  1481. }
  1482. return Color3Gradient;
  1483. }());
  1484. BABYLON.Color3Gradient = Color3Gradient;
  1485. /** Class used to store factor gradient */
  1486. var FactorGradient = /** @class */ (function () {
  1487. function FactorGradient() {
  1488. }
  1489. /**
  1490. * Will get a number picked randomly between factor1 and factor2.
  1491. * If factor2 is undefined then factor1 will be used
  1492. * @returns the picked number
  1493. */
  1494. FactorGradient.prototype.getFactor = function () {
  1495. if (this.factor2 === undefined) {
  1496. return this.factor1;
  1497. }
  1498. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1499. };
  1500. return FactorGradient;
  1501. }());
  1502. BABYLON.FactorGradient = FactorGradient;
  1503. /**
  1504. * @ignore
  1505. * Application error to support additional information when loading a file
  1506. */
  1507. var LoadFileError = /** @class */ (function (_super) {
  1508. __extends(LoadFileError, _super);
  1509. /**
  1510. * Creates a new LoadFileError
  1511. * @param message defines the message of the error
  1512. * @param request defines the optional XHR request
  1513. */
  1514. function LoadFileError(message,
  1515. /** defines the optional XHR request */
  1516. request) {
  1517. var _this = _super.call(this, message) || this;
  1518. _this.request = request;
  1519. _this.name = "LoadFileError";
  1520. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1521. return _this;
  1522. }
  1523. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1524. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1525. // Polyfill for Object.setPrototypeOf if necessary.
  1526. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1527. return LoadFileError;
  1528. }(Error));
  1529. BABYLON.LoadFileError = LoadFileError;
  1530. /**
  1531. * Class used to define a retry strategy when error happens while loading assets
  1532. */
  1533. var RetryStrategy = /** @class */ (function () {
  1534. function RetryStrategy() {
  1535. }
  1536. /**
  1537. * Function used to defines an exponential back off strategy
  1538. * @param maxRetries defines the maximum number of retries (3 by default)
  1539. * @param baseInterval defines the interval between retries
  1540. * @returns the strategy function to use
  1541. */
  1542. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1543. if (maxRetries === void 0) { maxRetries = 3; }
  1544. if (baseInterval === void 0) { baseInterval = 500; }
  1545. return function (url, request, retryIndex) {
  1546. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1547. return -1;
  1548. }
  1549. return Math.pow(2, retryIndex) * baseInterval;
  1550. };
  1551. };
  1552. return RetryStrategy;
  1553. }());
  1554. BABYLON.RetryStrategy = RetryStrategy;
  1555. // Screenshots
  1556. var screenshotCanvas;
  1557. var cloneValue = function (source, destinationObject) {
  1558. if (!source) {
  1559. return null;
  1560. }
  1561. if (source instanceof BABYLON.Mesh) {
  1562. return null;
  1563. }
  1564. if (source instanceof BABYLON.SubMesh) {
  1565. return source.clone(destinationObject);
  1566. }
  1567. else if (source.clone) {
  1568. return source.clone();
  1569. }
  1570. return null;
  1571. };
  1572. /**
  1573. * Class containing a set of static utilities functions
  1574. */
  1575. var Tools = /** @class */ (function () {
  1576. function Tools() {
  1577. }
  1578. /**
  1579. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1580. * @param u defines the coordinate on X axis
  1581. * @param v defines the coordinate on Y axis
  1582. * @param width defines the width of the source data
  1583. * @param height defines the height of the source data
  1584. * @param pixels defines the source byte array
  1585. * @param color defines the output color
  1586. */
  1587. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1588. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1589. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1590. var position = (wrappedU + wrappedV * width) * 4;
  1591. color.r = pixels[position] / 255;
  1592. color.g = pixels[position + 1] / 255;
  1593. color.b = pixels[position + 2] / 255;
  1594. color.a = pixels[position + 3] / 255;
  1595. };
  1596. /**
  1597. * Interpolates between a and b via alpha
  1598. * @param a The lower value (returned when alpha = 0)
  1599. * @param b The upper value (returned when alpha = 1)
  1600. * @param alpha The interpolation-factor
  1601. * @return The mixed value
  1602. */
  1603. Tools.Mix = function (a, b, alpha) {
  1604. return a * (1 - alpha) + b * alpha;
  1605. };
  1606. /**
  1607. * Tries to instantiate a new object from a given class name
  1608. * @param className defines the class name to instantiate
  1609. * @returns the new object or null if the system was not able to do the instantiation
  1610. */
  1611. Tools.Instantiate = function (className) {
  1612. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1613. return Tools.RegisteredExternalClasses[className];
  1614. }
  1615. var arr = className.split(".");
  1616. var fn = (window || this);
  1617. for (var i = 0, len = arr.length; i < len; i++) {
  1618. fn = fn[arr[i]];
  1619. }
  1620. if (typeof fn !== "function") {
  1621. return null;
  1622. }
  1623. return fn;
  1624. };
  1625. /**
  1626. * Provides a slice function that will work even on IE
  1627. * @param data defines the array to slice
  1628. * @param start defines the start of the data (optional)
  1629. * @param end defines the end of the data (optional)
  1630. * @returns the new sliced array
  1631. */
  1632. Tools.Slice = function (data, start, end) {
  1633. if (data.slice) {
  1634. return data.slice(start, end);
  1635. }
  1636. return Array.prototype.slice.call(data, start, end);
  1637. };
  1638. /**
  1639. * Polyfill for setImmediate
  1640. * @param action defines the action to execute after the current execution block
  1641. */
  1642. Tools.SetImmediate = function (action) {
  1643. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1644. window.setImmediate(action);
  1645. }
  1646. else {
  1647. setTimeout(action, 1);
  1648. }
  1649. };
  1650. /**
  1651. * Function indicating if a number is an exponent of 2
  1652. * @param value defines the value to test
  1653. * @returns true if the value is an exponent of 2
  1654. */
  1655. Tools.IsExponentOfTwo = function (value) {
  1656. var count = 1;
  1657. do {
  1658. count *= 2;
  1659. } while (count < value);
  1660. return count === value;
  1661. };
  1662. /**
  1663. * Returns the nearest 32-bit single precision float representation of a Number
  1664. * @param value A Number. If the parameter is of a different type, it will get converted
  1665. * to a number or to NaN if it cannot be converted
  1666. * @returns number
  1667. */
  1668. Tools.FloatRound = function (value) {
  1669. if (Math.fround) {
  1670. return Math.fround(value);
  1671. }
  1672. return (Tools._tmpFloatArray[0] = value);
  1673. };
  1674. /**
  1675. * Find the next highest power of two.
  1676. * @param x Number to start search from.
  1677. * @return Next highest power of two.
  1678. */
  1679. Tools.CeilingPOT = function (x) {
  1680. x--;
  1681. x |= x >> 1;
  1682. x |= x >> 2;
  1683. x |= x >> 4;
  1684. x |= x >> 8;
  1685. x |= x >> 16;
  1686. x++;
  1687. return x;
  1688. };
  1689. /**
  1690. * Find the next lowest power of two.
  1691. * @param x Number to start search from.
  1692. * @return Next lowest power of two.
  1693. */
  1694. Tools.FloorPOT = function (x) {
  1695. x = x | (x >> 1);
  1696. x = x | (x >> 2);
  1697. x = x | (x >> 4);
  1698. x = x | (x >> 8);
  1699. x = x | (x >> 16);
  1700. return x - (x >> 1);
  1701. };
  1702. /**
  1703. * Find the nearest power of two.
  1704. * @param x Number to start search from.
  1705. * @return Next nearest power of two.
  1706. */
  1707. Tools.NearestPOT = function (x) {
  1708. var c = Tools.CeilingPOT(x);
  1709. var f = Tools.FloorPOT(x);
  1710. return (c - x) > (x - f) ? f : c;
  1711. };
  1712. /**
  1713. * Get the closest exponent of two
  1714. * @param value defines the value to approximate
  1715. * @param max defines the maximum value to return
  1716. * @param mode defines how to define the closest value
  1717. * @returns closest exponent of two of the given value
  1718. */
  1719. Tools.GetExponentOfTwo = function (value, max, mode) {
  1720. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1721. var pot;
  1722. switch (mode) {
  1723. case BABYLON.Engine.SCALEMODE_FLOOR:
  1724. pot = Tools.FloorPOT(value);
  1725. break;
  1726. case BABYLON.Engine.SCALEMODE_NEAREST:
  1727. pot = Tools.NearestPOT(value);
  1728. break;
  1729. case BABYLON.Engine.SCALEMODE_CEILING:
  1730. default:
  1731. pot = Tools.CeilingPOT(value);
  1732. break;
  1733. }
  1734. return Math.min(pot, max);
  1735. };
  1736. /**
  1737. * Extracts the filename from a path
  1738. * @param path defines the path to use
  1739. * @returns the filename
  1740. */
  1741. Tools.GetFilename = function (path) {
  1742. var index = path.lastIndexOf("/");
  1743. if (index < 0) {
  1744. return path;
  1745. }
  1746. return path.substring(index + 1);
  1747. };
  1748. /**
  1749. * Extracts the "folder" part of a path (everything before the filename).
  1750. * @param uri The URI to extract the info from
  1751. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1752. * @returns The "folder" part of the path
  1753. */
  1754. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1755. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1756. var index = uri.lastIndexOf("/");
  1757. if (index < 0) {
  1758. if (returnUnchangedIfNoSlash) {
  1759. return uri;
  1760. }
  1761. return "";
  1762. }
  1763. return uri.substring(0, index + 1);
  1764. };
  1765. /**
  1766. * Extracts text content from a DOM element hierarchy
  1767. * @param element defines the root element
  1768. * @returns a string
  1769. */
  1770. Tools.GetDOMTextContent = function (element) {
  1771. var result = "";
  1772. var child = element.firstChild;
  1773. while (child) {
  1774. if (child.nodeType === 3) {
  1775. result += child.textContent;
  1776. }
  1777. child = child.nextSibling;
  1778. }
  1779. return result;
  1780. };
  1781. /**
  1782. * Convert an angle in radians to degrees
  1783. * @param angle defines the angle to convert
  1784. * @returns the angle in degrees
  1785. */
  1786. Tools.ToDegrees = function (angle) {
  1787. return angle * 180 / Math.PI;
  1788. };
  1789. /**
  1790. * Convert an angle in degrees to radians
  1791. * @param angle defines the angle to convert
  1792. * @returns the angle in radians
  1793. */
  1794. Tools.ToRadians = function (angle) {
  1795. return angle * Math.PI / 180;
  1796. };
  1797. /**
  1798. * Encode a buffer to a base64 string
  1799. * @param buffer defines the buffer to encode
  1800. * @returns the encoded string
  1801. */
  1802. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1803. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1804. var output = "";
  1805. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1806. var i = 0;
  1807. var bytes = new Uint8Array(buffer);
  1808. while (i < bytes.length) {
  1809. chr1 = bytes[i++];
  1810. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1811. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1812. enc1 = chr1 >> 2;
  1813. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1814. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1815. enc4 = chr3 & 63;
  1816. if (isNaN(chr2)) {
  1817. enc3 = enc4 = 64;
  1818. }
  1819. else if (isNaN(chr3)) {
  1820. enc4 = 64;
  1821. }
  1822. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1823. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1824. }
  1825. return "data:image/png;base64," + output;
  1826. };
  1827. /**
  1828. * Extracts minimum and maximum values from a list of indexed positions
  1829. * @param positions defines the positions to use
  1830. * @param indices defines the indices to the positions
  1831. * @param indexStart defines the start index
  1832. * @param indexCount defines the end index
  1833. * @param bias defines bias value to add to the result
  1834. * @return minimum and maximum values
  1835. */
  1836. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1837. if (bias === void 0) { bias = null; }
  1838. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1839. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1840. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1841. var offset = indices[index] * 3;
  1842. var x = positions[offset];
  1843. var y = positions[offset + 1];
  1844. var z = positions[offset + 2];
  1845. minimum.minimizeInPlaceFromFloats(x, y, z);
  1846. maximum.maximizeInPlaceFromFloats(x, y, z);
  1847. }
  1848. if (bias) {
  1849. minimum.x -= minimum.x * bias.x + bias.y;
  1850. minimum.y -= minimum.y * bias.x + bias.y;
  1851. minimum.z -= minimum.z * bias.x + bias.y;
  1852. maximum.x += maximum.x * bias.x + bias.y;
  1853. maximum.y += maximum.y * bias.x + bias.y;
  1854. maximum.z += maximum.z * bias.x + bias.y;
  1855. }
  1856. return {
  1857. minimum: minimum,
  1858. maximum: maximum
  1859. };
  1860. };
  1861. /**
  1862. * Extracts minimum and maximum values from a list of positions
  1863. * @param positions defines the positions to use
  1864. * @param start defines the start index in the positions array
  1865. * @param count defines the number of positions to handle
  1866. * @param bias defines bias value to add to the result
  1867. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1868. * @return minimum and maximum values
  1869. */
  1870. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1871. if (bias === void 0) { bias = null; }
  1872. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1873. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1874. if (!stride) {
  1875. stride = 3;
  1876. }
  1877. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1878. var x = positions[offset];
  1879. var y = positions[offset + 1];
  1880. var z = positions[offset + 2];
  1881. minimum.minimizeInPlaceFromFloats(x, y, z);
  1882. maximum.maximizeInPlaceFromFloats(x, y, z);
  1883. }
  1884. if (bias) {
  1885. minimum.x -= minimum.x * bias.x + bias.y;
  1886. minimum.y -= minimum.y * bias.x + bias.y;
  1887. minimum.z -= minimum.z * bias.x + bias.y;
  1888. maximum.x += maximum.x * bias.x + bias.y;
  1889. maximum.y += maximum.y * bias.x + bias.y;
  1890. maximum.z += maximum.z * bias.x + bias.y;
  1891. }
  1892. return {
  1893. minimum: minimum,
  1894. maximum: maximum
  1895. };
  1896. };
  1897. /**
  1898. * Returns an array if obj is not an array
  1899. * @param obj defines the object to evaluate as an array
  1900. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1901. * @returns either obj directly if obj is an array or a new array containing obj
  1902. */
  1903. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1904. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1905. return null;
  1906. }
  1907. return Array.isArray(obj) ? obj : [obj];
  1908. };
  1909. /**
  1910. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1911. * @param size the number of element to construct and put in the array
  1912. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1913. * @returns a new array filled with new objects
  1914. */
  1915. Tools.BuildArray = function (size, itemBuilder) {
  1916. var a = [];
  1917. for (var i = 0; i < size; ++i) {
  1918. a.push(itemBuilder());
  1919. }
  1920. return a;
  1921. };
  1922. /**
  1923. * Gets the pointer prefix to use
  1924. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1925. */
  1926. Tools.GetPointerPrefix = function () {
  1927. var eventPrefix = "pointer";
  1928. // Check if pointer events are supported
  1929. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1930. eventPrefix = "mouse";
  1931. }
  1932. return eventPrefix;
  1933. };
  1934. /**
  1935. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  1936. * @param func - the function to be called
  1937. * @param requester - the object that will request the next frame. Falls back to window.
  1938. * @returns frame number
  1939. */
  1940. Tools.QueueNewFrame = function (func, requester) {
  1941. if (!Tools.IsWindowObjectExist()) {
  1942. return setTimeout(func, 16);
  1943. }
  1944. if (!requester) {
  1945. requester = window;
  1946. }
  1947. if (requester.requestAnimationFrame) {
  1948. return requester.requestAnimationFrame(func);
  1949. }
  1950. else if (requester.msRequestAnimationFrame) {
  1951. return requester.msRequestAnimationFrame(func);
  1952. }
  1953. else if (requester.webkitRequestAnimationFrame) {
  1954. return requester.webkitRequestAnimationFrame(func);
  1955. }
  1956. else if (requester.mozRequestAnimationFrame) {
  1957. return requester.mozRequestAnimationFrame(func);
  1958. }
  1959. else if (requester.oRequestAnimationFrame) {
  1960. return requester.oRequestAnimationFrame(func);
  1961. }
  1962. else {
  1963. return window.setTimeout(func, 16);
  1964. }
  1965. };
  1966. /**
  1967. * Ask the browser to promote the current element to fullscreen rendering mode
  1968. * @param element defines the DOM element to promote
  1969. */
  1970. Tools.RequestFullscreen = function (element) {
  1971. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  1972. if (!requestFunction) {
  1973. return;
  1974. }
  1975. requestFunction.call(element);
  1976. };
  1977. /**
  1978. * Asks the browser to exit fullscreen mode
  1979. */
  1980. Tools.ExitFullscreen = function () {
  1981. if (document.exitFullscreen) {
  1982. document.exitFullscreen();
  1983. }
  1984. else if (document.mozCancelFullScreen) {
  1985. document.mozCancelFullScreen();
  1986. }
  1987. else if (document.webkitCancelFullScreen) {
  1988. document.webkitCancelFullScreen();
  1989. }
  1990. else if (document.msCancelFullScreen) {
  1991. document.msCancelFullScreen();
  1992. }
  1993. };
  1994. /**
  1995. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1996. * @param url define the url we are trying
  1997. * @param element define the dom element where to configure the cors policy
  1998. */
  1999. Tools.SetCorsBehavior = function (url, element) {
  2000. if (url && url.indexOf("data:") === 0) {
  2001. return;
  2002. }
  2003. if (Tools.CorsBehavior) {
  2004. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2005. element.crossOrigin = Tools.CorsBehavior;
  2006. }
  2007. else {
  2008. var result = Tools.CorsBehavior(url);
  2009. if (result) {
  2010. element.crossOrigin = result;
  2011. }
  2012. }
  2013. }
  2014. };
  2015. // External files
  2016. /**
  2017. * Removes unwanted characters from an url
  2018. * @param url defines the url to clean
  2019. * @returns the cleaned url
  2020. */
  2021. Tools.CleanUrl = function (url) {
  2022. url = url.replace(/#/mg, "%23");
  2023. return url;
  2024. };
  2025. /**
  2026. * Loads an image as an HTMLImageElement.
  2027. * @param input url string, ArrayBuffer, or Blob to load
  2028. * @param onLoad callback called when the image successfully loads
  2029. * @param onError callback called when the image fails to load
  2030. * @param offlineProvider offline provider for caching
  2031. * @returns the HTMLImageElement of the loaded image
  2032. */
  2033. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2034. var url;
  2035. var usingObjectURL = false;
  2036. if (input instanceof ArrayBuffer) {
  2037. url = URL.createObjectURL(new Blob([input]));
  2038. usingObjectURL = true;
  2039. }
  2040. else if (input instanceof Blob) {
  2041. url = URL.createObjectURL(input);
  2042. usingObjectURL = true;
  2043. }
  2044. else {
  2045. url = Tools.CleanUrl(input);
  2046. url = Tools.PreprocessUrl(input);
  2047. }
  2048. var img = new Image();
  2049. Tools.SetCorsBehavior(url, img);
  2050. var loadHandler = function () {
  2051. if (usingObjectURL && img.src) {
  2052. URL.revokeObjectURL(img.src);
  2053. }
  2054. img.removeEventListener("load", loadHandler);
  2055. img.removeEventListener("error", errorHandler);
  2056. onLoad(img);
  2057. };
  2058. var errorHandler = function (err) {
  2059. if (usingObjectURL && img.src) {
  2060. URL.revokeObjectURL(img.src);
  2061. }
  2062. img.removeEventListener("load", loadHandler);
  2063. img.removeEventListener("error", errorHandler);
  2064. Tools.Error("Error while trying to load image: " + input);
  2065. if (onError) {
  2066. onError("Error while trying to load image: " + input, err);
  2067. }
  2068. };
  2069. img.addEventListener("load", loadHandler);
  2070. img.addEventListener("error", errorHandler);
  2071. var noOfflineSupport = function () {
  2072. img.src = url;
  2073. };
  2074. var loadFromOfflineSupport = function () {
  2075. if (offlineProvider) {
  2076. offlineProvider.loadImage(url, img);
  2077. }
  2078. };
  2079. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2080. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2081. }
  2082. else {
  2083. if (url.indexOf("file:") !== -1) {
  2084. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2085. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2086. try {
  2087. var blobURL;
  2088. try {
  2089. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2090. }
  2091. catch (ex) {
  2092. // Chrome doesn't support oneTimeOnly parameter
  2093. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2094. }
  2095. img.src = blobURL;
  2096. usingObjectURL = true;
  2097. }
  2098. catch (e) {
  2099. img.src = "";
  2100. }
  2101. return img;
  2102. }
  2103. }
  2104. noOfflineSupport();
  2105. }
  2106. return img;
  2107. };
  2108. /**
  2109. * Loads a file
  2110. * @param url url string, ArrayBuffer, or Blob to load
  2111. * @param onSuccess callback called when the file successfully loads
  2112. * @param onProgress callback called while file is loading (if the server supports this mode)
  2113. * @param offlineProvider defines the offline provider for caching
  2114. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2115. * @param onError callback called when the file fails to load
  2116. * @returns a file request object
  2117. */
  2118. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2119. url = Tools.CleanUrl(url);
  2120. url = Tools.PreprocessUrl(url);
  2121. // If file and file input are set
  2122. if (url.indexOf("file:") !== -1) {
  2123. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2124. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2125. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2126. }
  2127. }
  2128. var loadUrl = Tools.BaseUrl + url;
  2129. var aborted = false;
  2130. var fileRequest = {
  2131. onCompleteObservable: new BABYLON.Observable(),
  2132. abort: function () { return aborted = true; },
  2133. };
  2134. var requestFile = function () {
  2135. var request = new XMLHttpRequest();
  2136. var retryHandle = null;
  2137. fileRequest.abort = function () {
  2138. aborted = true;
  2139. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2140. request.abort();
  2141. }
  2142. if (retryHandle !== null) {
  2143. clearTimeout(retryHandle);
  2144. retryHandle = null;
  2145. }
  2146. };
  2147. var retryLoop = function (retryIndex) {
  2148. request.open('GET', loadUrl, true);
  2149. if (useArrayBuffer) {
  2150. request.responseType = "arraybuffer";
  2151. }
  2152. if (onProgress) {
  2153. request.addEventListener("progress", onProgress);
  2154. }
  2155. var onLoadEnd = function () {
  2156. request.removeEventListener("loadend", onLoadEnd);
  2157. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2158. fileRequest.onCompleteObservable.clear();
  2159. };
  2160. request.addEventListener("loadend", onLoadEnd);
  2161. var onReadyStateChange = function () {
  2162. if (aborted) {
  2163. return;
  2164. }
  2165. // In case of undefined state in some browsers.
  2166. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2167. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2168. request.removeEventListener("readystatechange", onReadyStateChange);
  2169. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2170. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2171. return;
  2172. }
  2173. var retryStrategy = Tools.DefaultRetryStrategy;
  2174. if (retryStrategy) {
  2175. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2176. if (waitTime !== -1) {
  2177. // Prevent the request from completing for retry.
  2178. request.removeEventListener("loadend", onLoadEnd);
  2179. request = new XMLHttpRequest();
  2180. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2181. return;
  2182. }
  2183. }
  2184. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2185. if (onError) {
  2186. onError(request, e);
  2187. }
  2188. else {
  2189. throw e;
  2190. }
  2191. }
  2192. };
  2193. request.addEventListener("readystatechange", onReadyStateChange);
  2194. request.send();
  2195. };
  2196. retryLoop(0);
  2197. };
  2198. // Caching all files
  2199. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2200. var noOfflineSupport_1 = function (request) {
  2201. if (request && request.status > 400) {
  2202. if (onError) {
  2203. onError(request);
  2204. }
  2205. }
  2206. else {
  2207. if (!aborted) {
  2208. requestFile();
  2209. }
  2210. }
  2211. };
  2212. var loadFromOfflineSupport = function () {
  2213. // TODO: database needs to support aborting and should return a IFileRequest
  2214. if (aborted) {
  2215. return;
  2216. }
  2217. if (offlineProvider) {
  2218. offlineProvider.loadFile(url, function (data) {
  2219. if (!aborted) {
  2220. onSuccess(data);
  2221. }
  2222. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2223. }, onProgress ? function (event) {
  2224. if (!aborted) {
  2225. onProgress(event);
  2226. }
  2227. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2228. }
  2229. };
  2230. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2231. }
  2232. else {
  2233. requestFile();
  2234. }
  2235. return fileRequest;
  2236. };
  2237. /**
  2238. * Load a script (identified by an url). When the url returns, the
  2239. * content of this file is added into a new script element, attached to the DOM (body element)
  2240. * @param scriptUrl defines the url of the script to laod
  2241. * @param onSuccess defines the callback called when the script is loaded
  2242. * @param onError defines the callback to call if an error occurs
  2243. */
  2244. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2245. if (!Tools.IsWindowObjectExist()) {
  2246. return;
  2247. }
  2248. var head = document.getElementsByTagName('head')[0];
  2249. var script = document.createElement('script');
  2250. script.type = 'text/javascript';
  2251. script.src = scriptUrl;
  2252. script.onload = function () {
  2253. if (onSuccess) {
  2254. onSuccess();
  2255. }
  2256. };
  2257. script.onerror = function (e) {
  2258. if (onError) {
  2259. onError("Unable to load script '" + scriptUrl + "'", e);
  2260. }
  2261. };
  2262. head.appendChild(script);
  2263. };
  2264. /**
  2265. * Loads a file from a blob
  2266. * @param fileToLoad defines the blob to use
  2267. * @param callback defines the callback to call when data is loaded
  2268. * @param progressCallback defines the callback to call during loading process
  2269. * @returns a file request object
  2270. */
  2271. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2272. var reader = new FileReader();
  2273. var request = {
  2274. onCompleteObservable: new BABYLON.Observable(),
  2275. abort: function () { return reader.abort(); },
  2276. };
  2277. reader.onloadend = function (e) {
  2278. request.onCompleteObservable.notifyObservers(request);
  2279. };
  2280. reader.onload = function (e) {
  2281. //target doesn't have result from ts 1.3
  2282. callback(e.target['result']);
  2283. };
  2284. reader.onprogress = progressCallback;
  2285. reader.readAsDataURL(fileToLoad);
  2286. return request;
  2287. };
  2288. /**
  2289. * Loads a file
  2290. * @param fileToLoad defines the file to load
  2291. * @param callback defines the callback to call when data is loaded
  2292. * @param progressCallBack defines the callback to call during loading process
  2293. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2294. * @returns a file request object
  2295. */
  2296. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2297. var reader = new FileReader();
  2298. var request = {
  2299. onCompleteObservable: new BABYLON.Observable(),
  2300. abort: function () { return reader.abort(); },
  2301. };
  2302. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2303. reader.onerror = function (e) {
  2304. Tools.Log("Error while reading file: " + fileToLoad.name);
  2305. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2306. };
  2307. reader.onload = function (e) {
  2308. //target doesn't have result from ts 1.3
  2309. callback(e.target['result']);
  2310. };
  2311. if (progressCallBack) {
  2312. reader.onprogress = progressCallBack;
  2313. }
  2314. if (!useArrayBuffer) {
  2315. // Asynchronous read
  2316. reader.readAsText(fileToLoad);
  2317. }
  2318. else {
  2319. reader.readAsArrayBuffer(fileToLoad);
  2320. }
  2321. return request;
  2322. };
  2323. /**
  2324. * Creates a data url from a given string content
  2325. * @param content defines the content to convert
  2326. * @returns the new data url link
  2327. */
  2328. Tools.FileAsURL = function (content) {
  2329. var fileBlob = new Blob([content]);
  2330. var url = window.URL || window.webkitURL;
  2331. var link = url.createObjectURL(fileBlob);
  2332. return link;
  2333. };
  2334. /**
  2335. * Format the given number to a specific decimal format
  2336. * @param value defines the number to format
  2337. * @param decimals defines the number of decimals to use
  2338. * @returns the formatted string
  2339. */
  2340. Tools.Format = function (value, decimals) {
  2341. if (decimals === void 0) { decimals = 2; }
  2342. return value.toFixed(decimals);
  2343. };
  2344. /**
  2345. * Checks if a given vector is inside a specific range
  2346. * @param v defines the vector to test
  2347. * @param min defines the minimum range
  2348. * @param max defines the maximum range
  2349. */
  2350. Tools.CheckExtends = function (v, min, max) {
  2351. min.minimizeInPlace(v);
  2352. max.maximizeInPlace(v);
  2353. };
  2354. /**
  2355. * Tries to copy an object by duplicating every property
  2356. * @param source defines the source object
  2357. * @param destination defines the target object
  2358. * @param doNotCopyList defines a list of properties to avoid
  2359. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2360. */
  2361. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2362. for (var prop in source) {
  2363. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2364. continue;
  2365. }
  2366. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2367. continue;
  2368. }
  2369. var sourceValue = source[prop];
  2370. var typeOfSourceValue = typeof sourceValue;
  2371. if (typeOfSourceValue === "function") {
  2372. continue;
  2373. }
  2374. try {
  2375. if (typeOfSourceValue === "object") {
  2376. if (sourceValue instanceof Array) {
  2377. destination[prop] = [];
  2378. if (sourceValue.length > 0) {
  2379. if (typeof sourceValue[0] == "object") {
  2380. for (var index = 0; index < sourceValue.length; index++) {
  2381. var clonedValue = cloneValue(sourceValue[index], destination);
  2382. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2383. destination[prop].push(clonedValue);
  2384. }
  2385. }
  2386. }
  2387. else {
  2388. destination[prop] = sourceValue.slice(0);
  2389. }
  2390. }
  2391. }
  2392. else {
  2393. destination[prop] = cloneValue(sourceValue, destination);
  2394. }
  2395. }
  2396. else {
  2397. destination[prop] = sourceValue;
  2398. }
  2399. }
  2400. catch (e) {
  2401. // Just ignore error (it could be because of a read-only property)
  2402. }
  2403. }
  2404. };
  2405. /**
  2406. * Gets a boolean indicating if the given object has no own property
  2407. * @param obj defines the object to test
  2408. * @returns true if object has no own property
  2409. */
  2410. Tools.IsEmpty = function (obj) {
  2411. for (var i in obj) {
  2412. if (obj.hasOwnProperty(i)) {
  2413. return false;
  2414. }
  2415. }
  2416. return true;
  2417. };
  2418. /**
  2419. * Function used to register events at window level
  2420. * @param events defines the events to register
  2421. */
  2422. Tools.RegisterTopRootEvents = function (events) {
  2423. for (var index = 0; index < events.length; index++) {
  2424. var event = events[index];
  2425. window.addEventListener(event.name, event.handler, false);
  2426. try {
  2427. if (window.parent) {
  2428. window.parent.addEventListener(event.name, event.handler, false);
  2429. }
  2430. }
  2431. catch (e) {
  2432. // Silently fails...
  2433. }
  2434. }
  2435. };
  2436. /**
  2437. * Function used to unregister events from window level
  2438. * @param events defines the events to unregister
  2439. */
  2440. Tools.UnregisterTopRootEvents = function (events) {
  2441. for (var index = 0; index < events.length; index++) {
  2442. var event = events[index];
  2443. window.removeEventListener(event.name, event.handler);
  2444. try {
  2445. if (window.parent) {
  2446. window.parent.removeEventListener(event.name, event.handler);
  2447. }
  2448. }
  2449. catch (e) {
  2450. // Silently fails...
  2451. }
  2452. }
  2453. };
  2454. /**
  2455. * Dumps the current bound framebuffer
  2456. * @param width defines the rendering width
  2457. * @param height defines the rendering height
  2458. * @param engine defines the hosting engine
  2459. * @param successCallback defines the callback triggered once the data are available
  2460. * @param mimeType defines the mime type of the result
  2461. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2462. */
  2463. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2464. if (mimeType === void 0) { mimeType = "image/png"; }
  2465. // Read the contents of the framebuffer
  2466. var numberOfChannelsByLine = width * 4;
  2467. var halfHeight = height / 2;
  2468. //Reading datas from WebGL
  2469. var data = engine.readPixels(0, 0, width, height);
  2470. //To flip image on Y axis.
  2471. for (var i = 0; i < halfHeight; i++) {
  2472. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2473. var currentCell = j + i * numberOfChannelsByLine;
  2474. var targetLine = height - i - 1;
  2475. var targetCell = j + targetLine * numberOfChannelsByLine;
  2476. var temp = data[currentCell];
  2477. data[currentCell] = data[targetCell];
  2478. data[targetCell] = temp;
  2479. }
  2480. }
  2481. // Create a 2D canvas to store the result
  2482. if (!screenshotCanvas) {
  2483. screenshotCanvas = document.createElement('canvas');
  2484. }
  2485. screenshotCanvas.width = width;
  2486. screenshotCanvas.height = height;
  2487. var context = screenshotCanvas.getContext('2d');
  2488. if (context) {
  2489. // Copy the pixels to a 2D canvas
  2490. var imageData = context.createImageData(width, height);
  2491. var castData = (imageData.data);
  2492. castData.set(data);
  2493. context.putImageData(imageData, 0, 0);
  2494. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2495. }
  2496. };
  2497. /**
  2498. * Converts the canvas data to blob.
  2499. * This acts as a polyfill for browsers not supporting the to blob function.
  2500. * @param canvas Defines the canvas to extract the data from
  2501. * @param successCallback Defines the callback triggered once the data are available
  2502. * @param mimeType Defines the mime type of the result
  2503. */
  2504. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2505. if (mimeType === void 0) { mimeType = "image/png"; }
  2506. // We need HTMLCanvasElement.toBlob for HD screenshots
  2507. if (!canvas.toBlob) {
  2508. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2509. canvas.toBlob = function (callback, type, quality) {
  2510. var _this = this;
  2511. setTimeout(function () {
  2512. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2513. for (var i = 0; i < len; i++) {
  2514. arr[i] = binStr.charCodeAt(i);
  2515. }
  2516. callback(new Blob([arr]));
  2517. });
  2518. };
  2519. }
  2520. canvas.toBlob(function (blob) {
  2521. successCallback(blob);
  2522. }, mimeType);
  2523. };
  2524. /**
  2525. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2526. * @param successCallback defines the callback triggered once the data are available
  2527. * @param mimeType defines the mime type of the result
  2528. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2529. */
  2530. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2531. if (mimeType === void 0) { mimeType = "image/png"; }
  2532. if (successCallback) {
  2533. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2534. successCallback(base64Image);
  2535. }
  2536. else {
  2537. this.ToBlob(screenshotCanvas, function (blob) {
  2538. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2539. if (("download" in document.createElement("a"))) {
  2540. if (!fileName) {
  2541. var date = new Date();
  2542. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2543. fileName = "screenshot_" + stringDate + ".png";
  2544. }
  2545. Tools.Download(blob, fileName);
  2546. }
  2547. else {
  2548. var url = URL.createObjectURL(blob);
  2549. var newWindow = window.open("");
  2550. if (!newWindow) {
  2551. return;
  2552. }
  2553. var img = newWindow.document.createElement("img");
  2554. img.onload = function () {
  2555. // no longer need to read the blob so it's revoked
  2556. URL.revokeObjectURL(url);
  2557. };
  2558. img.src = url;
  2559. newWindow.document.body.appendChild(img);
  2560. }
  2561. }, mimeType);
  2562. }
  2563. };
  2564. /**
  2565. * Downloads a blob in the browser
  2566. * @param blob defines the blob to download
  2567. * @param fileName defines the name of the downloaded file
  2568. */
  2569. Tools.Download = function (blob, fileName) {
  2570. if (navigator && navigator.msSaveBlob) {
  2571. navigator.msSaveBlob(blob, fileName);
  2572. return;
  2573. }
  2574. var url = window.URL.createObjectURL(blob);
  2575. var a = document.createElement("a");
  2576. document.body.appendChild(a);
  2577. a.style.display = "none";
  2578. a.href = url;
  2579. a.download = fileName;
  2580. a.addEventListener("click", function () {
  2581. if (a.parentElement) {
  2582. a.parentElement.removeChild(a);
  2583. }
  2584. });
  2585. a.click();
  2586. window.URL.revokeObjectURL(url);
  2587. };
  2588. /**
  2589. * Captures a screenshot of the current rendering
  2590. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2591. * @param engine defines the rendering engine
  2592. * @param camera defines the source camera
  2593. * @param size This parameter can be set to a single number or to an object with the
  2594. * following (optional) properties: precision, width, height. If a single number is passed,
  2595. * it will be used for both width and height. If an object is passed, the screenshot size
  2596. * will be derived from the parameters. The precision property is a multiplier allowing
  2597. * rendering at a higher or lower resolution
  2598. * @param successCallback defines the callback receives a single parameter which contains the
  2599. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2600. * src parameter of an <img> to display it
  2601. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2602. * Check your browser for supported MIME types
  2603. */
  2604. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2605. if (mimeType === void 0) { mimeType = "image/png"; }
  2606. var width;
  2607. var height;
  2608. // If a precision value is specified
  2609. if (size.precision) {
  2610. width = Math.round(engine.getRenderWidth() * size.precision);
  2611. height = Math.round(width / engine.getAspectRatio(camera));
  2612. }
  2613. else if (size.width && size.height) {
  2614. width = size.width;
  2615. height = size.height;
  2616. }
  2617. //If passing only width, computing height to keep display canvas ratio.
  2618. else if (size.width && !size.height) {
  2619. width = size.width;
  2620. height = Math.round(width / engine.getAspectRatio(camera));
  2621. }
  2622. //If passing only height, computing width to keep display canvas ratio.
  2623. else if (size.height && !size.width) {
  2624. height = size.height;
  2625. width = Math.round(height * engine.getAspectRatio(camera));
  2626. }
  2627. //Assuming here that "size" parameter is a number
  2628. else if (!isNaN(size)) {
  2629. height = size;
  2630. width = size;
  2631. }
  2632. else {
  2633. Tools.Error("Invalid 'size' parameter !");
  2634. return;
  2635. }
  2636. if (!screenshotCanvas) {
  2637. screenshotCanvas = document.createElement('canvas');
  2638. }
  2639. screenshotCanvas.width = width;
  2640. screenshotCanvas.height = height;
  2641. var renderContext = screenshotCanvas.getContext("2d");
  2642. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2643. var newWidth = width;
  2644. var newHeight = newWidth / ratio;
  2645. if (newHeight > height) {
  2646. newHeight = height;
  2647. newWidth = newHeight * ratio;
  2648. }
  2649. var offsetX = Math.max(0, width - newWidth) / 2;
  2650. var offsetY = Math.max(0, height - newHeight) / 2;
  2651. var renderingCanvas = engine.getRenderingCanvas();
  2652. if (renderContext && renderingCanvas) {
  2653. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2654. }
  2655. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2656. };
  2657. /**
  2658. * Generates an image screenshot from the specified camera.
  2659. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2660. * @param engine The engine to use for rendering
  2661. * @param camera The camera to use for rendering
  2662. * @param size This parameter can be set to a single number or to an object with the
  2663. * following (optional) properties: precision, width, height. If a single number is passed,
  2664. * it will be used for both width and height. If an object is passed, the screenshot size
  2665. * will be derived from the parameters. The precision property is a multiplier allowing
  2666. * rendering at a higher or lower resolution
  2667. * @param successCallback The callback receives a single parameter which contains the
  2668. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2669. * src parameter of an <img> to display it
  2670. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2671. * Check your browser for supported MIME types
  2672. * @param samples Texture samples (default: 1)
  2673. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2674. * @param fileName A name for for the downloaded file.
  2675. */
  2676. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2677. if (mimeType === void 0) { mimeType = "image/png"; }
  2678. if (samples === void 0) { samples = 1; }
  2679. if (antialiasing === void 0) { antialiasing = false; }
  2680. var width;
  2681. var height;
  2682. //If a precision value is specified
  2683. if (size.precision) {
  2684. width = Math.round(engine.getRenderWidth() * size.precision);
  2685. height = Math.round(width / engine.getAspectRatio(camera));
  2686. size = { width: width, height: height };
  2687. }
  2688. else if (size.width && size.height) {
  2689. width = size.width;
  2690. height = size.height;
  2691. }
  2692. //If passing only width, computing height to keep display canvas ratio.
  2693. else if (size.width && !size.height) {
  2694. width = size.width;
  2695. height = Math.round(width / engine.getAspectRatio(camera));
  2696. size = { width: width, height: height };
  2697. }
  2698. //If passing only height, computing width to keep display canvas ratio.
  2699. else if (size.height && !size.width) {
  2700. height = size.height;
  2701. width = Math.round(height * engine.getAspectRatio(camera));
  2702. size = { width: width, height: height };
  2703. }
  2704. //Assuming here that "size" parameter is a number
  2705. else if (!isNaN(size)) {
  2706. height = size;
  2707. width = size;
  2708. }
  2709. else {
  2710. Tools.Error("Invalid 'size' parameter !");
  2711. return;
  2712. }
  2713. var scene = camera.getScene();
  2714. var previousCamera = null;
  2715. if (scene.activeCamera !== camera) {
  2716. previousCamera = scene.activeCamera;
  2717. scene.activeCamera = camera;
  2718. }
  2719. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2720. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2721. texture.renderList = null;
  2722. texture.samples = samples;
  2723. if (antialiasing) {
  2724. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2725. }
  2726. texture.onAfterRenderObservable.add(function () {
  2727. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2728. });
  2729. scene.incrementRenderId();
  2730. scene.resetCachedMaterial();
  2731. texture.render(true);
  2732. texture.dispose();
  2733. if (previousCamera) {
  2734. scene.activeCamera = previousCamera;
  2735. }
  2736. camera.getProjectionMatrix(true); // Force cache refresh;
  2737. };
  2738. /**
  2739. * Validates if xhr data is correct
  2740. * @param xhr defines the request to validate
  2741. * @param dataType defines the expected data type
  2742. * @returns true if data is correct
  2743. */
  2744. Tools.ValidateXHRData = function (xhr, dataType) {
  2745. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2746. if (dataType === void 0) { dataType = 7; }
  2747. try {
  2748. if (dataType & 1) {
  2749. if (xhr.responseText && xhr.responseText.length > 0) {
  2750. return true;
  2751. }
  2752. else if (dataType === 1) {
  2753. return false;
  2754. }
  2755. }
  2756. if (dataType & 2) {
  2757. // Check header width and height since there is no "TGA" magic number
  2758. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2759. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2760. return true;
  2761. }
  2762. else if (dataType === 2) {
  2763. return false;
  2764. }
  2765. }
  2766. if (dataType & 4) {
  2767. // Check for the "DDS" magic number
  2768. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2769. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2770. return true;
  2771. }
  2772. else {
  2773. return false;
  2774. }
  2775. }
  2776. }
  2777. catch (e) {
  2778. // Global protection
  2779. }
  2780. return false;
  2781. };
  2782. /**
  2783. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2784. * Be aware Math.random() could cause collisions, but:
  2785. * "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"
  2786. * @returns a pseudo random id
  2787. */
  2788. Tools.RandomId = function () {
  2789. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2790. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2791. return v.toString(16);
  2792. });
  2793. };
  2794. /**
  2795. * Test if the given uri is a base64 string
  2796. * @param uri The uri to test
  2797. * @return True if the uri is a base64 string or false otherwise
  2798. */
  2799. Tools.IsBase64 = function (uri) {
  2800. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2801. };
  2802. /**
  2803. * Decode the given base64 uri.
  2804. * @param uri The uri to decode
  2805. * @return The decoded base64 data.
  2806. */
  2807. Tools.DecodeBase64 = function (uri) {
  2808. var decodedString = atob(uri.split(",")[1]);
  2809. var bufferLength = decodedString.length;
  2810. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2811. for (var i = 0; i < bufferLength; i++) {
  2812. bufferView[i] = decodedString.charCodeAt(i);
  2813. }
  2814. return bufferView.buffer;
  2815. };
  2816. Tools._AddLogEntry = function (entry) {
  2817. Tools._LogCache = entry + Tools._LogCache;
  2818. if (Tools.OnNewCacheEntry) {
  2819. Tools.OnNewCacheEntry(entry);
  2820. }
  2821. };
  2822. Tools._FormatMessage = function (message) {
  2823. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2824. var date = new Date();
  2825. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2826. };
  2827. Tools._LogDisabled = function (message) {
  2828. // nothing to do
  2829. };
  2830. Tools._LogEnabled = function (message) {
  2831. var formattedMessage = Tools._FormatMessage(message);
  2832. console.log("BJS - " + formattedMessage);
  2833. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2834. Tools._AddLogEntry(entry);
  2835. };
  2836. Tools._WarnDisabled = function (message) {
  2837. // nothing to do
  2838. };
  2839. Tools._WarnEnabled = function (message) {
  2840. var formattedMessage = Tools._FormatMessage(message);
  2841. console.warn("BJS - " + formattedMessage);
  2842. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2843. Tools._AddLogEntry(entry);
  2844. };
  2845. Tools._ErrorDisabled = function (message) {
  2846. // nothing to do
  2847. };
  2848. Tools._ErrorEnabled = function (message) {
  2849. Tools.errorsCount++;
  2850. var formattedMessage = Tools._FormatMessage(message);
  2851. console.error("BJS - " + formattedMessage);
  2852. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2853. Tools._AddLogEntry(entry);
  2854. };
  2855. Object.defineProperty(Tools, "LogCache", {
  2856. /**
  2857. * Gets current log cache (list of logs)
  2858. */
  2859. get: function () {
  2860. return Tools._LogCache;
  2861. },
  2862. enumerable: true,
  2863. configurable: true
  2864. });
  2865. /**
  2866. * Clears the log cache
  2867. */
  2868. Tools.ClearLogCache = function () {
  2869. Tools._LogCache = "";
  2870. Tools.errorsCount = 0;
  2871. };
  2872. Object.defineProperty(Tools, "LogLevels", {
  2873. /**
  2874. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2875. */
  2876. set: function (level) {
  2877. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2878. Tools.Log = Tools._LogEnabled;
  2879. }
  2880. else {
  2881. Tools.Log = Tools._LogDisabled;
  2882. }
  2883. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2884. Tools.Warn = Tools._WarnEnabled;
  2885. }
  2886. else {
  2887. Tools.Warn = Tools._WarnDisabled;
  2888. }
  2889. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2890. Tools.Error = Tools._ErrorEnabled;
  2891. }
  2892. else {
  2893. Tools.Error = Tools._ErrorDisabled;
  2894. }
  2895. },
  2896. enumerable: true,
  2897. configurable: true
  2898. });
  2899. /**
  2900. * Checks if the loaded document was accessed via `file:`-Protocol.
  2901. * @returns boolean
  2902. */
  2903. Tools.IsFileURL = function () {
  2904. return location.protocol === "file:";
  2905. };
  2906. /**
  2907. * Checks if the window object exists
  2908. * @returns true if the window object exists
  2909. */
  2910. Tools.IsWindowObjectExist = function () {
  2911. return (typeof window) !== "undefined";
  2912. };
  2913. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2914. /**
  2915. * Sets the current performance log level
  2916. */
  2917. set: function (level) {
  2918. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2919. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2920. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2921. return;
  2922. }
  2923. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2924. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2925. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2926. return;
  2927. }
  2928. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2929. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2930. },
  2931. enumerable: true,
  2932. configurable: true
  2933. });
  2934. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2935. };
  2936. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2937. };
  2938. Tools._StartUserMark = function (counterName, condition) {
  2939. if (condition === void 0) { condition = true; }
  2940. if (!Tools._performance) {
  2941. if (!Tools.IsWindowObjectExist()) {
  2942. return;
  2943. }
  2944. Tools._performance = window.performance;
  2945. }
  2946. if (!condition || !Tools._performance.mark) {
  2947. return;
  2948. }
  2949. Tools._performance.mark(counterName + "-Begin");
  2950. };
  2951. Tools._EndUserMark = function (counterName, condition) {
  2952. if (condition === void 0) { condition = true; }
  2953. if (!condition || !Tools._performance.mark) {
  2954. return;
  2955. }
  2956. Tools._performance.mark(counterName + "-End");
  2957. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2958. };
  2959. Tools._StartPerformanceConsole = function (counterName, condition) {
  2960. if (condition === void 0) { condition = true; }
  2961. if (!condition) {
  2962. return;
  2963. }
  2964. Tools._StartUserMark(counterName, condition);
  2965. if (console.time) {
  2966. console.time(counterName);
  2967. }
  2968. };
  2969. Tools._EndPerformanceConsole = function (counterName, condition) {
  2970. if (condition === void 0) { condition = true; }
  2971. if (!condition) {
  2972. return;
  2973. }
  2974. Tools._EndUserMark(counterName, condition);
  2975. if (console.time) {
  2976. console.timeEnd(counterName);
  2977. }
  2978. };
  2979. Object.defineProperty(Tools, "Now", {
  2980. /**
  2981. * Gets either window.performance.now() if supported or Date.now() else
  2982. */
  2983. get: function () {
  2984. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  2985. return window.performance.now();
  2986. }
  2987. return Date.now();
  2988. },
  2989. enumerable: true,
  2990. configurable: true
  2991. });
  2992. /**
  2993. * This method will return the name of the class used to create the instance of the given object.
  2994. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  2995. * @param object the object to get the class name from
  2996. * @param isType defines if the object is actually a type
  2997. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  2998. */
  2999. Tools.GetClassName = function (object, isType) {
  3000. if (isType === void 0) { isType = false; }
  3001. var name = null;
  3002. if (!isType && object.getClassName) {
  3003. name = object.getClassName();
  3004. }
  3005. else {
  3006. if (object instanceof Object) {
  3007. var classObj = isType ? object : Object.getPrototypeOf(object);
  3008. name = classObj.constructor["__bjsclassName__"];
  3009. }
  3010. if (!name) {
  3011. name = typeof object;
  3012. }
  3013. }
  3014. return name;
  3015. };
  3016. /**
  3017. * Gets the first element of an array satisfying a given predicate
  3018. * @param array defines the array to browse
  3019. * @param predicate defines the predicate to use
  3020. * @returns null if not found or the element
  3021. */
  3022. Tools.First = function (array, predicate) {
  3023. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3024. var el = array_1[_i];
  3025. if (predicate(el)) {
  3026. return el;
  3027. }
  3028. }
  3029. return null;
  3030. };
  3031. /**
  3032. * This method will return the name of the full name of the class, including its owning module (if any).
  3033. * 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).
  3034. * @param object the object to get the class name from
  3035. * @param isType defines if the object is actually a type
  3036. * @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.
  3037. * @ignorenaming
  3038. */
  3039. Tools.getFullClassName = function (object, isType) {
  3040. if (isType === void 0) { isType = false; }
  3041. var className = null;
  3042. var moduleName = null;
  3043. if (!isType && object.getClassName) {
  3044. className = object.getClassName();
  3045. }
  3046. else {
  3047. if (object instanceof Object) {
  3048. var classObj = isType ? object : Object.getPrototypeOf(object);
  3049. className = classObj.constructor["__bjsclassName__"];
  3050. moduleName = classObj.constructor["__bjsmoduleName__"];
  3051. }
  3052. if (!className) {
  3053. className = typeof object;
  3054. }
  3055. }
  3056. if (!className) {
  3057. return null;
  3058. }
  3059. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3060. };
  3061. /**
  3062. * Returns a promise that resolves after the given amount of time.
  3063. * @param delay Number of milliseconds to delay
  3064. * @returns Promise that resolves after the given amount of time
  3065. */
  3066. Tools.DelayAsync = function (delay) {
  3067. return new Promise(function (resolve) {
  3068. setTimeout(function () {
  3069. resolve();
  3070. }, delay);
  3071. });
  3072. };
  3073. /**
  3074. * Gets the current gradient from an array of IValueGradient
  3075. * @param ratio defines the current ratio to get
  3076. * @param gradients defines the array of IValueGradient
  3077. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3078. */
  3079. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3080. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3081. var currentGradient = gradients[gradientIndex];
  3082. var nextGradient = gradients[gradientIndex + 1];
  3083. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3084. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3085. updateFunc(currentGradient, nextGradient, scale);
  3086. return;
  3087. }
  3088. }
  3089. // Use last index if over
  3090. var lastIndex = gradients.length - 1;
  3091. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3092. };
  3093. /**
  3094. * Gets or sets the base URL to use to load assets
  3095. */
  3096. Tools.BaseUrl = "";
  3097. /**
  3098. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3099. */
  3100. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3101. /**
  3102. * Default behaviour for cors in the application.
  3103. * It can be a string if the expected behavior is identical in the entire app.
  3104. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3105. */
  3106. Tools.CorsBehavior = "anonymous";
  3107. /**
  3108. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3109. * @ignorenaming
  3110. */
  3111. Tools.UseFallbackTexture = true;
  3112. /**
  3113. * Use this object to register external classes like custom textures or material
  3114. * to allow the laoders to instantiate them
  3115. */
  3116. Tools.RegisteredExternalClasses = {};
  3117. /**
  3118. * Texture content used if a texture cannot loaded
  3119. * @ignorenaming
  3120. */
  3121. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3122. Tools._tmpFloatArray = new Float32Array(1);
  3123. /**
  3124. * Gets or sets a function used to pre-process url before using them to load assets
  3125. */
  3126. Tools.PreprocessUrl = function (url) {
  3127. return url;
  3128. };
  3129. // Logs
  3130. /**
  3131. * No log
  3132. */
  3133. Tools.NoneLogLevel = 0;
  3134. /**
  3135. * Only message logs
  3136. */
  3137. Tools.MessageLogLevel = 1;
  3138. /**
  3139. * Only warning logs
  3140. */
  3141. Tools.WarningLogLevel = 2;
  3142. /**
  3143. * Only error logs
  3144. */
  3145. Tools.ErrorLogLevel = 4;
  3146. /**
  3147. * All logs
  3148. */
  3149. Tools.AllLogLevel = 7;
  3150. Tools._LogCache = "";
  3151. /**
  3152. * Gets a value indicating the number of loading errors
  3153. * @ignorenaming
  3154. */
  3155. Tools.errorsCount = 0;
  3156. /**
  3157. * Log a message to the console
  3158. */
  3159. Tools.Log = Tools._LogEnabled;
  3160. /**
  3161. * Write a warning message to the console
  3162. */
  3163. Tools.Warn = Tools._WarnEnabled;
  3164. /**
  3165. * Write an error message to the console
  3166. */
  3167. Tools.Error = Tools._ErrorEnabled;
  3168. // Performances
  3169. /**
  3170. * No performance log
  3171. */
  3172. Tools.PerformanceNoneLogLevel = 0;
  3173. /**
  3174. * Use user marks to log performance
  3175. */
  3176. Tools.PerformanceUserMarkLogLevel = 1;
  3177. /**
  3178. * Log performance to the console
  3179. */
  3180. Tools.PerformanceConsoleLogLevel = 2;
  3181. /**
  3182. * Starts a performance counter
  3183. */
  3184. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3185. /**
  3186. * Ends a specific performance coutner
  3187. */
  3188. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3189. return Tools;
  3190. }());
  3191. BABYLON.Tools = Tools;
  3192. /**
  3193. * This class is used to track a performance counter which is number based.
  3194. * The user has access to many properties which give statistics of different nature.
  3195. *
  3196. * The implementer can track two kinds of Performance Counter: time and count.
  3197. * 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.
  3198. * 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.
  3199. */
  3200. var PerfCounter = /** @class */ (function () {
  3201. /**
  3202. * Creates a new counter
  3203. */
  3204. function PerfCounter() {
  3205. this._startMonitoringTime = 0;
  3206. this._min = 0;
  3207. this._max = 0;
  3208. this._average = 0;
  3209. this._lastSecAverage = 0;
  3210. this._current = 0;
  3211. this._totalValueCount = 0;
  3212. this._totalAccumulated = 0;
  3213. this._lastSecAccumulated = 0;
  3214. this._lastSecTime = 0;
  3215. this._lastSecValueCount = 0;
  3216. }
  3217. Object.defineProperty(PerfCounter.prototype, "min", {
  3218. /**
  3219. * Returns the smallest value ever
  3220. */
  3221. get: function () {
  3222. return this._min;
  3223. },
  3224. enumerable: true,
  3225. configurable: true
  3226. });
  3227. Object.defineProperty(PerfCounter.prototype, "max", {
  3228. /**
  3229. * Returns the biggest value ever
  3230. */
  3231. get: function () {
  3232. return this._max;
  3233. },
  3234. enumerable: true,
  3235. configurable: true
  3236. });
  3237. Object.defineProperty(PerfCounter.prototype, "average", {
  3238. /**
  3239. * Returns the average value since the performance counter is running
  3240. */
  3241. get: function () {
  3242. return this._average;
  3243. },
  3244. enumerable: true,
  3245. configurable: true
  3246. });
  3247. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3248. /**
  3249. * Returns the average value of the last second the counter was monitored
  3250. */
  3251. get: function () {
  3252. return this._lastSecAverage;
  3253. },
  3254. enumerable: true,
  3255. configurable: true
  3256. });
  3257. Object.defineProperty(PerfCounter.prototype, "current", {
  3258. /**
  3259. * Returns the current value
  3260. */
  3261. get: function () {
  3262. return this._current;
  3263. },
  3264. enumerable: true,
  3265. configurable: true
  3266. });
  3267. Object.defineProperty(PerfCounter.prototype, "total", {
  3268. /**
  3269. * Gets the accumulated total
  3270. */
  3271. get: function () {
  3272. return this._totalAccumulated;
  3273. },
  3274. enumerable: true,
  3275. configurable: true
  3276. });
  3277. Object.defineProperty(PerfCounter.prototype, "count", {
  3278. /**
  3279. * Gets the total value count
  3280. */
  3281. get: function () {
  3282. return this._totalValueCount;
  3283. },
  3284. enumerable: true,
  3285. configurable: true
  3286. });
  3287. /**
  3288. * Call this method to start monitoring a new frame.
  3289. * 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.
  3290. */
  3291. PerfCounter.prototype.fetchNewFrame = function () {
  3292. this._totalValueCount++;
  3293. this._current = 0;
  3294. this._lastSecValueCount++;
  3295. };
  3296. /**
  3297. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3298. * @param newCount the count value to add to the monitored count
  3299. * @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.
  3300. */
  3301. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3302. if (!PerfCounter.Enabled) {
  3303. return;
  3304. }
  3305. this._current += newCount;
  3306. if (fetchResult) {
  3307. this._fetchResult();
  3308. }
  3309. };
  3310. /**
  3311. * Start monitoring this performance counter
  3312. */
  3313. PerfCounter.prototype.beginMonitoring = function () {
  3314. if (!PerfCounter.Enabled) {
  3315. return;
  3316. }
  3317. this._startMonitoringTime = Tools.Now;
  3318. };
  3319. /**
  3320. * Compute the time lapsed since the previous beginMonitoring() call.
  3321. * @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
  3322. */
  3323. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3324. if (newFrame === void 0) { newFrame = true; }
  3325. if (!PerfCounter.Enabled) {
  3326. return;
  3327. }
  3328. if (newFrame) {
  3329. this.fetchNewFrame();
  3330. }
  3331. var currentTime = Tools.Now;
  3332. this._current = currentTime - this._startMonitoringTime;
  3333. if (newFrame) {
  3334. this._fetchResult();
  3335. }
  3336. };
  3337. PerfCounter.prototype._fetchResult = function () {
  3338. this._totalAccumulated += this._current;
  3339. this._lastSecAccumulated += this._current;
  3340. // Min/Max update
  3341. this._min = Math.min(this._min, this._current);
  3342. this._max = Math.max(this._max, this._current);
  3343. this._average = this._totalAccumulated / this._totalValueCount;
  3344. // Reset last sec?
  3345. var now = Tools.Now;
  3346. if ((now - this._lastSecTime) > 1000) {
  3347. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3348. this._lastSecTime = now;
  3349. this._lastSecAccumulated = 0;
  3350. this._lastSecValueCount = 0;
  3351. }
  3352. };
  3353. /**
  3354. * Gets or sets a global boolean to turn on and off all the counters
  3355. */
  3356. PerfCounter.Enabled = true;
  3357. return PerfCounter;
  3358. }());
  3359. BABYLON.PerfCounter = PerfCounter;
  3360. /**
  3361. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3362. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3363. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3364. * @param name The name of the class, case should be preserved
  3365. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3366. */
  3367. function className(name, module) {
  3368. return function (target) {
  3369. target["__bjsclassName__"] = name;
  3370. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3371. };
  3372. }
  3373. BABYLON.className = className;
  3374. /**
  3375. * An implementation of a loop for asynchronous functions.
  3376. */
  3377. var AsyncLoop = /** @class */ (function () {
  3378. /**
  3379. * Constructor.
  3380. * @param iterations the number of iterations.
  3381. * @param func the function to run each iteration
  3382. * @param successCallback the callback that will be called upon succesful execution
  3383. * @param offset starting offset.
  3384. */
  3385. function AsyncLoop(
  3386. /**
  3387. * Defines the number of iterations for the loop
  3388. */
  3389. iterations, func, successCallback, offset) {
  3390. if (offset === void 0) { offset = 0; }
  3391. this.iterations = iterations;
  3392. this.index = offset - 1;
  3393. this._done = false;
  3394. this._fn = func;
  3395. this._successCallback = successCallback;
  3396. }
  3397. /**
  3398. * Execute the next iteration. Must be called after the last iteration was finished.
  3399. */
  3400. AsyncLoop.prototype.executeNext = function () {
  3401. if (!this._done) {
  3402. if (this.index + 1 < this.iterations) {
  3403. ++this.index;
  3404. this._fn(this);
  3405. }
  3406. else {
  3407. this.breakLoop();
  3408. }
  3409. }
  3410. };
  3411. /**
  3412. * Break the loop and run the success callback.
  3413. */
  3414. AsyncLoop.prototype.breakLoop = function () {
  3415. this._done = true;
  3416. this._successCallback();
  3417. };
  3418. /**
  3419. * Create and run an async loop.
  3420. * @param iterations the number of iterations.
  3421. * @param fn the function to run each iteration
  3422. * @param successCallback the callback that will be called upon succesful execution
  3423. * @param offset starting offset.
  3424. * @returns the created async loop object
  3425. */
  3426. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3427. if (offset === void 0) { offset = 0; }
  3428. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3429. loop.executeNext();
  3430. return loop;
  3431. };
  3432. /**
  3433. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3434. * @param iterations total number of iterations
  3435. * @param syncedIterations number of synchronous iterations in each async iteration.
  3436. * @param fn the function to call each iteration.
  3437. * @param callback a success call back that will be called when iterating stops.
  3438. * @param breakFunction a break condition (optional)
  3439. * @param timeout timeout settings for the setTimeout function. default - 0.
  3440. * @returns the created async loop object
  3441. */
  3442. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3443. if (timeout === void 0) { timeout = 0; }
  3444. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3445. if (breakFunction && breakFunction()) {
  3446. loop.breakLoop();
  3447. }
  3448. else {
  3449. setTimeout(function () {
  3450. for (var i = 0; i < syncedIterations; ++i) {
  3451. var iteration = (loop.index * syncedIterations) + i;
  3452. if (iteration >= iterations) {
  3453. break;
  3454. }
  3455. fn(iteration);
  3456. if (breakFunction && breakFunction()) {
  3457. loop.breakLoop();
  3458. break;
  3459. }
  3460. }
  3461. loop.executeNext();
  3462. }, timeout);
  3463. }
  3464. }, callback);
  3465. };
  3466. return AsyncLoop;
  3467. }());
  3468. BABYLON.AsyncLoop = AsyncLoop;
  3469. })(BABYLON || (BABYLON = {}));
  3470. //# sourceMappingURL=babylon.tools.js.map
  3471. var BABYLON;
  3472. (function (BABYLON) {
  3473. /**
  3474. * Constant used to convert a value to gamma space
  3475. * @ignorenaming
  3476. */
  3477. BABYLON.ToGammaSpace = 1 / 2.2;
  3478. /**
  3479. * Constant used to convert a value to linear space
  3480. * @ignorenaming
  3481. */
  3482. BABYLON.ToLinearSpace = 2.2;
  3483. /**
  3484. * Constant used to define the minimal number value in Babylon.js
  3485. * @ignorenaming
  3486. */
  3487. BABYLON.Epsilon = 0.001;
  3488. /**
  3489. * Class used to hold a RBG color
  3490. */
  3491. var Color3 = /** @class */ (function () {
  3492. /**
  3493. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3494. * @param r defines the red component (between 0 and 1, default is 0)
  3495. * @param g defines the green component (between 0 and 1, default is 0)
  3496. * @param b defines the blue component (between 0 and 1, default is 0)
  3497. */
  3498. function Color3(
  3499. /**
  3500. * Defines the red component (between 0 and 1, default is 0)
  3501. */
  3502. r,
  3503. /**
  3504. * Defines the green component (between 0 and 1, default is 0)
  3505. */
  3506. g,
  3507. /**
  3508. * Defines the blue component (between 0 and 1, default is 0)
  3509. */
  3510. b) {
  3511. if (r === void 0) { r = 0; }
  3512. if (g === void 0) { g = 0; }
  3513. if (b === void 0) { b = 0; }
  3514. this.r = r;
  3515. this.g = g;
  3516. this.b = b;
  3517. }
  3518. /**
  3519. * Creates a string with the Color3 current values
  3520. * @returns the string representation of the Color3 object
  3521. */
  3522. Color3.prototype.toString = function () {
  3523. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3524. };
  3525. /**
  3526. * Returns the string "Color3"
  3527. * @returns "Color3"
  3528. */
  3529. Color3.prototype.getClassName = function () {
  3530. return "Color3";
  3531. };
  3532. /**
  3533. * Compute the Color3 hash code
  3534. * @returns an unique number that can be used to hash Color3 objects
  3535. */
  3536. Color3.prototype.getHashCode = function () {
  3537. var hash = this.r || 0;
  3538. hash = (hash * 397) ^ (this.g || 0);
  3539. hash = (hash * 397) ^ (this.b || 0);
  3540. return hash;
  3541. };
  3542. // Operators
  3543. /**
  3544. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3545. * @param array defines the array where to store the r,g,b components
  3546. * @param index defines an optional index in the target array to define where to start storing values
  3547. * @returns the current Color3 object
  3548. */
  3549. Color3.prototype.toArray = function (array, index) {
  3550. if (index === undefined) {
  3551. index = 0;
  3552. }
  3553. array[index] = this.r;
  3554. array[index + 1] = this.g;
  3555. array[index + 2] = this.b;
  3556. return this;
  3557. };
  3558. /**
  3559. * Returns a new Color4 object from the current Color3 and the given alpha
  3560. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3561. * @returns a new Color4 object
  3562. */
  3563. Color3.prototype.toColor4 = function (alpha) {
  3564. if (alpha === void 0) { alpha = 1; }
  3565. return new Color4(this.r, this.g, this.b, alpha);
  3566. };
  3567. /**
  3568. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3569. * @returns the new array
  3570. */
  3571. Color3.prototype.asArray = function () {
  3572. var result = new Array();
  3573. this.toArray(result, 0);
  3574. return result;
  3575. };
  3576. /**
  3577. * Returns the luminance value
  3578. * @returns a float value
  3579. */
  3580. Color3.prototype.toLuminance = function () {
  3581. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3582. };
  3583. /**
  3584. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3585. * @param otherColor defines the second operand
  3586. * @returns the new Color3 object
  3587. */
  3588. Color3.prototype.multiply = function (otherColor) {
  3589. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3590. };
  3591. /**
  3592. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3593. * @param otherColor defines the second operand
  3594. * @param result defines the Color3 object where to store the result
  3595. * @returns the current Color3
  3596. */
  3597. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3598. result.r = this.r * otherColor.r;
  3599. result.g = this.g * otherColor.g;
  3600. result.b = this.b * otherColor.b;
  3601. return this;
  3602. };
  3603. /**
  3604. * Determines equality between Color3 objects
  3605. * @param otherColor defines the second operand
  3606. * @returns true if the rgb values are equal to the given ones
  3607. */
  3608. Color3.prototype.equals = function (otherColor) {
  3609. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3610. };
  3611. /**
  3612. * Determines equality between the current Color3 object and a set of r,b,g values
  3613. * @param r defines the red component to check
  3614. * @param g defines the green component to check
  3615. * @param b defines the blue component to check
  3616. * @returns true if the rgb values are equal to the given ones
  3617. */
  3618. Color3.prototype.equalsFloats = function (r, g, b) {
  3619. return this.r === r && this.g === g && this.b === b;
  3620. };
  3621. /**
  3622. * Multiplies in place each rgb value by scale
  3623. * @param scale defines the scaling factor
  3624. * @returns the updated Color3
  3625. */
  3626. Color3.prototype.scale = function (scale) {
  3627. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3628. };
  3629. /**
  3630. * Multiplies the rgb values by scale and stores the result into "result"
  3631. * @param scale defines the scaling factor
  3632. * @param result defines the Color3 object where to store the result
  3633. * @returns the unmodified current Color3
  3634. */
  3635. Color3.prototype.scaleToRef = function (scale, result) {
  3636. result.r = this.r * scale;
  3637. result.g = this.g * scale;
  3638. result.b = this.b * scale;
  3639. return this;
  3640. };
  3641. /**
  3642. * Scale the current Color3 values by a factor and add the result to a given Color3
  3643. * @param scale defines the scale factor
  3644. * @param result defines color to store the result into
  3645. * @returns the unmodified current Color3
  3646. */
  3647. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3648. result.r += this.r * scale;
  3649. result.g += this.g * scale;
  3650. result.b += this.b * scale;
  3651. return this;
  3652. };
  3653. /**
  3654. * Clamps the rgb values by the min and max values and stores the result into "result"
  3655. * @param min defines minimum clamping value (default is 0)
  3656. * @param max defines maximum clamping value (default is 1)
  3657. * @param result defines color to store the result into
  3658. * @returns the original Color3
  3659. */
  3660. Color3.prototype.clampToRef = function (min, max, result) {
  3661. if (min === void 0) { min = 0; }
  3662. if (max === void 0) { max = 1; }
  3663. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3664. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3665. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3666. return this;
  3667. };
  3668. /**
  3669. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3670. * @param otherColor defines the second operand
  3671. * @returns the new Color3
  3672. */
  3673. Color3.prototype.add = function (otherColor) {
  3674. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3675. };
  3676. /**
  3677. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3678. * @param otherColor defines the second operand
  3679. * @param result defines Color3 object to store the result into
  3680. * @returns the unmodified current Color3
  3681. */
  3682. Color3.prototype.addToRef = function (otherColor, result) {
  3683. result.r = this.r + otherColor.r;
  3684. result.g = this.g + otherColor.g;
  3685. result.b = this.b + otherColor.b;
  3686. return this;
  3687. };
  3688. /**
  3689. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3690. * @param otherColor defines the second operand
  3691. * @returns the new Color3
  3692. */
  3693. Color3.prototype.subtract = function (otherColor) {
  3694. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3695. };
  3696. /**
  3697. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3698. * @param otherColor defines the second operand
  3699. * @param result defines Color3 object to store the result into
  3700. * @returns the unmodified current Color3
  3701. */
  3702. Color3.prototype.subtractToRef = function (otherColor, result) {
  3703. result.r = this.r - otherColor.r;
  3704. result.g = this.g - otherColor.g;
  3705. result.b = this.b - otherColor.b;
  3706. return this;
  3707. };
  3708. /**
  3709. * Copy the current object
  3710. * @returns a new Color3 copied the current one
  3711. */
  3712. Color3.prototype.clone = function () {
  3713. return new Color3(this.r, this.g, this.b);
  3714. };
  3715. /**
  3716. * Copies the rgb values from the source in the current Color3
  3717. * @param source defines the source Color3 object
  3718. * @returns the updated Color3 object
  3719. */
  3720. Color3.prototype.copyFrom = function (source) {
  3721. this.r = source.r;
  3722. this.g = source.g;
  3723. this.b = source.b;
  3724. return this;
  3725. };
  3726. /**
  3727. * Updates the Color3 rgb values from the given floats
  3728. * @param r defines the red component to read from
  3729. * @param g defines the green component to read from
  3730. * @param b defines the blue component to read from
  3731. * @returns the current Color3 object
  3732. */
  3733. Color3.prototype.copyFromFloats = function (r, g, b) {
  3734. this.r = r;
  3735. this.g = g;
  3736. this.b = b;
  3737. return this;
  3738. };
  3739. /**
  3740. * Updates the Color3 rgb values from the given floats
  3741. * @param r defines the red component to read from
  3742. * @param g defines the green component to read from
  3743. * @param b defines the blue component to read from
  3744. * @returns the current Color3 object
  3745. */
  3746. Color3.prototype.set = function (r, g, b) {
  3747. return this.copyFromFloats(r, g, b);
  3748. };
  3749. /**
  3750. * Compute the Color3 hexadecimal code as a string
  3751. * @returns a string containing the hexadecimal representation of the Color3 object
  3752. */
  3753. Color3.prototype.toHexString = function () {
  3754. var intR = (this.r * 255) | 0;
  3755. var intG = (this.g * 255) | 0;
  3756. var intB = (this.b * 255) | 0;
  3757. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3758. };
  3759. /**
  3760. * Computes a new Color3 converted from the current one to linear space
  3761. * @returns a new Color3 object
  3762. */
  3763. Color3.prototype.toLinearSpace = function () {
  3764. var convertedColor = new Color3();
  3765. this.toLinearSpaceToRef(convertedColor);
  3766. return convertedColor;
  3767. };
  3768. /**
  3769. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3770. * @param convertedColor defines the Color3 object where to store the linear space version
  3771. * @returns the unmodified Color3
  3772. */
  3773. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3774. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3775. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3776. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3777. return this;
  3778. };
  3779. /**
  3780. * Computes a new Color3 converted from the current one to gamma space
  3781. * @returns a new Color3 object
  3782. */
  3783. Color3.prototype.toGammaSpace = function () {
  3784. var convertedColor = new Color3();
  3785. this.toGammaSpaceToRef(convertedColor);
  3786. return convertedColor;
  3787. };
  3788. /**
  3789. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3790. * @param convertedColor defines the Color3 object where to store the gamma space version
  3791. * @returns the unmodified Color3
  3792. */
  3793. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3794. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3795. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3796. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3797. return this;
  3798. };
  3799. // Statics
  3800. /**
  3801. * Creates a new Color3 from the string containing valid hexadecimal values
  3802. * @param hex defines a string containing valid hexadecimal values
  3803. * @returns a new Color3 object
  3804. */
  3805. Color3.FromHexString = function (hex) {
  3806. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3807. return new Color3(0, 0, 0);
  3808. }
  3809. var r = parseInt(hex.substring(1, 3), 16);
  3810. var g = parseInt(hex.substring(3, 5), 16);
  3811. var b = parseInt(hex.substring(5, 7), 16);
  3812. return Color3.FromInts(r, g, b);
  3813. };
  3814. /**
  3815. * Creates a new Vector3 from the starting index of the given array
  3816. * @param array defines the source array
  3817. * @param offset defines an offset in the source array
  3818. * @returns a new Color3 object
  3819. */
  3820. Color3.FromArray = function (array, offset) {
  3821. if (offset === void 0) { offset = 0; }
  3822. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3823. };
  3824. /**
  3825. * Creates a new Color3 from integer values (< 256)
  3826. * @param r defines the red component to read from (value between 0 and 255)
  3827. * @param g defines the green component to read from (value between 0 and 255)
  3828. * @param b defines the blue component to read from (value between 0 and 255)
  3829. * @returns a new Color3 object
  3830. */
  3831. Color3.FromInts = function (r, g, b) {
  3832. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3833. };
  3834. /**
  3835. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3836. * @param start defines the start Color3 value
  3837. * @param end defines the end Color3 value
  3838. * @param amount defines the gradient value between start and end
  3839. * @returns a new Color3 object
  3840. */
  3841. Color3.Lerp = function (start, end, amount) {
  3842. var result = new Color3(0.0, 0.0, 0.0);
  3843. Color3.LerpToRef(start, end, amount, result);
  3844. return result;
  3845. };
  3846. /**
  3847. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3848. * @param left defines the start value
  3849. * @param right defines the end value
  3850. * @param amount defines the gradient factor
  3851. * @param result defines the Color3 object where to store the result
  3852. */
  3853. Color3.LerpToRef = function (left, right, amount, result) {
  3854. result.r = left.r + ((right.r - left.r) * amount);
  3855. result.g = left.g + ((right.g - left.g) * amount);
  3856. result.b = left.b + ((right.b - left.b) * amount);
  3857. };
  3858. /**
  3859. * Returns a Color3 value containing a red color
  3860. * @returns a new Color3 object
  3861. */
  3862. Color3.Red = function () { return new Color3(1, 0, 0); };
  3863. /**
  3864. * Returns a Color3 value containing a green color
  3865. * @returns a new Color3 object
  3866. */
  3867. Color3.Green = function () { return new Color3(0, 1, 0); };
  3868. /**
  3869. * Returns a Color3 value containing a blue color
  3870. * @returns a new Color3 object
  3871. */
  3872. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3873. /**
  3874. * Returns a Color3 value containing a black color
  3875. * @returns a new Color3 object
  3876. */
  3877. Color3.Black = function () { return new Color3(0, 0, 0); };
  3878. /**
  3879. * Returns a Color3 value containing a white color
  3880. * @returns a new Color3 object
  3881. */
  3882. Color3.White = function () { return new Color3(1, 1, 1); };
  3883. /**
  3884. * Returns a Color3 value containing a purple color
  3885. * @returns a new Color3 object
  3886. */
  3887. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3888. /**
  3889. * Returns a Color3 value containing a magenta color
  3890. * @returns a new Color3 object
  3891. */
  3892. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3893. /**
  3894. * Returns a Color3 value containing a yellow color
  3895. * @returns a new Color3 object
  3896. */
  3897. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3898. /**
  3899. * Returns a Color3 value containing a gray color
  3900. * @returns a new Color3 object
  3901. */
  3902. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3903. /**
  3904. * Returns a Color3 value containing a teal color
  3905. * @returns a new Color3 object
  3906. */
  3907. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3908. /**
  3909. * Returns a Color3 value containing a random color
  3910. * @returns a new Color3 object
  3911. */
  3912. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3913. return Color3;
  3914. }());
  3915. BABYLON.Color3 = Color3;
  3916. /**
  3917. * Class used to hold a RBGA color
  3918. */
  3919. var Color4 = /** @class */ (function () {
  3920. /**
  3921. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3922. * @param r defines the red component (between 0 and 1, default is 0)
  3923. * @param g defines the green component (between 0 and 1, default is 0)
  3924. * @param b defines the blue component (between 0 and 1, default is 0)
  3925. * @param a defines the alpha component (between 0 and 1, default is 1)
  3926. */
  3927. function Color4(
  3928. /**
  3929. * Defines the red component (between 0 and 1, default is 0)
  3930. */
  3931. r,
  3932. /**
  3933. * Defines the green component (between 0 and 1, default is 0)
  3934. */
  3935. g,
  3936. /**
  3937. * Defines the blue component (between 0 and 1, default is 0)
  3938. */
  3939. b,
  3940. /**
  3941. * Defines the alpha component (between 0 and 1, default is 1)
  3942. */
  3943. a) {
  3944. if (r === void 0) { r = 0; }
  3945. if (g === void 0) { g = 0; }
  3946. if (b === void 0) { b = 0; }
  3947. if (a === void 0) { a = 1; }
  3948. this.r = r;
  3949. this.g = g;
  3950. this.b = b;
  3951. this.a = a;
  3952. }
  3953. // Operators
  3954. /**
  3955. * Adds in place the given Color4 values to the current Color4 object
  3956. * @param right defines the second operand
  3957. * @returns the current updated Color4 object
  3958. */
  3959. Color4.prototype.addInPlace = function (right) {
  3960. this.r += right.r;
  3961. this.g += right.g;
  3962. this.b += right.b;
  3963. this.a += right.a;
  3964. return this;
  3965. };
  3966. /**
  3967. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  3968. * @returns the new array
  3969. */
  3970. Color4.prototype.asArray = function () {
  3971. var result = new Array();
  3972. this.toArray(result, 0);
  3973. return result;
  3974. };
  3975. /**
  3976. * Stores from the starting index in the given array the Color4 successive values
  3977. * @param array defines the array where to store the r,g,b components
  3978. * @param index defines an optional index in the target array to define where to start storing values
  3979. * @returns the current Color4 object
  3980. */
  3981. Color4.prototype.toArray = function (array, index) {
  3982. if (index === void 0) { index = 0; }
  3983. array[index] = this.r;
  3984. array[index + 1] = this.g;
  3985. array[index + 2] = this.b;
  3986. array[index + 3] = this.a;
  3987. return this;
  3988. };
  3989. /**
  3990. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  3991. * @param right defines the second operand
  3992. * @returns a new Color4 object
  3993. */
  3994. Color4.prototype.add = function (right) {
  3995. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  3996. };
  3997. /**
  3998. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  3999. * @param right defines the second operand
  4000. * @returns a new Color4 object
  4001. */
  4002. Color4.prototype.subtract = function (right) {
  4003. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4004. };
  4005. /**
  4006. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4007. * @param right defines the second operand
  4008. * @param result defines the Color4 object where to store the result
  4009. * @returns the current Color4 object
  4010. */
  4011. Color4.prototype.subtractToRef = function (right, result) {
  4012. result.r = this.r - right.r;
  4013. result.g = this.g - right.g;
  4014. result.b = this.b - right.b;
  4015. result.a = this.a - right.a;
  4016. return this;
  4017. };
  4018. /**
  4019. * Creates a new Color4 with the current Color4 values multiplied by scale
  4020. * @param scale defines the scaling factor to apply
  4021. * @returns a new Color4 object
  4022. */
  4023. Color4.prototype.scale = function (scale) {
  4024. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4025. };
  4026. /**
  4027. * Multiplies the current Color4 values by scale and stores the result in "result"
  4028. * @param scale defines the scaling factor to apply
  4029. * @param result defines the Color4 object where to store the result
  4030. * @returns the current unmodified Color4
  4031. */
  4032. Color4.prototype.scaleToRef = function (scale, result) {
  4033. result.r = this.r * scale;
  4034. result.g = this.g * scale;
  4035. result.b = this.b * scale;
  4036. result.a = this.a * scale;
  4037. return this;
  4038. };
  4039. /**
  4040. * Scale the current Color4 values by a factor and add the result to a given Color4
  4041. * @param scale defines the scale factor
  4042. * @param result defines the Color4 object where to store the result
  4043. * @returns the unmodified current Color4
  4044. */
  4045. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4046. result.r += this.r * scale;
  4047. result.g += this.g * scale;
  4048. result.b += this.b * scale;
  4049. result.a += this.a * scale;
  4050. return this;
  4051. };
  4052. /**
  4053. * Clamps the rgb values by the min and max values and stores the result into "result"
  4054. * @param min defines minimum clamping value (default is 0)
  4055. * @param max defines maximum clamping value (default is 1)
  4056. * @param result defines color to store the result into.
  4057. * @returns the cuurent Color4
  4058. */
  4059. Color4.prototype.clampToRef = function (min, max, result) {
  4060. if (min === void 0) { min = 0; }
  4061. if (max === void 0) { max = 1; }
  4062. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4063. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4064. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4065. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4066. return this;
  4067. };
  4068. /**
  4069. * Multipy an Color4 value by another and return a new Color4 object
  4070. * @param color defines the Color4 value to multiply by
  4071. * @returns a new Color4 object
  4072. */
  4073. Color4.prototype.multiply = function (color) {
  4074. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4075. };
  4076. /**
  4077. * Multipy a Color4 value by another and push the result in a reference value
  4078. * @param color defines the Color4 value to multiply by
  4079. * @param result defines the Color4 to fill the result in
  4080. * @returns the result Color4
  4081. */
  4082. Color4.prototype.multiplyToRef = function (color, result) {
  4083. result.r = this.r * color.r;
  4084. result.g = this.g * color.g;
  4085. result.b = this.b * color.b;
  4086. result.a = this.a * color.a;
  4087. return result;
  4088. };
  4089. /**
  4090. * Creates a string with the Color4 current values
  4091. * @returns the string representation of the Color4 object
  4092. */
  4093. Color4.prototype.toString = function () {
  4094. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4095. };
  4096. /**
  4097. * Returns the string "Color4"
  4098. * @returns "Color4"
  4099. */
  4100. Color4.prototype.getClassName = function () {
  4101. return "Color4";
  4102. };
  4103. /**
  4104. * Compute the Color4 hash code
  4105. * @returns an unique number that can be used to hash Color4 objects
  4106. */
  4107. Color4.prototype.getHashCode = function () {
  4108. var hash = this.r || 0;
  4109. hash = (hash * 397) ^ (this.g || 0);
  4110. hash = (hash * 397) ^ (this.b || 0);
  4111. hash = (hash * 397) ^ (this.a || 0);
  4112. return hash;
  4113. };
  4114. /**
  4115. * Creates a new Color4 copied from the current one
  4116. * @returns a new Color4 object
  4117. */
  4118. Color4.prototype.clone = function () {
  4119. return new Color4(this.r, this.g, this.b, this.a);
  4120. };
  4121. /**
  4122. * Copies the given Color4 values into the current one
  4123. * @param source defines the source Color4 object
  4124. * @returns the current updated Color4 object
  4125. */
  4126. Color4.prototype.copyFrom = function (source) {
  4127. this.r = source.r;
  4128. this.g = source.g;
  4129. this.b = source.b;
  4130. this.a = source.a;
  4131. return this;
  4132. };
  4133. /**
  4134. * Copies the given float values into the current one
  4135. * @param r defines the red component to read from
  4136. * @param g defines the green component to read from
  4137. * @param b defines the blue component to read from
  4138. * @param a defines the alpha component to read from
  4139. * @returns the current updated Color4 object
  4140. */
  4141. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4142. this.r = r;
  4143. this.g = g;
  4144. this.b = b;
  4145. this.a = a;
  4146. return this;
  4147. };
  4148. /**
  4149. * Copies the given float values into the current one
  4150. * @param r defines the red component to read from
  4151. * @param g defines the green component to read from
  4152. * @param b defines the blue component to read from
  4153. * @param a defines the alpha component to read from
  4154. * @returns the current updated Color4 object
  4155. */
  4156. Color4.prototype.set = function (r, g, b, a) {
  4157. return this.copyFromFloats(r, g, b, a);
  4158. };
  4159. /**
  4160. * Compute the Color4 hexadecimal code as a string
  4161. * @returns a string containing the hexadecimal representation of the Color4 object
  4162. */
  4163. Color4.prototype.toHexString = function () {
  4164. var intR = (this.r * 255) | 0;
  4165. var intG = (this.g * 255) | 0;
  4166. var intB = (this.b * 255) | 0;
  4167. var intA = (this.a * 255) | 0;
  4168. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4169. };
  4170. /**
  4171. * Computes a new Color4 converted from the current one to linear space
  4172. * @returns a new Color4 object
  4173. */
  4174. Color4.prototype.toLinearSpace = function () {
  4175. var convertedColor = new Color4();
  4176. this.toLinearSpaceToRef(convertedColor);
  4177. return convertedColor;
  4178. };
  4179. /**
  4180. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4181. * @param convertedColor defines the Color4 object where to store the linear space version
  4182. * @returns the unmodified Color4
  4183. */
  4184. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4185. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4186. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4187. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4188. convertedColor.a = this.a;
  4189. return this;
  4190. };
  4191. /**
  4192. * Computes a new Color4 converted from the current one to gamma space
  4193. * @returns a new Color4 object
  4194. */
  4195. Color4.prototype.toGammaSpace = function () {
  4196. var convertedColor = new Color4();
  4197. this.toGammaSpaceToRef(convertedColor);
  4198. return convertedColor;
  4199. };
  4200. /**
  4201. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4202. * @param convertedColor defines the Color4 object where to store the gamma space version
  4203. * @returns the unmodified Color4
  4204. */
  4205. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4206. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4207. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4208. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4209. convertedColor.a = this.a;
  4210. return this;
  4211. };
  4212. // Statics
  4213. /**
  4214. * Creates a new Color4 from the string containing valid hexadecimal values
  4215. * @param hex defines a string containing valid hexadecimal values
  4216. * @returns a new Color4 object
  4217. */
  4218. Color4.FromHexString = function (hex) {
  4219. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4220. return new Color4(0.0, 0.0, 0.0, 0.0);
  4221. }
  4222. var r = parseInt(hex.substring(1, 3), 16);
  4223. var g = parseInt(hex.substring(3, 5), 16);
  4224. var b = parseInt(hex.substring(5, 7), 16);
  4225. var a = parseInt(hex.substring(7, 9), 16);
  4226. return Color4.FromInts(r, g, b, a);
  4227. };
  4228. /**
  4229. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4230. * @param left defines the start value
  4231. * @param right defines the end value
  4232. * @param amount defines the gradient factor
  4233. * @returns a new Color4 object
  4234. */
  4235. Color4.Lerp = function (left, right, amount) {
  4236. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4237. Color4.LerpToRef(left, right, amount, result);
  4238. return result;
  4239. };
  4240. /**
  4241. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4242. * @param left defines the start value
  4243. * @param right defines the end value
  4244. * @param amount defines the gradient factor
  4245. * @param result defines the Color4 object where to store data
  4246. */
  4247. Color4.LerpToRef = function (left, right, amount, result) {
  4248. result.r = left.r + (right.r - left.r) * amount;
  4249. result.g = left.g + (right.g - left.g) * amount;
  4250. result.b = left.b + (right.b - left.b) * amount;
  4251. result.a = left.a + (right.a - left.a) * amount;
  4252. };
  4253. /**
  4254. * Creates a new Color4 from a Color3 and an alpha value
  4255. * @param color3 defines the source Color3 to read from
  4256. * @param alpha defines the alpha component (1.0 by default)
  4257. * @returns a new Color4 object
  4258. */
  4259. Color4.FromColor3 = function (color3, alpha) {
  4260. if (alpha === void 0) { alpha = 1.0; }
  4261. return new Color4(color3.r, color3.g, color3.b, alpha);
  4262. };
  4263. /**
  4264. * Creates a new Color4 from the starting index element of the given array
  4265. * @param array defines the source array to read from
  4266. * @param offset defines the offset in the source array
  4267. * @returns a new Color4 object
  4268. */
  4269. Color4.FromArray = function (array, offset) {
  4270. if (offset === void 0) { offset = 0; }
  4271. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4272. };
  4273. /**
  4274. * Creates a new Color3 from integer values (< 256)
  4275. * @param r defines the red component to read from (value between 0 and 255)
  4276. * @param g defines the green component to read from (value between 0 and 255)
  4277. * @param b defines the blue component to read from (value between 0 and 255)
  4278. * @param a defines the alpha component to read from (value between 0 and 255)
  4279. * @returns a new Color3 object
  4280. */
  4281. Color4.FromInts = function (r, g, b, a) {
  4282. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4283. };
  4284. /**
  4285. * Check the content of a given array and convert it to an array containing RGBA data
  4286. * If the original array was already containing count * 4 values then it is returned directly
  4287. * @param colors defines the array to check
  4288. * @param count defines the number of RGBA data to expect
  4289. * @returns an array containing count * 4 values (RGBA)
  4290. */
  4291. Color4.CheckColors4 = function (colors, count) {
  4292. // Check if color3 was used
  4293. if (colors.length === count * 3) {
  4294. var colors4 = [];
  4295. for (var index = 0; index < colors.length; index += 3) {
  4296. var newIndex = (index / 3) * 4;
  4297. colors4[newIndex] = colors[index];
  4298. colors4[newIndex + 1] = colors[index + 1];
  4299. colors4[newIndex + 2] = colors[index + 2];
  4300. colors4[newIndex + 3] = 1.0;
  4301. }
  4302. return colors4;
  4303. }
  4304. return colors;
  4305. };
  4306. return Color4;
  4307. }());
  4308. BABYLON.Color4 = Color4;
  4309. /**
  4310. * Class representing a vector containing 2 coordinates
  4311. */
  4312. var Vector2 = /** @class */ (function () {
  4313. /**
  4314. * Creates a new Vector2 from the given x and y coordinates
  4315. * @param x defines the first coordinate
  4316. * @param y defines the second coordinate
  4317. */
  4318. function Vector2(
  4319. /** defines the first coordinate */
  4320. x,
  4321. /** defines the second coordinate */
  4322. y) {
  4323. if (x === void 0) { x = 0; }
  4324. if (y === void 0) { y = 0; }
  4325. this.x = x;
  4326. this.y = y;
  4327. }
  4328. /**
  4329. * Gets a string with the Vector2 coordinates
  4330. * @returns a string with the Vector2 coordinates
  4331. */
  4332. Vector2.prototype.toString = function () {
  4333. return "{X: " + this.x + " Y:" + this.y + "}";
  4334. };
  4335. /**
  4336. * Gets class name
  4337. * @returns the string "Vector2"
  4338. */
  4339. Vector2.prototype.getClassName = function () {
  4340. return "Vector2";
  4341. };
  4342. /**
  4343. * Gets current vector hash code
  4344. * @returns the Vector2 hash code as a number
  4345. */
  4346. Vector2.prototype.getHashCode = function () {
  4347. var hash = this.x || 0;
  4348. hash = (hash * 397) ^ (this.y || 0);
  4349. return hash;
  4350. };
  4351. // Operators
  4352. /**
  4353. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4354. * @param array defines the source array
  4355. * @param index defines the offset in source array
  4356. * @returns the current Vector2
  4357. */
  4358. Vector2.prototype.toArray = function (array, index) {
  4359. if (index === void 0) { index = 0; }
  4360. array[index] = this.x;
  4361. array[index + 1] = this.y;
  4362. return this;
  4363. };
  4364. /**
  4365. * Copy the current vector to an array
  4366. * @returns a new array with 2 elements: the Vector2 coordinates.
  4367. */
  4368. Vector2.prototype.asArray = function () {
  4369. var result = new Array();
  4370. this.toArray(result, 0);
  4371. return result;
  4372. };
  4373. /**
  4374. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4375. * @param source defines the source Vector2
  4376. * @returns the current updated Vector2
  4377. */
  4378. Vector2.prototype.copyFrom = function (source) {
  4379. this.x = source.x;
  4380. this.y = source.y;
  4381. return this;
  4382. };
  4383. /**
  4384. * Sets the Vector2 coordinates with the given floats
  4385. * @param x defines the first coordinate
  4386. * @param y defines the second coordinate
  4387. * @returns the current updated Vector2
  4388. */
  4389. Vector2.prototype.copyFromFloats = function (x, y) {
  4390. this.x = x;
  4391. this.y = y;
  4392. return this;
  4393. };
  4394. /**
  4395. * Sets the Vector2 coordinates with the given floats
  4396. * @param x defines the first coordinate
  4397. * @param y defines the second coordinate
  4398. * @returns the current updated Vector2
  4399. */
  4400. Vector2.prototype.set = function (x, y) {
  4401. return this.copyFromFloats(x, y);
  4402. };
  4403. /**
  4404. * Add another vector with the current one
  4405. * @param otherVector defines the other vector
  4406. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4407. */
  4408. Vector2.prototype.add = function (otherVector) {
  4409. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4410. };
  4411. /**
  4412. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4413. * @param otherVector defines the other vector
  4414. * @param result defines the target vector
  4415. * @returns the unmodified current Vector2
  4416. */
  4417. Vector2.prototype.addToRef = function (otherVector, result) {
  4418. result.x = this.x + otherVector.x;
  4419. result.y = this.y + otherVector.y;
  4420. return this;
  4421. };
  4422. /**
  4423. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4424. * @param otherVector defines the other vector
  4425. * @returns the current updated Vector2
  4426. */
  4427. Vector2.prototype.addInPlace = function (otherVector) {
  4428. this.x += otherVector.x;
  4429. this.y += otherVector.y;
  4430. return this;
  4431. };
  4432. /**
  4433. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4434. * @param otherVector defines the other vector
  4435. * @returns a new Vector2
  4436. */
  4437. Vector2.prototype.addVector3 = function (otherVector) {
  4438. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4439. };
  4440. /**
  4441. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4442. * @param otherVector defines the other vector
  4443. * @returns a new Vector2
  4444. */
  4445. Vector2.prototype.subtract = function (otherVector) {
  4446. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4447. };
  4448. /**
  4449. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4450. * @param otherVector defines the other vector
  4451. * @param result defines the target vector
  4452. * @returns the unmodified current Vector2
  4453. */
  4454. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4455. result.x = this.x - otherVector.x;
  4456. result.y = this.y - otherVector.y;
  4457. return this;
  4458. };
  4459. /**
  4460. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4461. * @param otherVector defines the other vector
  4462. * @returns the current updated Vector2
  4463. */
  4464. Vector2.prototype.subtractInPlace = function (otherVector) {
  4465. this.x -= otherVector.x;
  4466. this.y -= otherVector.y;
  4467. return this;
  4468. };
  4469. /**
  4470. * Multiplies in place the current Vector2 coordinates by the given ones
  4471. * @param otherVector defines the other vector
  4472. * @returns the current updated Vector2
  4473. */
  4474. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4475. this.x *= otherVector.x;
  4476. this.y *= otherVector.y;
  4477. return this;
  4478. };
  4479. /**
  4480. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4481. * @param otherVector defines the other vector
  4482. * @returns a new Vector2
  4483. */
  4484. Vector2.prototype.multiply = function (otherVector) {
  4485. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4486. };
  4487. /**
  4488. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4489. * @param otherVector defines the other vector
  4490. * @param result defines the target vector
  4491. * @returns the unmodified current Vector2
  4492. */
  4493. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4494. result.x = this.x * otherVector.x;
  4495. result.y = this.y * otherVector.y;
  4496. return this;
  4497. };
  4498. /**
  4499. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4500. * @param x defines the first coordinate
  4501. * @param y defines the second coordinate
  4502. * @returns a new Vector2
  4503. */
  4504. Vector2.prototype.multiplyByFloats = function (x, y) {
  4505. return new Vector2(this.x * x, this.y * y);
  4506. };
  4507. /**
  4508. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4509. * @param otherVector defines the other vector
  4510. * @returns a new Vector2
  4511. */
  4512. Vector2.prototype.divide = function (otherVector) {
  4513. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4514. };
  4515. /**
  4516. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4517. * @param otherVector defines the other vector
  4518. * @param result defines the target vector
  4519. * @returns the unmodified current Vector2
  4520. */
  4521. Vector2.prototype.divideToRef = function (otherVector, result) {
  4522. result.x = this.x / otherVector.x;
  4523. result.y = this.y / otherVector.y;
  4524. return this;
  4525. };
  4526. /**
  4527. * Divides the current Vector2 coordinates by the given ones
  4528. * @param otherVector defines the other vector
  4529. * @returns the current updated Vector2
  4530. */
  4531. Vector2.prototype.divideInPlace = function (otherVector) {
  4532. return this.divideToRef(otherVector, this);
  4533. };
  4534. /**
  4535. * Gets a new Vector2 with current Vector2 negated coordinates
  4536. * @returns a new Vector2
  4537. */
  4538. Vector2.prototype.negate = function () {
  4539. return new Vector2(-this.x, -this.y);
  4540. };
  4541. /**
  4542. * Multiply the Vector2 coordinates by scale
  4543. * @param scale defines the scaling factor
  4544. * @returns the current updated Vector2
  4545. */
  4546. Vector2.prototype.scaleInPlace = function (scale) {
  4547. this.x *= scale;
  4548. this.y *= scale;
  4549. return this;
  4550. };
  4551. /**
  4552. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4553. * @param scale defines the scaling factor
  4554. * @returns a new Vector2
  4555. */
  4556. Vector2.prototype.scale = function (scale) {
  4557. var result = new Vector2(0, 0);
  4558. this.scaleToRef(scale, result);
  4559. return result;
  4560. };
  4561. /**
  4562. * Scale the current Vector2 values by a factor to a given Vector2
  4563. * @param scale defines the scale factor
  4564. * @param result defines the Vector2 object where to store the result
  4565. * @returns the unmodified current Vector2
  4566. */
  4567. Vector2.prototype.scaleToRef = function (scale, result) {
  4568. result.x = this.x * scale;
  4569. result.y = this.y * scale;
  4570. return this;
  4571. };
  4572. /**
  4573. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4574. * @param scale defines the scale factor
  4575. * @param result defines the Vector2 object where to store the result
  4576. * @returns the unmodified current Vector2
  4577. */
  4578. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4579. result.x += this.x * scale;
  4580. result.y += this.y * scale;
  4581. return this;
  4582. };
  4583. /**
  4584. * Gets a boolean if two vectors are equals
  4585. * @param otherVector defines the other vector
  4586. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4587. */
  4588. Vector2.prototype.equals = function (otherVector) {
  4589. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4590. };
  4591. /**
  4592. * Gets a boolean if two vectors are equals (using an epsilon value)
  4593. * @param otherVector defines the other vector
  4594. * @param epsilon defines the minimal distance to consider equality
  4595. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4596. */
  4597. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4598. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4599. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4600. };
  4601. /**
  4602. * Gets a new Vector2 from current Vector2 floored values
  4603. * @returns a new Vector2
  4604. */
  4605. Vector2.prototype.floor = function () {
  4606. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4607. };
  4608. /**
  4609. * Gets a new Vector2 from current Vector2 floored values
  4610. * @returns a new Vector2
  4611. */
  4612. Vector2.prototype.fract = function () {
  4613. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4614. };
  4615. // Properties
  4616. /**
  4617. * Gets the length of the vector
  4618. * @returns the vector length (float)
  4619. */
  4620. Vector2.prototype.length = function () {
  4621. return Math.sqrt(this.x * this.x + this.y * this.y);
  4622. };
  4623. /**
  4624. * Gets the vector squared length
  4625. * @returns the vector squared length (float)
  4626. */
  4627. Vector2.prototype.lengthSquared = function () {
  4628. return (this.x * this.x + this.y * this.y);
  4629. };
  4630. // Methods
  4631. /**
  4632. * Normalize the vector
  4633. * @returns the current updated Vector2
  4634. */
  4635. Vector2.prototype.normalize = function () {
  4636. var len = this.length();
  4637. if (len === 0) {
  4638. return this;
  4639. }
  4640. var num = 1.0 / len;
  4641. this.x *= num;
  4642. this.y *= num;
  4643. return this;
  4644. };
  4645. /**
  4646. * Gets a new Vector2 copied from the Vector2
  4647. * @returns a new Vector2
  4648. */
  4649. Vector2.prototype.clone = function () {
  4650. return new Vector2(this.x, this.y);
  4651. };
  4652. // Statics
  4653. /**
  4654. * Gets a new Vector2(0, 0)
  4655. * @returns a new Vector2
  4656. */
  4657. Vector2.Zero = function () {
  4658. return new Vector2(0, 0);
  4659. };
  4660. /**
  4661. * Gets a new Vector2(1, 1)
  4662. * @returns a new Vector2
  4663. */
  4664. Vector2.One = function () {
  4665. return new Vector2(1, 1);
  4666. };
  4667. /**
  4668. * Gets a new Vector2 set from the given index element of the given array
  4669. * @param array defines the data source
  4670. * @param offset defines the offset in the data source
  4671. * @returns a new Vector2
  4672. */
  4673. Vector2.FromArray = function (array, offset) {
  4674. if (offset === void 0) { offset = 0; }
  4675. return new Vector2(array[offset], array[offset + 1]);
  4676. };
  4677. /**
  4678. * Sets "result" from the given index element of the given array
  4679. * @param array defines the data source
  4680. * @param offset defines the offset in the data source
  4681. * @param result defines the target vector
  4682. */
  4683. Vector2.FromArrayToRef = function (array, offset, result) {
  4684. result.x = array[offset];
  4685. result.y = array[offset + 1];
  4686. };
  4687. /**
  4688. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4689. * @param value1 defines 1st point of control
  4690. * @param value2 defines 2nd point of control
  4691. * @param value3 defines 3rd point of control
  4692. * @param value4 defines 4th point of control
  4693. * @param amount defines the interpolation factor
  4694. * @returns a new Vector2
  4695. */
  4696. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4697. var squared = amount * amount;
  4698. var cubed = amount * squared;
  4699. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4700. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4701. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4702. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4703. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4704. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4705. return new Vector2(x, y);
  4706. };
  4707. /**
  4708. * 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".
  4709. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4710. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4711. * @param value defines the value to clamp
  4712. * @param min defines the lower limit
  4713. * @param max defines the upper limit
  4714. * @returns a new Vector2
  4715. */
  4716. Vector2.Clamp = function (value, min, max) {
  4717. var x = value.x;
  4718. x = (x > max.x) ? max.x : x;
  4719. x = (x < min.x) ? min.x : x;
  4720. var y = value.y;
  4721. y = (y > max.y) ? max.y : y;
  4722. y = (y < min.y) ? min.y : y;
  4723. return new Vector2(x, y);
  4724. };
  4725. /**
  4726. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4727. * @param value1 defines the 1st control point
  4728. * @param tangent1 defines the outgoing tangent
  4729. * @param value2 defines the 2nd control point
  4730. * @param tangent2 defines the incoming tangent
  4731. * @param amount defines the interpolation factor
  4732. * @returns a new Vector2
  4733. */
  4734. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4735. var squared = amount * amount;
  4736. var cubed = amount * squared;
  4737. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4738. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4739. var part3 = (cubed - (2.0 * squared)) + amount;
  4740. var part4 = cubed - squared;
  4741. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4742. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4743. return new Vector2(x, y);
  4744. };
  4745. /**
  4746. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4747. * @param start defines the start vector
  4748. * @param end defines the end vector
  4749. * @param amount defines the interpolation factor
  4750. * @returns a new Vector2
  4751. */
  4752. Vector2.Lerp = function (start, end, amount) {
  4753. var x = start.x + ((end.x - start.x) * amount);
  4754. var y = start.y + ((end.y - start.y) * amount);
  4755. return new Vector2(x, y);
  4756. };
  4757. /**
  4758. * Gets the dot product of the vector "left" and the vector "right"
  4759. * @param left defines first vector
  4760. * @param right defines second vector
  4761. * @returns the dot product (float)
  4762. */
  4763. Vector2.Dot = function (left, right) {
  4764. return left.x * right.x + left.y * right.y;
  4765. };
  4766. /**
  4767. * Returns a new Vector2 equal to the normalized given vector
  4768. * @param vector defines the vector to normalize
  4769. * @returns a new Vector2
  4770. */
  4771. Vector2.Normalize = function (vector) {
  4772. var newVector = vector.clone();
  4773. newVector.normalize();
  4774. return newVector;
  4775. };
  4776. /**
  4777. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4778. * @param left defines 1st vector
  4779. * @param right defines 2nd vector
  4780. * @returns a new Vector2
  4781. */
  4782. Vector2.Minimize = function (left, right) {
  4783. var x = (left.x < right.x) ? left.x : right.x;
  4784. var y = (left.y < right.y) ? left.y : right.y;
  4785. return new Vector2(x, y);
  4786. };
  4787. /**
  4788. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4789. * @param left defines 1st vector
  4790. * @param right defines 2nd vector
  4791. * @returns a new Vector2
  4792. */
  4793. Vector2.Maximize = function (left, right) {
  4794. var x = (left.x > right.x) ? left.x : right.x;
  4795. var y = (left.y > right.y) ? left.y : right.y;
  4796. return new Vector2(x, y);
  4797. };
  4798. /**
  4799. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4800. * @param vector defines the vector to transform
  4801. * @param transformation defines the matrix to apply
  4802. * @returns a new Vector2
  4803. */
  4804. Vector2.Transform = function (vector, transformation) {
  4805. var r = Vector2.Zero();
  4806. Vector2.TransformToRef(vector, transformation, r);
  4807. return r;
  4808. };
  4809. /**
  4810. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4811. * @param vector defines the vector to transform
  4812. * @param transformation defines the matrix to apply
  4813. * @param result defines the target vector
  4814. */
  4815. Vector2.TransformToRef = function (vector, transformation, result) {
  4816. var m = transformation.m;
  4817. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4818. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4819. result.x = x;
  4820. result.y = y;
  4821. };
  4822. /**
  4823. * Determines if a given vector is included in a triangle
  4824. * @param p defines the vector to test
  4825. * @param p0 defines 1st triangle point
  4826. * @param p1 defines 2nd triangle point
  4827. * @param p2 defines 3rd triangle point
  4828. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4829. */
  4830. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4831. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4832. var sign = a < 0 ? -1 : 1;
  4833. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4834. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4835. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4836. };
  4837. /**
  4838. * Gets the distance between the vectors "value1" and "value2"
  4839. * @param value1 defines first vector
  4840. * @param value2 defines second vector
  4841. * @returns the distance between vectors
  4842. */
  4843. Vector2.Distance = function (value1, value2) {
  4844. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4845. };
  4846. /**
  4847. * Returns the squared distance between the vectors "value1" and "value2"
  4848. * @param value1 defines first vector
  4849. * @param value2 defines second vector
  4850. * @returns the squared distance between vectors
  4851. */
  4852. Vector2.DistanceSquared = function (value1, value2) {
  4853. var x = value1.x - value2.x;
  4854. var y = value1.y - value2.y;
  4855. return (x * x) + (y * y);
  4856. };
  4857. /**
  4858. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4859. * @param value1 defines first vector
  4860. * @param value2 defines second vector
  4861. * @returns a new Vector2
  4862. */
  4863. Vector2.Center = function (value1, value2) {
  4864. var center = value1.add(value2);
  4865. center.scaleInPlace(0.5);
  4866. return center;
  4867. };
  4868. /**
  4869. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4870. * @param p defines the middle point
  4871. * @param segA defines one point of the segment
  4872. * @param segB defines the other point of the segment
  4873. * @returns the shortest distance
  4874. */
  4875. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4876. var l2 = Vector2.DistanceSquared(segA, segB);
  4877. if (l2 === 0.0) {
  4878. return Vector2.Distance(p, segA);
  4879. }
  4880. var v = segB.subtract(segA);
  4881. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4882. var proj = segA.add(v.multiplyByFloats(t, t));
  4883. return Vector2.Distance(p, proj);
  4884. };
  4885. return Vector2;
  4886. }());
  4887. BABYLON.Vector2 = Vector2;
  4888. /**
  4889. * Classed used to store (x,y,z) vector representation
  4890. * A Vector3 is the main object used in 3D geometry
  4891. * It can represent etiher the coordinates of a point the space, either a direction
  4892. * Reminder: Babylon.js uses a left handed forward facing system
  4893. */
  4894. var Vector3 = /** @class */ (function () {
  4895. /**
  4896. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4897. * @param x defines the first coordinates (on X axis)
  4898. * @param y defines the second coordinates (on Y axis)
  4899. * @param z defines the third coordinates (on Z axis)
  4900. */
  4901. function Vector3(
  4902. /**
  4903. * Defines the first coordinates (on X axis)
  4904. */
  4905. x,
  4906. /**
  4907. * Defines the second coordinates (on Y axis)
  4908. */
  4909. y,
  4910. /**
  4911. * Defines the third coordinates (on Z axis)
  4912. */
  4913. z) {
  4914. if (x === void 0) { x = 0; }
  4915. if (y === void 0) { y = 0; }
  4916. if (z === void 0) { z = 0; }
  4917. this.x = x;
  4918. this.y = y;
  4919. this.z = z;
  4920. }
  4921. /**
  4922. * Creates a string representation of the Vector3
  4923. * @returns a string with the Vector3 coordinates.
  4924. */
  4925. Vector3.prototype.toString = function () {
  4926. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4927. };
  4928. /**
  4929. * Gets the class name
  4930. * @returns the string "Vector3"
  4931. */
  4932. Vector3.prototype.getClassName = function () {
  4933. return "Vector3";
  4934. };
  4935. /**
  4936. * Creates the Vector3 hash code
  4937. * @returns a number which tends to be unique between Vector3 instances
  4938. */
  4939. Vector3.prototype.getHashCode = function () {
  4940. var hash = this.x || 0;
  4941. hash = (hash * 397) ^ (this.y || 0);
  4942. hash = (hash * 397) ^ (this.z || 0);
  4943. return hash;
  4944. };
  4945. // Operators
  4946. /**
  4947. * Creates an array containing three elements : the coordinates of the Vector3
  4948. * @returns a new array of numbers
  4949. */
  4950. Vector3.prototype.asArray = function () {
  4951. var result = [];
  4952. this.toArray(result, 0);
  4953. return result;
  4954. };
  4955. /**
  4956. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4957. * @param array defines the destination array
  4958. * @param index defines the offset in the destination array
  4959. * @returns the current Vector3
  4960. */
  4961. Vector3.prototype.toArray = function (array, index) {
  4962. if (index === void 0) { index = 0; }
  4963. array[index] = this.x;
  4964. array[index + 1] = this.y;
  4965. array[index + 2] = this.z;
  4966. return this;
  4967. };
  4968. /**
  4969. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  4970. * @returns a new Quaternion object, computed from the Vector3 coordinates
  4971. */
  4972. Vector3.prototype.toQuaternion = function () {
  4973. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  4974. };
  4975. /**
  4976. * Adds the given vector to the current Vector3
  4977. * @param otherVector defines the second operand
  4978. * @returns the current updated Vector3
  4979. */
  4980. Vector3.prototype.addInPlace = function (otherVector) {
  4981. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  4982. };
  4983. /**
  4984. * Adds the given coordinates to the current Vector3
  4985. * @param x defines the x coordinate of the operand
  4986. * @param y defines the y coordinate of the operand
  4987. * @param z defines the z coordinate of the operand
  4988. * @returns the current updated Vector3
  4989. */
  4990. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  4991. this.x += x;
  4992. this.y += y;
  4993. this.z += z;
  4994. return this;
  4995. };
  4996. /**
  4997. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  4998. * @param otherVector defines the second operand
  4999. * @returns the resulting Vector3
  5000. */
  5001. Vector3.prototype.add = function (otherVector) {
  5002. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5003. };
  5004. /**
  5005. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5006. * @param otherVector defines the second operand
  5007. * @param result defines the Vector3 object where to store the result
  5008. * @returns the current Vector3
  5009. */
  5010. Vector3.prototype.addToRef = function (otherVector, result) {
  5011. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5012. };
  5013. /**
  5014. * Subtract the given vector from the current Vector3
  5015. * @param otherVector defines the second operand
  5016. * @returns the current updated Vector3
  5017. */
  5018. Vector3.prototype.subtractInPlace = function (otherVector) {
  5019. this.x -= otherVector.x;
  5020. this.y -= otherVector.y;
  5021. this.z -= otherVector.z;
  5022. return this;
  5023. };
  5024. /**
  5025. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5026. * @param otherVector defines the second operand
  5027. * @returns the resulting Vector3
  5028. */
  5029. Vector3.prototype.subtract = function (otherVector) {
  5030. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5031. };
  5032. /**
  5033. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5034. * @param otherVector defines the second operand
  5035. * @param result defines the Vector3 object where to store the result
  5036. * @returns the current Vector3
  5037. */
  5038. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5039. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5040. };
  5041. /**
  5042. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5043. * @param x defines the x coordinate of the operand
  5044. * @param y defines the y coordinate of the operand
  5045. * @param z defines the z coordinate of the operand
  5046. * @returns the resulting Vector3
  5047. */
  5048. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5049. return new Vector3(this.x - x, this.y - y, this.z - z);
  5050. };
  5051. /**
  5052. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5053. * @param x defines the x coordinate of the operand
  5054. * @param y defines the y coordinate of the operand
  5055. * @param z defines the z coordinate of the operand
  5056. * @param result defines the Vector3 object where to store the result
  5057. * @returns the current Vector3
  5058. */
  5059. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5060. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5061. };
  5062. /**
  5063. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5064. * @returns a new Vector3
  5065. */
  5066. Vector3.prototype.negate = function () {
  5067. return new Vector3(-this.x, -this.y, -this.z);
  5068. };
  5069. /**
  5070. * Multiplies the Vector3 coordinates by the float "scale"
  5071. * @param scale defines the multiplier factor
  5072. * @returns the current updated Vector3
  5073. */
  5074. Vector3.prototype.scaleInPlace = function (scale) {
  5075. this.x *= scale;
  5076. this.y *= scale;
  5077. this.z *= scale;
  5078. return this;
  5079. };
  5080. /**
  5081. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5082. * @param scale defines the multiplier factor
  5083. * @returns a new Vector3
  5084. */
  5085. Vector3.prototype.scale = function (scale) {
  5086. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5087. };
  5088. /**
  5089. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5090. * @param scale defines the multiplier factor
  5091. * @param result defines the Vector3 object where to store the result
  5092. * @returns the current Vector3
  5093. */
  5094. Vector3.prototype.scaleToRef = function (scale, result) {
  5095. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5096. };
  5097. /**
  5098. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5099. * @param scale defines the scale factor
  5100. * @param result defines the Vector3 object where to store the result
  5101. * @returns the unmodified current Vector3
  5102. */
  5103. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5104. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5105. };
  5106. /**
  5107. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5108. * @param otherVector defines the second operand
  5109. * @returns true if both vectors are equals
  5110. */
  5111. Vector3.prototype.equals = function (otherVector) {
  5112. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5113. };
  5114. /**
  5115. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5116. * @param otherVector defines the second operand
  5117. * @param epsilon defines the minimal distance to define values as equals
  5118. * @returns true if both vectors are distant less than epsilon
  5119. */
  5120. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5121. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5122. 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);
  5123. };
  5124. /**
  5125. * Returns true if the current Vector3 coordinates equals the given floats
  5126. * @param x defines the x coordinate of the operand
  5127. * @param y defines the y coordinate of the operand
  5128. * @param z defines the z coordinate of the operand
  5129. * @returns true if both vectors are equals
  5130. */
  5131. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5132. return this.x === x && this.y === y && this.z === z;
  5133. };
  5134. /**
  5135. * Multiplies the current Vector3 coordinates by the given ones
  5136. * @param otherVector defines the second operand
  5137. * @returns the current updated Vector3
  5138. */
  5139. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5140. this.x *= otherVector.x;
  5141. this.y *= otherVector.y;
  5142. this.z *= otherVector.z;
  5143. return this;
  5144. };
  5145. /**
  5146. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5147. * @param otherVector defines the second operand
  5148. * @returns the new Vector3
  5149. */
  5150. Vector3.prototype.multiply = function (otherVector) {
  5151. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5152. };
  5153. /**
  5154. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5155. * @param otherVector defines the second operand
  5156. * @param result defines the Vector3 object where to store the result
  5157. * @returns the current Vector3
  5158. */
  5159. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5160. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5161. };
  5162. /**
  5163. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5164. * @param x defines the x coordinate of the operand
  5165. * @param y defines the y coordinate of the operand
  5166. * @param z defines the z coordinate of the operand
  5167. * @returns the new Vector3
  5168. */
  5169. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5170. return new Vector3(this.x * x, this.y * y, this.z * z);
  5171. };
  5172. /**
  5173. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5174. * @param otherVector defines the second operand
  5175. * @returns the new Vector3
  5176. */
  5177. Vector3.prototype.divide = function (otherVector) {
  5178. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5179. };
  5180. /**
  5181. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5182. * @param otherVector defines the second operand
  5183. * @param result defines the Vector3 object where to store the result
  5184. * @returns the current Vector3
  5185. */
  5186. Vector3.prototype.divideToRef = function (otherVector, result) {
  5187. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5188. };
  5189. /**
  5190. * Divides the current Vector3 coordinates by the given ones.
  5191. * @param otherVector defines the second operand
  5192. * @returns the current updated Vector3
  5193. */
  5194. Vector3.prototype.divideInPlace = function (otherVector) {
  5195. return this.divideToRef(otherVector, this);
  5196. };
  5197. /**
  5198. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5199. * @param other defines the second operand
  5200. * @returns the current updated Vector3
  5201. */
  5202. Vector3.prototype.minimizeInPlace = function (other) {
  5203. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5204. };
  5205. /**
  5206. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5207. * @param other defines the second operand
  5208. * @returns the current updated Vector3
  5209. */
  5210. Vector3.prototype.maximizeInPlace = function (other) {
  5211. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5212. };
  5213. /**
  5214. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5215. * @param x defines the x coordinate of the operand
  5216. * @param y defines the y coordinate of the operand
  5217. * @param z defines the z coordinate of the operand
  5218. * @returns the current updated Vector3
  5219. */
  5220. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5221. if (x < this.x) {
  5222. this.x = x;
  5223. }
  5224. if (y < this.y) {
  5225. this.y = y;
  5226. }
  5227. if (z < this.z) {
  5228. this.z = z;
  5229. }
  5230. return this;
  5231. };
  5232. /**
  5233. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5234. * @param x defines the x coordinate of the operand
  5235. * @param y defines the y coordinate of the operand
  5236. * @param z defines the z coordinate of the operand
  5237. * @returns the current updated Vector3
  5238. */
  5239. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5240. if (x > this.x) {
  5241. this.x = x;
  5242. }
  5243. if (y > this.y) {
  5244. this.y = y;
  5245. }
  5246. if (z > this.z) {
  5247. this.z = z;
  5248. }
  5249. return this;
  5250. };
  5251. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5252. /**
  5253. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5254. */
  5255. get: function () {
  5256. var absX = Math.abs(this.x);
  5257. var absY = Math.abs(this.y);
  5258. if (absX !== absY) {
  5259. return true;
  5260. }
  5261. var absZ = Math.abs(this.z);
  5262. if (absX !== absZ) {
  5263. return true;
  5264. }
  5265. if (absY !== absZ) {
  5266. return true;
  5267. }
  5268. return false;
  5269. },
  5270. enumerable: true,
  5271. configurable: true
  5272. });
  5273. /**
  5274. * Gets a new Vector3 from current Vector3 floored values
  5275. * @returns a new Vector3
  5276. */
  5277. Vector3.prototype.floor = function () {
  5278. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5279. };
  5280. /**
  5281. * Gets a new Vector3 from current Vector3 floored values
  5282. * @returns a new Vector3
  5283. */
  5284. Vector3.prototype.fract = function () {
  5285. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5286. };
  5287. // Properties
  5288. /**
  5289. * Gets the length of the Vector3
  5290. * @returns the length of the Vecto3
  5291. */
  5292. Vector3.prototype.length = function () {
  5293. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5294. };
  5295. /**
  5296. * Gets the squared length of the Vector3
  5297. * @returns squared length of the Vector3
  5298. */
  5299. Vector3.prototype.lengthSquared = function () {
  5300. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5301. };
  5302. /**
  5303. * Normalize the current Vector3.
  5304. * Please note that this is an in place operation.
  5305. * @returns the current updated Vector3
  5306. */
  5307. Vector3.prototype.normalize = function () {
  5308. return this.normalizeFromLength(this.length());
  5309. };
  5310. /**
  5311. * Normalize the current Vector3 with the given input length.
  5312. * Please note that this is an in place operation.
  5313. * @param len the length of the vector
  5314. * @returns the current updated Vector3
  5315. */
  5316. Vector3.prototype.normalizeFromLength = function (len) {
  5317. if (len === 0 || len === 1.0) {
  5318. return this;
  5319. }
  5320. return this.scaleInPlace(1.0 / len);
  5321. };
  5322. /**
  5323. * Normalize the current Vector3 to a new vector
  5324. * @returns the new Vector3
  5325. */
  5326. Vector3.prototype.normalizeToNew = function () {
  5327. var normalized = new Vector3(0, 0, 0);
  5328. this.normalizeToRef(normalized);
  5329. return normalized;
  5330. };
  5331. /**
  5332. * Normalize the current Vector3 to the reference
  5333. * @param reference define the Vector3 to update
  5334. * @returns the updated Vector3
  5335. */
  5336. Vector3.prototype.normalizeToRef = function (reference) {
  5337. var len = this.length();
  5338. if (len === 0 || len === 1.0) {
  5339. return reference.copyFromFloats(this.x, this.y, this.z);
  5340. }
  5341. return this.scaleToRef(1.0 / len, reference);
  5342. };
  5343. /**
  5344. * Creates a new Vector3 copied from the current Vector3
  5345. * @returns the new Vector3
  5346. */
  5347. Vector3.prototype.clone = function () {
  5348. return new Vector3(this.x, this.y, this.z);
  5349. };
  5350. /**
  5351. * Copies the given vector coordinates to the current Vector3 ones
  5352. * @param source defines the source Vector3
  5353. * @returns the current updated Vector3
  5354. */
  5355. Vector3.prototype.copyFrom = function (source) {
  5356. return this.copyFromFloats(source.x, source.y, source.z);
  5357. };
  5358. /**
  5359. * Copies the given floats to the current Vector3 coordinates
  5360. * @param x defines the x coordinate of the operand
  5361. * @param y defines the y coordinate of the operand
  5362. * @param z defines the z coordinate of the operand
  5363. * @returns the current updated Vector3
  5364. */
  5365. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5366. this.x = x;
  5367. this.y = y;
  5368. this.z = z;
  5369. return this;
  5370. };
  5371. /**
  5372. * Copies the given floats to the current Vector3 coordinates
  5373. * @param x defines the x coordinate of the operand
  5374. * @param y defines the y coordinate of the operand
  5375. * @param z defines the z coordinate of the operand
  5376. * @returns the current updated Vector3
  5377. */
  5378. Vector3.prototype.set = function (x, y, z) {
  5379. return this.copyFromFloats(x, y, z);
  5380. };
  5381. /**
  5382. * Copies the given float to the current Vector3 coordinates
  5383. * @param v defines the x, y and z coordinates of the operand
  5384. * @returns the current updated Vector3
  5385. */
  5386. Vector3.prototype.setAll = function (v) {
  5387. this.x = this.y = this.z = v;
  5388. return this;
  5389. };
  5390. // Statics
  5391. /**
  5392. * Get the clip factor between two vectors
  5393. * @param vector0 defines the first operand
  5394. * @param vector1 defines the second operand
  5395. * @param axis defines the axis to use
  5396. * @param size defines the size along the axis
  5397. * @returns the clip factor
  5398. */
  5399. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5400. var d0 = Vector3.Dot(vector0, axis) - size;
  5401. var d1 = Vector3.Dot(vector1, axis) - size;
  5402. var s = d0 / (d0 - d1);
  5403. return s;
  5404. };
  5405. /**
  5406. * Get angle between two vectors
  5407. * @param vector0 angle between vector0 and vector1
  5408. * @param vector1 angle between vector0 and vector1
  5409. * @param normal direction of the normal
  5410. * @return the angle between vector0 and vector1
  5411. */
  5412. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5413. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5414. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5415. var dot = Vector3.Dot(v0, v1);
  5416. var n = MathTmp.Vector3[3];
  5417. Vector3.CrossToRef(v0, v1, n);
  5418. if (Vector3.Dot(n, normal) > 0) {
  5419. return Math.acos(dot);
  5420. }
  5421. return -Math.acos(dot);
  5422. };
  5423. /**
  5424. * Returns a new Vector3 set from the index "offset" of the given array
  5425. * @param array defines the source array
  5426. * @param offset defines the offset in the source array
  5427. * @returns the new Vector3
  5428. */
  5429. Vector3.FromArray = function (array, offset) {
  5430. if (!offset) {
  5431. offset = 0;
  5432. }
  5433. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5434. };
  5435. /**
  5436. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5437. * This function is deprecated. Use FromArray instead
  5438. * @param array defines the source array
  5439. * @param offset defines the offset in the source array
  5440. * @returns the new Vector3
  5441. */
  5442. Vector3.FromFloatArray = function (array, offset) {
  5443. return Vector3.FromArray(array, offset);
  5444. };
  5445. /**
  5446. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5447. * @param array defines the source array
  5448. * @param offset defines the offset in the source array
  5449. * @param result defines the Vector3 where to store the result
  5450. */
  5451. Vector3.FromArrayToRef = function (array, offset, result) {
  5452. result.x = array[offset];
  5453. result.y = array[offset + 1];
  5454. result.z = array[offset + 2];
  5455. };
  5456. /**
  5457. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5458. * This function is deprecated. Use FromArrayToRef instead.
  5459. * @param array defines the source array
  5460. * @param offset defines the offset in the source array
  5461. * @param result defines the Vector3 where to store the result
  5462. */
  5463. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5464. return Vector3.FromArrayToRef(array, offset, result);
  5465. };
  5466. /**
  5467. * Sets the given vector "result" with the given floats.
  5468. * @param x defines the x coordinate of the source
  5469. * @param y defines the y coordinate of the source
  5470. * @param z defines the z coordinate of the source
  5471. * @param result defines the Vector3 where to store the result
  5472. */
  5473. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5474. result.copyFromFloats(x, y, z);
  5475. };
  5476. /**
  5477. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5478. * @returns a new empty Vector3
  5479. */
  5480. Vector3.Zero = function () {
  5481. return new Vector3(0.0, 0.0, 0.0);
  5482. };
  5483. /**
  5484. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5485. * @returns a new unit Vector3
  5486. */
  5487. Vector3.One = function () {
  5488. return new Vector3(1.0, 1.0, 1.0);
  5489. };
  5490. /**
  5491. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5492. * @returns a new up Vector3
  5493. */
  5494. Vector3.Up = function () {
  5495. return new Vector3(0.0, 1.0, 0.0);
  5496. };
  5497. /**
  5498. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5499. * @returns a new down Vector3
  5500. */
  5501. Vector3.Down = function () {
  5502. return new Vector3(0.0, -1.0, 0.0);
  5503. };
  5504. /**
  5505. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5506. * @returns a new forward Vector3
  5507. */
  5508. Vector3.Forward = function () {
  5509. return new Vector3(0.0, 0.0, 1.0);
  5510. };
  5511. /**
  5512. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5513. * @returns a new forward Vector3
  5514. */
  5515. Vector3.Backward = function () {
  5516. return new Vector3(0.0, 0.0, -1.0);
  5517. };
  5518. /**
  5519. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5520. * @returns a new right Vector3
  5521. */
  5522. Vector3.Right = function () {
  5523. return new Vector3(1.0, 0.0, 0.0);
  5524. };
  5525. /**
  5526. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5527. * @returns a new left Vector3
  5528. */
  5529. Vector3.Left = function () {
  5530. return new Vector3(-1.0, 0.0, 0.0);
  5531. };
  5532. /**
  5533. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5534. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5535. * @param vector defines the Vector3 to transform
  5536. * @param transformation defines the transformation matrix
  5537. * @returns the transformed Vector3
  5538. */
  5539. Vector3.TransformCoordinates = function (vector, transformation) {
  5540. var result = Vector3.Zero();
  5541. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5542. return result;
  5543. };
  5544. /**
  5545. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5546. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5547. * @param vector defines the Vector3 to transform
  5548. * @param transformation defines the transformation matrix
  5549. * @param result defines the Vector3 where to store the result
  5550. */
  5551. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5552. return Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5553. };
  5554. /**
  5555. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5556. * This method computes tranformed coordinates only, not transformed direction vectors
  5557. * @param x define the x coordinate of the source vector
  5558. * @param y define the y coordinate of the source vector
  5559. * @param z define the z coordinate of the source vector
  5560. * @param transformation defines the transformation matrix
  5561. * @param result defines the Vector3 where to store the result
  5562. */
  5563. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5564. var m = transformation.m;
  5565. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5566. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5567. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5568. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5569. result.x = rx * rw;
  5570. result.y = ry * rw;
  5571. result.z = rz * rw;
  5572. };
  5573. /**
  5574. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5575. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5576. * @param vector defines the Vector3 to transform
  5577. * @param transformation defines the transformation matrix
  5578. * @returns the new Vector3
  5579. */
  5580. Vector3.TransformNormal = function (vector, transformation) {
  5581. var result = Vector3.Zero();
  5582. Vector3.TransformNormalToRef(vector, transformation, result);
  5583. return result;
  5584. };
  5585. /**
  5586. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5587. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5588. * @param vector defines the Vector3 to transform
  5589. * @param transformation defines the transformation matrix
  5590. * @param result defines the Vector3 where to store the result
  5591. */
  5592. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5593. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5594. };
  5595. /**
  5596. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5597. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5598. * @param x define the x coordinate of the source vector
  5599. * @param y define the y coordinate of the source vector
  5600. * @param z define the z coordinate of the source vector
  5601. * @param transformation defines the transformation matrix
  5602. * @param result defines the Vector3 where to store the result
  5603. */
  5604. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5605. var m = transformation.m;
  5606. result.x = x * m[0] + y * m[4] + z * m[8];
  5607. result.y = x * m[1] + y * m[5] + z * m[9];
  5608. result.z = x * m[2] + y * m[6] + z * m[10];
  5609. };
  5610. /**
  5611. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5612. * @param value1 defines the first control point
  5613. * @param value2 defines the second control point
  5614. * @param value3 defines the third control point
  5615. * @param value4 defines the fourth control point
  5616. * @param amount defines the amount on the spline to use
  5617. * @returns the new Vector3
  5618. */
  5619. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5620. var squared = amount * amount;
  5621. var cubed = amount * squared;
  5622. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5623. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5624. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5625. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5626. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5627. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5628. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5629. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5630. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5631. return new Vector3(x, y, z);
  5632. };
  5633. /**
  5634. * 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"
  5635. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5636. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5637. * @param value defines the current value
  5638. * @param min defines the lower range value
  5639. * @param max defines the upper range value
  5640. * @returns the new Vector3
  5641. */
  5642. Vector3.Clamp = function (value, min, max) {
  5643. var x = value.x;
  5644. x = (x > max.x) ? max.x : x;
  5645. x = (x < min.x) ? min.x : x;
  5646. var y = value.y;
  5647. y = (y > max.y) ? max.y : y;
  5648. y = (y < min.y) ? min.y : y;
  5649. var z = value.z;
  5650. z = (z > max.z) ? max.z : z;
  5651. z = (z < min.z) ? min.z : z;
  5652. return new Vector3(x, y, z);
  5653. };
  5654. /**
  5655. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5656. * @param value1 defines the first control point
  5657. * @param tangent1 defines the first tangent vector
  5658. * @param value2 defines the second control point
  5659. * @param tangent2 defines the second tangent vector
  5660. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5661. * @returns the new Vector3
  5662. */
  5663. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5664. var squared = amount * amount;
  5665. var cubed = amount * squared;
  5666. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5667. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5668. var part3 = (cubed - (2.0 * squared)) + amount;
  5669. var part4 = cubed - squared;
  5670. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5671. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5672. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5673. return new Vector3(x, y, z);
  5674. };
  5675. /**
  5676. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5677. * @param start defines the start value
  5678. * @param end defines the end value
  5679. * @param amount max defines amount between both (between 0 and 1)
  5680. * @returns the new Vector3
  5681. */
  5682. Vector3.Lerp = function (start, end, amount) {
  5683. var result = new Vector3(0, 0, 0);
  5684. Vector3.LerpToRef(start, end, amount, result);
  5685. return result;
  5686. };
  5687. /**
  5688. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5689. * @param start defines the start value
  5690. * @param end defines the end value
  5691. * @param amount max defines amount between both (between 0 and 1)
  5692. * @param result defines the Vector3 where to store the result
  5693. */
  5694. Vector3.LerpToRef = function (start, end, amount, result) {
  5695. result.x = start.x + ((end.x - start.x) * amount);
  5696. result.y = start.y + ((end.y - start.y) * amount);
  5697. result.z = start.z + ((end.z - start.z) * amount);
  5698. };
  5699. /**
  5700. * Returns the dot product (float) between the vectors "left" and "right"
  5701. * @param left defines the left operand
  5702. * @param right defines the right operand
  5703. * @returns the dot product
  5704. */
  5705. Vector3.Dot = function (left, right) {
  5706. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5707. };
  5708. /**
  5709. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5710. * The cross product is then orthogonal to both "left" and "right"
  5711. * @param left defines the left operand
  5712. * @param right defines the right operand
  5713. * @returns the cross product
  5714. */
  5715. Vector3.Cross = function (left, right) {
  5716. var result = Vector3.Zero();
  5717. Vector3.CrossToRef(left, right, result);
  5718. return result;
  5719. };
  5720. /**
  5721. * Sets the given vector "result" with the cross product of "left" and "right"
  5722. * The cross product is then orthogonal to both "left" and "right"
  5723. * @param left defines the left operand
  5724. * @param right defines the right operand
  5725. * @param result defines the Vector3 where to store the result
  5726. */
  5727. Vector3.CrossToRef = function (left, right, result) {
  5728. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  5729. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  5730. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  5731. result.copyFrom(MathTmp.Vector3[0]);
  5732. };
  5733. /**
  5734. * Returns a new Vector3 as the normalization of the given vector
  5735. * @param vector defines the Vector3 to normalize
  5736. * @returns the new Vector3
  5737. */
  5738. Vector3.Normalize = function (vector) {
  5739. var result = Vector3.Zero();
  5740. Vector3.NormalizeToRef(vector, result);
  5741. return result;
  5742. };
  5743. /**
  5744. * Sets the given vector "result" with the normalization of the given first vector
  5745. * @param vector defines the Vector3 to normalize
  5746. * @param result defines the Vector3 where to store the result
  5747. */
  5748. Vector3.NormalizeToRef = function (vector, result) {
  5749. vector.normalizeToRef(result);
  5750. };
  5751. /**
  5752. * Project a Vector3 onto screen space
  5753. * @param vector defines the Vector3 to project
  5754. * @param world defines the world matrix to use
  5755. * @param transform defines the transform (view x projection) matrix to use
  5756. * @param viewport defines the screen viewport to use
  5757. * @returns the new Vector3
  5758. */
  5759. Vector3.Project = function (vector, world, transform, viewport) {
  5760. var cw = viewport.width;
  5761. var ch = viewport.height;
  5762. var cx = viewport.x;
  5763. var cy = viewport.y;
  5764. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  5765. 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);
  5766. var matrix = MathTmp.Matrix[0];
  5767. world.multiplyToRef(transform, matrix);
  5768. matrix.multiplyToRef(viewportMatrix, matrix);
  5769. return Vector3.TransformCoordinates(vector, matrix);
  5770. };
  5771. /**
  5772. * Unproject from screen space to object space
  5773. * @param source defines the screen space Vector3 to use
  5774. * @param viewportWidth defines the current width of the viewport
  5775. * @param viewportHeight defines the current height of the viewport
  5776. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5777. * @param transform defines the transform (view x projection) matrix to use
  5778. * @returns the new Vector3
  5779. */
  5780. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5781. var matrix = MathTmp.Matrix[0];
  5782. world.multiplyToRef(transform, matrix);
  5783. matrix.invert();
  5784. source.x = source.x / viewportWidth * 2 - 1;
  5785. source.y = -(source.y / viewportHeight * 2 - 1);
  5786. var vector = Vector3.TransformCoordinates(source, matrix);
  5787. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  5788. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5789. vector = vector.scale(1.0 / num);
  5790. }
  5791. return vector;
  5792. };
  5793. /**
  5794. * Unproject from screen space to object space
  5795. * @param source defines the screen space Vector3 to use
  5796. * @param viewportWidth defines the current width of the viewport
  5797. * @param viewportHeight defines the current height of the viewport
  5798. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5799. * @param view defines the view matrix to use
  5800. * @param projection defines the projection matrix to use
  5801. * @returns the new Vector3
  5802. */
  5803. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5804. var result = Vector3.Zero();
  5805. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5806. return result;
  5807. };
  5808. /**
  5809. * Unproject from screen space to object space
  5810. * @param source defines the screen space Vector3 to use
  5811. * @param viewportWidth defines the current width of the viewport
  5812. * @param viewportHeight defines the current height of the viewport
  5813. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5814. * @param view defines the view matrix to use
  5815. * @param projection defines the projection matrix to use
  5816. * @param result defines the Vector3 where to store the result
  5817. */
  5818. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5819. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5820. };
  5821. /**
  5822. * Unproject from screen space to object space
  5823. * @param sourceX defines the screen space x coordinate to use
  5824. * @param sourceY defines the screen space y coordinate to use
  5825. * @param sourceZ defines the screen space z coordinate to use
  5826. * @param viewportWidth defines the current width of the viewport
  5827. * @param viewportHeight defines the current height of the viewport
  5828. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5829. * @param view defines the view matrix to use
  5830. * @param projection defines the projection matrix to use
  5831. * @param result defines the Vector3 where to store the result
  5832. */
  5833. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5834. var matrix = MathTmp.Matrix[0];
  5835. world.multiplyToRef(view, matrix);
  5836. matrix.multiplyToRef(projection, matrix);
  5837. matrix.invert();
  5838. var screenSource = MathTmp.Vector3[0];
  5839. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5840. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5841. screenSource.z = 2 * sourceZ - 1.0;
  5842. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  5843. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  5844. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5845. result.scaleInPlace(1.0 / num);
  5846. }
  5847. };
  5848. /**
  5849. * Gets the minimal coordinate values between two Vector3
  5850. * @param left defines the first operand
  5851. * @param right defines the second operand
  5852. * @returns the new Vector3
  5853. */
  5854. Vector3.Minimize = function (left, right) {
  5855. var min = left.clone();
  5856. min.minimizeInPlace(right);
  5857. return min;
  5858. };
  5859. /**
  5860. * Gets the maximal coordinate values between two Vector3
  5861. * @param left defines the first operand
  5862. * @param right defines the second operand
  5863. * @returns the new Vector3
  5864. */
  5865. Vector3.Maximize = function (left, right) {
  5866. var max = left.clone();
  5867. max.maximizeInPlace(right);
  5868. return max;
  5869. };
  5870. /**
  5871. * Returns the distance between the vectors "value1" and "value2"
  5872. * @param value1 defines the first operand
  5873. * @param value2 defines the second operand
  5874. * @returns the distance
  5875. */
  5876. Vector3.Distance = function (value1, value2) {
  5877. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5878. };
  5879. /**
  5880. * Returns the squared distance between the vectors "value1" and "value2"
  5881. * @param value1 defines the first operand
  5882. * @param value2 defines the second operand
  5883. * @returns the squared distance
  5884. */
  5885. Vector3.DistanceSquared = function (value1, value2) {
  5886. var x = value1.x - value2.x;
  5887. var y = value1.y - value2.y;
  5888. var z = value1.z - value2.z;
  5889. return (x * x) + (y * y) + (z * z);
  5890. };
  5891. /**
  5892. * Returns a new Vector3 located at the center between "value1" and "value2"
  5893. * @param value1 defines the first operand
  5894. * @param value2 defines the second operand
  5895. * @returns the new Vector3
  5896. */
  5897. Vector3.Center = function (value1, value2) {
  5898. var center = value1.add(value2);
  5899. center.scaleInPlace(0.5);
  5900. return center;
  5901. };
  5902. /**
  5903. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  5904. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  5905. * to something in order to rotate it from its local system to the given target system
  5906. * Note: axis1, axis2 and axis3 are normalized during this operation
  5907. * @param axis1 defines the first axis
  5908. * @param axis2 defines the second axis
  5909. * @param axis3 defines the third axis
  5910. * @returns a new Vector3
  5911. */
  5912. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  5913. var rotation = Vector3.Zero();
  5914. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  5915. return rotation;
  5916. };
  5917. /**
  5918. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  5919. * @param axis1 defines the first axis
  5920. * @param axis2 defines the second axis
  5921. * @param axis3 defines the third axis
  5922. * @param ref defines the Vector3 where to store the result
  5923. */
  5924. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5925. var quat = MathTmp.Quaternion[0];
  5926. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5927. quat.toEulerAnglesToRef(ref);
  5928. };
  5929. return Vector3;
  5930. }());
  5931. BABYLON.Vector3 = Vector3;
  5932. /**
  5933. * Vector4 class created for EulerAngle class conversion to Quaternion
  5934. */
  5935. var Vector4 = /** @class */ (function () {
  5936. /**
  5937. * Creates a Vector4 object from the given floats.
  5938. * @param x x value of the vector
  5939. * @param y y value of the vector
  5940. * @param z z value of the vector
  5941. * @param w w value of the vector
  5942. */
  5943. function Vector4(
  5944. /** x value of the vector */
  5945. x,
  5946. /** y value of the vector */
  5947. y,
  5948. /** z value of the vector */
  5949. z,
  5950. /** w value of the vector */
  5951. w) {
  5952. this.x = x;
  5953. this.y = y;
  5954. this.z = z;
  5955. this.w = w;
  5956. }
  5957. /**
  5958. * Returns the string with the Vector4 coordinates.
  5959. * @returns a string containing all the vector values
  5960. */
  5961. Vector4.prototype.toString = function () {
  5962. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  5963. };
  5964. /**
  5965. * Returns the string "Vector4".
  5966. * @returns "Vector4"
  5967. */
  5968. Vector4.prototype.getClassName = function () {
  5969. return "Vector4";
  5970. };
  5971. /**
  5972. * Returns the Vector4 hash code.
  5973. * @returns a unique hash code
  5974. */
  5975. Vector4.prototype.getHashCode = function () {
  5976. var hash = this.x || 0;
  5977. hash = (hash * 397) ^ (this.y || 0);
  5978. hash = (hash * 397) ^ (this.z || 0);
  5979. hash = (hash * 397) ^ (this.w || 0);
  5980. return hash;
  5981. };
  5982. // Operators
  5983. /**
  5984. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  5985. * @returns the resulting array
  5986. */
  5987. Vector4.prototype.asArray = function () {
  5988. var result = new Array();
  5989. this.toArray(result, 0);
  5990. return result;
  5991. };
  5992. /**
  5993. * Populates the given array from the given index with the Vector4 coordinates.
  5994. * @param array array to populate
  5995. * @param index index of the array to start at (default: 0)
  5996. * @returns the Vector4.
  5997. */
  5998. Vector4.prototype.toArray = function (array, index) {
  5999. if (index === undefined) {
  6000. index = 0;
  6001. }
  6002. array[index] = this.x;
  6003. array[index + 1] = this.y;
  6004. array[index + 2] = this.z;
  6005. array[index + 3] = this.w;
  6006. return this;
  6007. };
  6008. /**
  6009. * Adds the given vector to the current Vector4.
  6010. * @param otherVector the vector to add
  6011. * @returns the updated Vector4.
  6012. */
  6013. Vector4.prototype.addInPlace = function (otherVector) {
  6014. this.x += otherVector.x;
  6015. this.y += otherVector.y;
  6016. this.z += otherVector.z;
  6017. this.w += otherVector.w;
  6018. return this;
  6019. };
  6020. /**
  6021. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6022. * @param otherVector the vector to add
  6023. * @returns the resulting vector
  6024. */
  6025. Vector4.prototype.add = function (otherVector) {
  6026. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6027. };
  6028. /**
  6029. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6030. * @param otherVector the vector to add
  6031. * @param result the vector to store the result
  6032. * @returns the current Vector4.
  6033. */
  6034. Vector4.prototype.addToRef = function (otherVector, result) {
  6035. result.x = this.x + otherVector.x;
  6036. result.y = this.y + otherVector.y;
  6037. result.z = this.z + otherVector.z;
  6038. result.w = this.w + otherVector.w;
  6039. return this;
  6040. };
  6041. /**
  6042. * Subtract in place the given vector from the current Vector4.
  6043. * @param otherVector the vector to subtract
  6044. * @returns the updated Vector4.
  6045. */
  6046. Vector4.prototype.subtractInPlace = function (otherVector) {
  6047. this.x -= otherVector.x;
  6048. this.y -= otherVector.y;
  6049. this.z -= otherVector.z;
  6050. this.w -= otherVector.w;
  6051. return this;
  6052. };
  6053. /**
  6054. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6055. * @param otherVector the vector to add
  6056. * @returns the new vector with the result
  6057. */
  6058. Vector4.prototype.subtract = function (otherVector) {
  6059. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6060. };
  6061. /**
  6062. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6063. * @param otherVector the vector to subtract
  6064. * @param result the vector to store the result
  6065. * @returns the current Vector4.
  6066. */
  6067. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6068. result.x = this.x - otherVector.x;
  6069. result.y = this.y - otherVector.y;
  6070. result.z = this.z - otherVector.z;
  6071. result.w = this.w - otherVector.w;
  6072. return this;
  6073. };
  6074. /**
  6075. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6076. */
  6077. /**
  6078. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6079. * @param x value to subtract
  6080. * @param y value to subtract
  6081. * @param z value to subtract
  6082. * @param w value to subtract
  6083. * @returns new vector containing the result
  6084. */
  6085. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6086. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6087. };
  6088. /**
  6089. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6090. * @param x value to subtract
  6091. * @param y value to subtract
  6092. * @param z value to subtract
  6093. * @param w value to subtract
  6094. * @param result the vector to store the result in
  6095. * @returns the current Vector4.
  6096. */
  6097. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6098. result.x = this.x - x;
  6099. result.y = this.y - y;
  6100. result.z = this.z - z;
  6101. result.w = this.w - w;
  6102. return this;
  6103. };
  6104. /**
  6105. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6106. * @returns a new vector with the negated values
  6107. */
  6108. Vector4.prototype.negate = function () {
  6109. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6110. };
  6111. /**
  6112. * Multiplies the current Vector4 coordinates by scale (float).
  6113. * @param scale the number to scale with
  6114. * @returns the updated Vector4.
  6115. */
  6116. Vector4.prototype.scaleInPlace = function (scale) {
  6117. this.x *= scale;
  6118. this.y *= scale;
  6119. this.z *= scale;
  6120. this.w *= scale;
  6121. return this;
  6122. };
  6123. /**
  6124. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6125. * @param scale the number to scale with
  6126. * @returns a new vector with the result
  6127. */
  6128. Vector4.prototype.scale = function (scale) {
  6129. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6130. };
  6131. /**
  6132. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6133. * @param scale the number to scale with
  6134. * @param result a vector to store the result in
  6135. * @returns the current Vector4.
  6136. */
  6137. Vector4.prototype.scaleToRef = function (scale, result) {
  6138. result.x = this.x * scale;
  6139. result.y = this.y * scale;
  6140. result.z = this.z * scale;
  6141. result.w = this.w * scale;
  6142. return this;
  6143. };
  6144. /**
  6145. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6146. * @param scale defines the scale factor
  6147. * @param result defines the Vector4 object where to store the result
  6148. * @returns the unmodified current Vector4
  6149. */
  6150. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6151. result.x += this.x * scale;
  6152. result.y += this.y * scale;
  6153. result.z += this.z * scale;
  6154. result.w += this.w * scale;
  6155. return this;
  6156. };
  6157. /**
  6158. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6159. * @param otherVector the vector to compare against
  6160. * @returns true if they are equal
  6161. */
  6162. Vector4.prototype.equals = function (otherVector) {
  6163. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6164. };
  6165. /**
  6166. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6167. * @param otherVector vector to compare against
  6168. * @param epsilon (Default: very small number)
  6169. * @returns true if they are equal
  6170. */
  6171. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6172. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6173. return otherVector
  6174. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6175. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6176. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6177. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6178. };
  6179. /**
  6180. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6181. * @param x x value to compare against
  6182. * @param y y value to compare against
  6183. * @param z z value to compare against
  6184. * @param w w value to compare against
  6185. * @returns true if equal
  6186. */
  6187. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6188. return this.x === x && this.y === y && this.z === z && this.w === w;
  6189. };
  6190. /**
  6191. * Multiplies in place the current Vector4 by the given one.
  6192. * @param otherVector vector to multiple with
  6193. * @returns the updated Vector4.
  6194. */
  6195. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6196. this.x *= otherVector.x;
  6197. this.y *= otherVector.y;
  6198. this.z *= otherVector.z;
  6199. this.w *= otherVector.w;
  6200. return this;
  6201. };
  6202. /**
  6203. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6204. * @param otherVector vector to multiple with
  6205. * @returns resulting new vector
  6206. */
  6207. Vector4.prototype.multiply = function (otherVector) {
  6208. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6209. };
  6210. /**
  6211. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6212. * @param otherVector vector to multiple with
  6213. * @param result vector to store the result
  6214. * @returns the current Vector4.
  6215. */
  6216. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6217. result.x = this.x * otherVector.x;
  6218. result.y = this.y * otherVector.y;
  6219. result.z = this.z * otherVector.z;
  6220. result.w = this.w * otherVector.w;
  6221. return this;
  6222. };
  6223. /**
  6224. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6225. * @param x x value multiply with
  6226. * @param y y value multiply with
  6227. * @param z z value multiply with
  6228. * @param w w value multiply with
  6229. * @returns resulting new vector
  6230. */
  6231. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6232. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6233. };
  6234. /**
  6235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6236. * @param otherVector vector to devide with
  6237. * @returns resulting new vector
  6238. */
  6239. Vector4.prototype.divide = function (otherVector) {
  6240. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6241. };
  6242. /**
  6243. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6244. * @param otherVector vector to devide with
  6245. * @param result vector to store the result
  6246. * @returns the current Vector4.
  6247. */
  6248. Vector4.prototype.divideToRef = function (otherVector, result) {
  6249. result.x = this.x / otherVector.x;
  6250. result.y = this.y / otherVector.y;
  6251. result.z = this.z / otherVector.z;
  6252. result.w = this.w / otherVector.w;
  6253. return this;
  6254. };
  6255. /**
  6256. * Divides the current Vector3 coordinates by the given ones.
  6257. * @param otherVector vector to devide with
  6258. * @returns the updated Vector3.
  6259. */
  6260. Vector4.prototype.divideInPlace = function (otherVector) {
  6261. return this.divideToRef(otherVector, this);
  6262. };
  6263. /**
  6264. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6265. * @param other defines the second operand
  6266. * @returns the current updated Vector4
  6267. */
  6268. Vector4.prototype.minimizeInPlace = function (other) {
  6269. if (other.x < this.x) {
  6270. this.x = other.x;
  6271. }
  6272. if (other.y < this.y) {
  6273. this.y = other.y;
  6274. }
  6275. if (other.z < this.z) {
  6276. this.z = other.z;
  6277. }
  6278. if (other.w < this.w) {
  6279. this.w = other.w;
  6280. }
  6281. return this;
  6282. };
  6283. /**
  6284. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6285. * @param other defines the second operand
  6286. * @returns the current updated Vector4
  6287. */
  6288. Vector4.prototype.maximizeInPlace = function (other) {
  6289. if (other.x > this.x) {
  6290. this.x = other.x;
  6291. }
  6292. if (other.y > this.y) {
  6293. this.y = other.y;
  6294. }
  6295. if (other.z > this.z) {
  6296. this.z = other.z;
  6297. }
  6298. if (other.w > this.w) {
  6299. this.w = other.w;
  6300. }
  6301. return this;
  6302. };
  6303. /**
  6304. * Gets a new Vector4 from current Vector4 floored values
  6305. * @returns a new Vector4
  6306. */
  6307. Vector4.prototype.floor = function () {
  6308. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6309. };
  6310. /**
  6311. * Gets a new Vector4 from current Vector3 floored values
  6312. * @returns a new Vector4
  6313. */
  6314. Vector4.prototype.fract = function () {
  6315. 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));
  6316. };
  6317. // Properties
  6318. /**
  6319. * Returns the Vector4 length (float).
  6320. * @returns the length
  6321. */
  6322. Vector4.prototype.length = function () {
  6323. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6324. };
  6325. /**
  6326. * Returns the Vector4 squared length (float).
  6327. * @returns the length squared
  6328. */
  6329. Vector4.prototype.lengthSquared = function () {
  6330. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6331. };
  6332. // Methods
  6333. /**
  6334. * Normalizes in place the Vector4.
  6335. * @returns the updated Vector4.
  6336. */
  6337. Vector4.prototype.normalize = function () {
  6338. var len = this.length();
  6339. if (len === 0) {
  6340. return this;
  6341. }
  6342. return this.scaleInPlace(1.0 / len);
  6343. };
  6344. /**
  6345. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6346. * @returns this converted to a new vector3
  6347. */
  6348. Vector4.prototype.toVector3 = function () {
  6349. return new Vector3(this.x, this.y, this.z);
  6350. };
  6351. /**
  6352. * Returns a new Vector4 copied from the current one.
  6353. * @returns the new cloned vector
  6354. */
  6355. Vector4.prototype.clone = function () {
  6356. return new Vector4(this.x, this.y, this.z, this.w);
  6357. };
  6358. /**
  6359. * Updates the current Vector4 with the given one coordinates.
  6360. * @param source the source vector to copy from
  6361. * @returns the updated Vector4.
  6362. */
  6363. Vector4.prototype.copyFrom = function (source) {
  6364. this.x = source.x;
  6365. this.y = source.y;
  6366. this.z = source.z;
  6367. this.w = source.w;
  6368. return this;
  6369. };
  6370. /**
  6371. * Updates the current Vector4 coordinates with the given floats.
  6372. * @param x float to copy from
  6373. * @param y float to copy from
  6374. * @param z float to copy from
  6375. * @param w float to copy from
  6376. * @returns the updated Vector4.
  6377. */
  6378. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6379. this.x = x;
  6380. this.y = y;
  6381. this.z = z;
  6382. this.w = w;
  6383. return this;
  6384. };
  6385. /**
  6386. * Updates the current Vector4 coordinates with the given floats.
  6387. * @param x float to set from
  6388. * @param y float to set from
  6389. * @param z float to set from
  6390. * @param w float to set from
  6391. * @returns the updated Vector4.
  6392. */
  6393. Vector4.prototype.set = function (x, y, z, w) {
  6394. return this.copyFromFloats(x, y, z, w);
  6395. };
  6396. /**
  6397. * Copies the given float to the current Vector3 coordinates
  6398. * @param v defines the x, y, z and w coordinates of the operand
  6399. * @returns the current updated Vector3
  6400. */
  6401. Vector4.prototype.setAll = function (v) {
  6402. this.x = this.y = this.z = this.w = v;
  6403. return this;
  6404. };
  6405. // Statics
  6406. /**
  6407. * Returns a new Vector4 set from the starting index of the given array.
  6408. * @param array the array to pull values from
  6409. * @param offset the offset into the array to start at
  6410. * @returns the new vector
  6411. */
  6412. Vector4.FromArray = function (array, offset) {
  6413. if (!offset) {
  6414. offset = 0;
  6415. }
  6416. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6417. };
  6418. /**
  6419. * Updates the given vector "result" from the starting index of the given array.
  6420. * @param array the array to pull values from
  6421. * @param offset the offset into the array to start at
  6422. * @param result the vector to store the result in
  6423. */
  6424. Vector4.FromArrayToRef = function (array, offset, result) {
  6425. result.x = array[offset];
  6426. result.y = array[offset + 1];
  6427. result.z = array[offset + 2];
  6428. result.w = array[offset + 3];
  6429. };
  6430. /**
  6431. * Updates the given vector "result" from the starting index of the given Float32Array.
  6432. * @param array the array to pull values from
  6433. * @param offset the offset into the array to start at
  6434. * @param result the vector to store the result in
  6435. */
  6436. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6437. Vector4.FromArrayToRef(array, offset, result);
  6438. };
  6439. /**
  6440. * Updates the given vector "result" coordinates from the given floats.
  6441. * @param x float to set from
  6442. * @param y float to set from
  6443. * @param z float to set from
  6444. * @param w float to set from
  6445. * @param result the vector to the floats in
  6446. */
  6447. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6448. result.x = x;
  6449. result.y = y;
  6450. result.z = z;
  6451. result.w = w;
  6452. };
  6453. /**
  6454. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6455. * @returns the new vector
  6456. */
  6457. Vector4.Zero = function () {
  6458. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6459. };
  6460. /**
  6461. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6462. * @returns the new vector
  6463. */
  6464. Vector4.One = function () {
  6465. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6466. };
  6467. /**
  6468. * Returns a new normalized Vector4 from the given one.
  6469. * @param vector the vector to normalize
  6470. * @returns the vector
  6471. */
  6472. Vector4.Normalize = function (vector) {
  6473. var result = Vector4.Zero();
  6474. Vector4.NormalizeToRef(vector, result);
  6475. return result;
  6476. };
  6477. /**
  6478. * Updates the given vector "result" from the normalization of the given one.
  6479. * @param vector the vector to normalize
  6480. * @param result the vector to store the result in
  6481. */
  6482. Vector4.NormalizeToRef = function (vector, result) {
  6483. result.copyFrom(vector);
  6484. result.normalize();
  6485. };
  6486. /**
  6487. * Returns a vector with the minimum values from the left and right vectors
  6488. * @param left left vector to minimize
  6489. * @param right right vector to minimize
  6490. * @returns a new vector with the minimum of the left and right vector values
  6491. */
  6492. Vector4.Minimize = function (left, right) {
  6493. var min = left.clone();
  6494. min.minimizeInPlace(right);
  6495. return min;
  6496. };
  6497. /**
  6498. * Returns a vector with the maximum values from the left and right vectors
  6499. * @param left left vector to maximize
  6500. * @param right right vector to maximize
  6501. * @returns a new vector with the maximum of the left and right vector values
  6502. */
  6503. Vector4.Maximize = function (left, right) {
  6504. var max = left.clone();
  6505. max.maximizeInPlace(right);
  6506. return max;
  6507. };
  6508. /**
  6509. * Returns the distance (float) between the vectors "value1" and "value2".
  6510. * @param value1 value to calulate the distance between
  6511. * @param value2 value to calulate the distance between
  6512. * @return the distance between the two vectors
  6513. */
  6514. Vector4.Distance = function (value1, value2) {
  6515. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6516. };
  6517. /**
  6518. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6519. * @param value1 value to calulate the distance between
  6520. * @param value2 value to calulate the distance between
  6521. * @return the distance between the two vectors squared
  6522. */
  6523. Vector4.DistanceSquared = function (value1, value2) {
  6524. var x = value1.x - value2.x;
  6525. var y = value1.y - value2.y;
  6526. var z = value1.z - value2.z;
  6527. var w = value1.w - value2.w;
  6528. return (x * x) + (y * y) + (z * z) + (w * w);
  6529. };
  6530. /**
  6531. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6532. * @param value1 value to calulate the center between
  6533. * @param value2 value to calulate the center between
  6534. * @return the center between the two vectors
  6535. */
  6536. Vector4.Center = function (value1, value2) {
  6537. var center = value1.add(value2);
  6538. center.scaleInPlace(0.5);
  6539. return center;
  6540. };
  6541. /**
  6542. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6543. * This methods computes transformed normalized direction vectors only.
  6544. * @param vector the vector to transform
  6545. * @param transformation the transformation matrix to apply
  6546. * @returns the new vector
  6547. */
  6548. Vector4.TransformNormal = function (vector, transformation) {
  6549. var result = Vector4.Zero();
  6550. Vector4.TransformNormalToRef(vector, transformation, result);
  6551. return result;
  6552. };
  6553. /**
  6554. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6555. * This methods computes transformed normalized direction vectors only.
  6556. * @param vector the vector to transform
  6557. * @param transformation the transformation matrix to apply
  6558. * @param result the vector to store the result in
  6559. */
  6560. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6561. var m = transformation.m;
  6562. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6563. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6564. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6565. result.x = x;
  6566. result.y = y;
  6567. result.z = z;
  6568. result.w = vector.w;
  6569. };
  6570. /**
  6571. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6572. * This methods computes transformed normalized direction vectors only.
  6573. * @param x value to transform
  6574. * @param y value to transform
  6575. * @param z value to transform
  6576. * @param w value to transform
  6577. * @param transformation the transformation matrix to apply
  6578. * @param result the vector to store the results in
  6579. */
  6580. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6581. var m = transformation.m;
  6582. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6583. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6584. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6585. result.w = w;
  6586. };
  6587. return Vector4;
  6588. }());
  6589. BABYLON.Vector4 = Vector4;
  6590. /**
  6591. * Size containing widht and height
  6592. */
  6593. var Size = /** @class */ (function () {
  6594. /**
  6595. * Creates a Size object from the given width and height (floats).
  6596. * @param width width of the new size
  6597. * @param height height of the new size
  6598. */
  6599. function Size(width, height) {
  6600. this.width = width;
  6601. this.height = height;
  6602. }
  6603. /**
  6604. * Returns a string with the Size width and height
  6605. * @returns a string with the Size width and height
  6606. */
  6607. Size.prototype.toString = function () {
  6608. return "{W: " + this.width + ", H: " + this.height + "}";
  6609. };
  6610. /**
  6611. * "Size"
  6612. * @returns the string "Size"
  6613. */
  6614. Size.prototype.getClassName = function () {
  6615. return "Size";
  6616. };
  6617. /**
  6618. * Returns the Size hash code.
  6619. * @returns a hash code for a unique width and height
  6620. */
  6621. Size.prototype.getHashCode = function () {
  6622. var hash = this.width || 0;
  6623. hash = (hash * 397) ^ (this.height || 0);
  6624. return hash;
  6625. };
  6626. /**
  6627. * Updates the current size from the given one.
  6628. * @param src the given size
  6629. */
  6630. Size.prototype.copyFrom = function (src) {
  6631. this.width = src.width;
  6632. this.height = src.height;
  6633. };
  6634. /**
  6635. * Updates in place the current Size from the given floats.
  6636. * @param width width of the new size
  6637. * @param height height of the new size
  6638. * @returns the updated Size.
  6639. */
  6640. Size.prototype.copyFromFloats = function (width, height) {
  6641. this.width = width;
  6642. this.height = height;
  6643. return this;
  6644. };
  6645. /**
  6646. * Updates in place the current Size from the given floats.
  6647. * @param width width to set
  6648. * @param height height to set
  6649. * @returns the updated Size.
  6650. */
  6651. Size.prototype.set = function (width, height) {
  6652. return this.copyFromFloats(width, height);
  6653. };
  6654. /**
  6655. * Multiplies the width and height by numbers
  6656. * @param w factor to multiple the width by
  6657. * @param h factor to multiple the height by
  6658. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6659. */
  6660. Size.prototype.multiplyByFloats = function (w, h) {
  6661. return new Size(this.width * w, this.height * h);
  6662. };
  6663. /**
  6664. * Clones the size
  6665. * @returns a new Size copied from the given one.
  6666. */
  6667. Size.prototype.clone = function () {
  6668. return new Size(this.width, this.height);
  6669. };
  6670. /**
  6671. * True if the current Size and the given one width and height are strictly equal.
  6672. * @param other the other size to compare against
  6673. * @returns True if the current Size and the given one width and height are strictly equal.
  6674. */
  6675. Size.prototype.equals = function (other) {
  6676. if (!other) {
  6677. return false;
  6678. }
  6679. return (this.width === other.width) && (this.height === other.height);
  6680. };
  6681. Object.defineProperty(Size.prototype, "surface", {
  6682. /**
  6683. * The surface of the Size : width * height (float).
  6684. */
  6685. get: function () {
  6686. return this.width * this.height;
  6687. },
  6688. enumerable: true,
  6689. configurable: true
  6690. });
  6691. /**
  6692. * Create a new size of zero
  6693. * @returns a new Size set to (0.0, 0.0)
  6694. */
  6695. Size.Zero = function () {
  6696. return new Size(0.0, 0.0);
  6697. };
  6698. /**
  6699. * Sums the width and height of two sizes
  6700. * @param otherSize size to add to this size
  6701. * @returns a new Size set as the addition result of the current Size and the given one.
  6702. */
  6703. Size.prototype.add = function (otherSize) {
  6704. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6705. return r;
  6706. };
  6707. /**
  6708. * Subtracts the width and height of two
  6709. * @param otherSize size to subtract to this size
  6710. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6711. */
  6712. Size.prototype.subtract = function (otherSize) {
  6713. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6714. return r;
  6715. };
  6716. /**
  6717. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6718. * @param start starting size to lerp between
  6719. * @param end end size to lerp between
  6720. * @param amount amount to lerp between the start and end values
  6721. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6722. */
  6723. Size.Lerp = function (start, end, amount) {
  6724. var w = start.width + ((end.width - start.width) * amount);
  6725. var h = start.height + ((end.height - start.height) * amount);
  6726. return new Size(w, h);
  6727. };
  6728. return Size;
  6729. }());
  6730. BABYLON.Size = Size;
  6731. /**
  6732. * Class used to store quaternion data
  6733. * @see https://en.wikipedia.org/wiki/Quaternion
  6734. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6735. */
  6736. var Quaternion = /** @class */ (function () {
  6737. /**
  6738. * Creates a new Quaternion from the given floats
  6739. * @param x defines the first component (0 by default)
  6740. * @param y defines the second component (0 by default)
  6741. * @param z defines the third component (0 by default)
  6742. * @param w defines the fourth component (1.0 by default)
  6743. */
  6744. function Quaternion(
  6745. /** defines the first component (0 by default) */
  6746. x,
  6747. /** defines the second component (0 by default) */
  6748. y,
  6749. /** defines the third component (0 by default) */
  6750. z,
  6751. /** defines the fourth component (1.0 by default) */
  6752. w) {
  6753. if (x === void 0) { x = 0.0; }
  6754. if (y === void 0) { y = 0.0; }
  6755. if (z === void 0) { z = 0.0; }
  6756. if (w === void 0) { w = 1.0; }
  6757. this.x = x;
  6758. this.y = y;
  6759. this.z = z;
  6760. this.w = w;
  6761. }
  6762. /**
  6763. * Gets a string representation for the current quaternion
  6764. * @returns a string with the Quaternion coordinates
  6765. */
  6766. Quaternion.prototype.toString = function () {
  6767. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6768. };
  6769. /**
  6770. * Gets the class name of the quaternion
  6771. * @returns the string "Quaternion"
  6772. */
  6773. Quaternion.prototype.getClassName = function () {
  6774. return "Quaternion";
  6775. };
  6776. /**
  6777. * Gets a hash code for this quaternion
  6778. * @returns the quaternion hash code
  6779. */
  6780. Quaternion.prototype.getHashCode = function () {
  6781. var hash = this.x || 0;
  6782. hash = (hash * 397) ^ (this.y || 0);
  6783. hash = (hash * 397) ^ (this.z || 0);
  6784. hash = (hash * 397) ^ (this.w || 0);
  6785. return hash;
  6786. };
  6787. /**
  6788. * Copy the quaternion to an array
  6789. * @returns a new array populated with 4 elements from the quaternion coordinates
  6790. */
  6791. Quaternion.prototype.asArray = function () {
  6792. return [this.x, this.y, this.z, this.w];
  6793. };
  6794. /**
  6795. * Check if two quaternions are equals
  6796. * @param otherQuaternion defines the second operand
  6797. * @return true if the current quaternion and the given one coordinates are strictly equals
  6798. */
  6799. Quaternion.prototype.equals = function (otherQuaternion) {
  6800. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6801. };
  6802. /**
  6803. * Clone the current quaternion
  6804. * @returns a new quaternion copied from the current one
  6805. */
  6806. Quaternion.prototype.clone = function () {
  6807. return new Quaternion(this.x, this.y, this.z, this.w);
  6808. };
  6809. /**
  6810. * Copy a quaternion to the current one
  6811. * @param other defines the other quaternion
  6812. * @returns the updated current quaternion
  6813. */
  6814. Quaternion.prototype.copyFrom = function (other) {
  6815. this.x = other.x;
  6816. this.y = other.y;
  6817. this.z = other.z;
  6818. this.w = other.w;
  6819. return this;
  6820. };
  6821. /**
  6822. * Updates the current quaternion with the given float coordinates
  6823. * @param x defines the x coordinate
  6824. * @param y defines the y coordinate
  6825. * @param z defines the z coordinate
  6826. * @param w defines the w coordinate
  6827. * @returns the updated current quaternion
  6828. */
  6829. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6830. this.x = x;
  6831. this.y = y;
  6832. this.z = z;
  6833. this.w = w;
  6834. return this;
  6835. };
  6836. /**
  6837. * Updates the current quaternion from the given float coordinates
  6838. * @param x defines the x coordinate
  6839. * @param y defines the y coordinate
  6840. * @param z defines the z coordinate
  6841. * @param w defines the w coordinate
  6842. * @returns the updated current quaternion
  6843. */
  6844. Quaternion.prototype.set = function (x, y, z, w) {
  6845. return this.copyFromFloats(x, y, z, w);
  6846. };
  6847. /**
  6848. * Adds two quaternions
  6849. * @param other defines the second operand
  6850. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6851. */
  6852. Quaternion.prototype.add = function (other) {
  6853. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6854. };
  6855. /**
  6856. * Add a quaternion to the current one
  6857. * @param other defines the quaternion to add
  6858. * @returns the current quaternion
  6859. */
  6860. Quaternion.prototype.addInPlace = function (other) {
  6861. this.x += other.x;
  6862. this.y += other.y;
  6863. this.z += other.z;
  6864. this.w += other.w;
  6865. return this;
  6866. };
  6867. /**
  6868. * Subtract two quaternions
  6869. * @param other defines the second operand
  6870. * @returns a new quaternion as the subtraction result of the given one from the current one
  6871. */
  6872. Quaternion.prototype.subtract = function (other) {
  6873. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6874. };
  6875. /**
  6876. * Multiplies the current quaternion by a scale factor
  6877. * @param value defines the scale factor
  6878. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6879. */
  6880. Quaternion.prototype.scale = function (value) {
  6881. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  6882. };
  6883. /**
  6884. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  6885. * @param scale defines the scale factor
  6886. * @param result defines the Quaternion object where to store the result
  6887. * @returns the unmodified current quaternion
  6888. */
  6889. Quaternion.prototype.scaleToRef = function (scale, result) {
  6890. result.x = this.x * scale;
  6891. result.y = this.y * scale;
  6892. result.z = this.z * scale;
  6893. result.w = this.w * scale;
  6894. return this;
  6895. };
  6896. /**
  6897. * Multiplies in place the current quaternion by a scale factor
  6898. * @param value defines the scale factor
  6899. * @returns the current modified quaternion
  6900. */
  6901. Quaternion.prototype.scaleInPlace = function (value) {
  6902. this.x *= value;
  6903. this.y *= value;
  6904. this.z *= value;
  6905. this.w *= value;
  6906. return this;
  6907. };
  6908. /**
  6909. * Scale the current quaternion values by a factor and add the result to a given quaternion
  6910. * @param scale defines the scale factor
  6911. * @param result defines the Quaternion object where to store the result
  6912. * @returns the unmodified current quaternion
  6913. */
  6914. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  6915. result.x += this.x * scale;
  6916. result.y += this.y * scale;
  6917. result.z += this.z * scale;
  6918. result.w += this.w * scale;
  6919. return this;
  6920. };
  6921. /**
  6922. * Multiplies two quaternions
  6923. * @param q1 defines the second operand
  6924. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  6925. */
  6926. Quaternion.prototype.multiply = function (q1) {
  6927. var result = new Quaternion(0, 0, 0, 1.0);
  6928. this.multiplyToRef(q1, result);
  6929. return result;
  6930. };
  6931. /**
  6932. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  6933. * @param q1 defines the second operand
  6934. * @param result defines the target quaternion
  6935. * @returns the current quaternion
  6936. */
  6937. Quaternion.prototype.multiplyToRef = function (q1, result) {
  6938. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  6939. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  6940. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  6941. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  6942. result.copyFromFloats(x, y, z, w);
  6943. return this;
  6944. };
  6945. /**
  6946. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  6947. * @param q1 defines the second operand
  6948. * @returns the currentupdated quaternion
  6949. */
  6950. Quaternion.prototype.multiplyInPlace = function (q1) {
  6951. this.multiplyToRef(q1, this);
  6952. return this;
  6953. };
  6954. /**
  6955. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  6956. * @param ref defines the target quaternion
  6957. * @returns the current quaternion
  6958. */
  6959. Quaternion.prototype.conjugateToRef = function (ref) {
  6960. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  6961. return this;
  6962. };
  6963. /**
  6964. * Conjugates in place (1-q) the current quaternion
  6965. * @returns the current updated quaternion
  6966. */
  6967. Quaternion.prototype.conjugateInPlace = function () {
  6968. this.x *= -1;
  6969. this.y *= -1;
  6970. this.z *= -1;
  6971. return this;
  6972. };
  6973. /**
  6974. * Conjugates in place (1-q) the current quaternion
  6975. * @returns a new quaternion
  6976. */
  6977. Quaternion.prototype.conjugate = function () {
  6978. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  6979. return result;
  6980. };
  6981. /**
  6982. * Gets length of current quaternion
  6983. * @returns the quaternion length (float)
  6984. */
  6985. Quaternion.prototype.length = function () {
  6986. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  6987. };
  6988. /**
  6989. * Normalize in place the current quaternion
  6990. * @returns the current updated quaternion
  6991. */
  6992. Quaternion.prototype.normalize = function () {
  6993. var length = 1.0 / this.length();
  6994. this.x *= length;
  6995. this.y *= length;
  6996. this.z *= length;
  6997. this.w *= length;
  6998. return this;
  6999. };
  7000. /**
  7001. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7002. * @param order is a reserved parameter and is ignore for now
  7003. * @returns a new Vector3 containing the Euler angles
  7004. */
  7005. Quaternion.prototype.toEulerAngles = function (order) {
  7006. if (order === void 0) { order = "YZX"; }
  7007. var result = Vector3.Zero();
  7008. this.toEulerAnglesToRef(result, order);
  7009. return result;
  7010. };
  7011. /**
  7012. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7013. * @param result defines the vector which will be filled with the Euler angles
  7014. * @param order is a reserved parameter and is ignore for now
  7015. * @returns the current unchanged quaternion
  7016. */
  7017. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7018. if (order === void 0) { order = "YZX"; }
  7019. var qz = this.z;
  7020. var qx = this.x;
  7021. var qy = this.y;
  7022. var qw = this.w;
  7023. var sqw = qw * qw;
  7024. var sqz = qz * qz;
  7025. var sqx = qx * qx;
  7026. var sqy = qy * qy;
  7027. var zAxisY = qy * qz - qx * qw;
  7028. var limit = .4999999;
  7029. if (zAxisY < -limit) {
  7030. result.y = 2 * Math.atan2(qy, qw);
  7031. result.x = Math.PI / 2;
  7032. result.z = 0;
  7033. }
  7034. else if (zAxisY > limit) {
  7035. result.y = 2 * Math.atan2(qy, qw);
  7036. result.x = -Math.PI / 2;
  7037. result.z = 0;
  7038. }
  7039. else {
  7040. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7041. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7042. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7043. }
  7044. return this;
  7045. };
  7046. /**
  7047. * Updates the given rotation matrix with the current quaternion values
  7048. * @param result defines the target matrix
  7049. * @returns the current unchanged quaternion
  7050. */
  7051. Quaternion.prototype.toRotationMatrix = function (result) {
  7052. var xx = this.x * this.x;
  7053. var yy = this.y * this.y;
  7054. var zz = this.z * this.z;
  7055. var xy = this.x * this.y;
  7056. var zw = this.z * this.w;
  7057. var zx = this.z * this.x;
  7058. var yw = this.y * this.w;
  7059. var yz = this.y * this.z;
  7060. var xw = this.x * this.w;
  7061. result.m[0] = 1.0 - (2.0 * (yy + zz));
  7062. result.m[1] = 2.0 * (xy + zw);
  7063. result.m[2] = 2.0 * (zx - yw);
  7064. result.m[3] = 0;
  7065. result.m[4] = 2.0 * (xy - zw);
  7066. result.m[5] = 1.0 - (2.0 * (zz + xx));
  7067. result.m[6] = 2.0 * (yz + xw);
  7068. result.m[7] = 0;
  7069. result.m[8] = 2.0 * (zx + yw);
  7070. result.m[9] = 2.0 * (yz - xw);
  7071. result.m[10] = 1.0 - (2.0 * (yy + xx));
  7072. result.m[11] = 0;
  7073. result.m[12] = 0;
  7074. result.m[13] = 0;
  7075. result.m[14] = 0;
  7076. result.m[15] = 1.0;
  7077. result._markAsUpdated();
  7078. return this;
  7079. };
  7080. /**
  7081. * Updates the current quaternion from the given rotation matrix values
  7082. * @param matrix defines the source matrix
  7083. * @returns the current updated quaternion
  7084. */
  7085. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7086. Quaternion.FromRotationMatrixToRef(matrix, this);
  7087. return this;
  7088. };
  7089. // Statics
  7090. /**
  7091. * Creates a new quaternion from a rotation matrix
  7092. * @param matrix defines the source matrix
  7093. * @returns a new quaternion created from the given rotation matrix values
  7094. */
  7095. Quaternion.FromRotationMatrix = function (matrix) {
  7096. var result = new Quaternion();
  7097. Quaternion.FromRotationMatrixToRef(matrix, result);
  7098. return result;
  7099. };
  7100. /**
  7101. * Updates the given quaternion with the given rotation matrix values
  7102. * @param matrix defines the source matrix
  7103. * @param result defines the target quaternion
  7104. */
  7105. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7106. var data = matrix.m;
  7107. var m11 = data[0], m12 = data[4], m13 = data[8];
  7108. var m21 = data[1], m22 = data[5], m23 = data[9];
  7109. var m31 = data[2], m32 = data[6], m33 = data[10];
  7110. var trace = m11 + m22 + m33;
  7111. var s;
  7112. if (trace > 0) {
  7113. s = 0.5 / Math.sqrt(trace + 1.0);
  7114. result.w = 0.25 / s;
  7115. result.x = (m32 - m23) * s;
  7116. result.y = (m13 - m31) * s;
  7117. result.z = (m21 - m12) * s;
  7118. }
  7119. else if (m11 > m22 && m11 > m33) {
  7120. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7121. result.w = (m32 - m23) / s;
  7122. result.x = 0.25 * s;
  7123. result.y = (m12 + m21) / s;
  7124. result.z = (m13 + m31) / s;
  7125. }
  7126. else if (m22 > m33) {
  7127. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7128. result.w = (m13 - m31) / s;
  7129. result.x = (m12 + m21) / s;
  7130. result.y = 0.25 * s;
  7131. result.z = (m23 + m32) / s;
  7132. }
  7133. else {
  7134. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7135. result.w = (m21 - m12) / s;
  7136. result.x = (m13 + m31) / s;
  7137. result.y = (m23 + m32) / s;
  7138. result.z = 0.25 * s;
  7139. }
  7140. };
  7141. /**
  7142. * Returns the dot product (float) between the quaternions "left" and "right"
  7143. * @param left defines the left operand
  7144. * @param right defines the right operand
  7145. * @returns the dot product
  7146. */
  7147. Quaternion.Dot = function (left, right) {
  7148. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7149. };
  7150. /**
  7151. * Checks if the two quaternions are close to each other
  7152. * @param quat0 defines the first quaternion to check
  7153. * @param quat1 defines the second quaternion to check
  7154. * @returns true if the two quaternions are close to each other
  7155. */
  7156. Quaternion.AreClose = function (quat0, quat1) {
  7157. var dot = Quaternion.Dot(quat0, quat1);
  7158. return dot >= 0;
  7159. };
  7160. /**
  7161. * Creates an empty quaternion
  7162. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7163. */
  7164. Quaternion.Zero = function () {
  7165. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7166. };
  7167. /**
  7168. * Inverse a given quaternion
  7169. * @param q defines the source quaternion
  7170. * @returns a new quaternion as the inverted current quaternion
  7171. */
  7172. Quaternion.Inverse = function (q) {
  7173. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7174. };
  7175. /**
  7176. * Creates an identity quaternion
  7177. * @returns the identity quaternion
  7178. */
  7179. Quaternion.Identity = function () {
  7180. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7181. };
  7182. /**
  7183. * Gets a boolean indicating if the given quaternion is identity
  7184. * @param quaternion defines the quaternion to check
  7185. * @returns true if the quaternion is identity
  7186. */
  7187. Quaternion.IsIdentity = function (quaternion) {
  7188. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7189. };
  7190. /**
  7191. * Creates a quaternion from a rotation around an axis
  7192. * @param axis defines the axis to use
  7193. * @param angle defines the angle to use
  7194. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7195. */
  7196. Quaternion.RotationAxis = function (axis, angle) {
  7197. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7198. };
  7199. /**
  7200. * Creates a rotation around an axis and stores it into the given quaternion
  7201. * @param axis defines the axis to use
  7202. * @param angle defines the angle to use
  7203. * @param result defines the target quaternion
  7204. * @returns the target quaternion
  7205. */
  7206. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7207. var sin = Math.sin(angle / 2);
  7208. axis.normalize();
  7209. result.w = Math.cos(angle / 2);
  7210. result.x = axis.x * sin;
  7211. result.y = axis.y * sin;
  7212. result.z = axis.z * sin;
  7213. return result;
  7214. };
  7215. /**
  7216. * Creates a new quaternion from data stored into an array
  7217. * @param array defines the data source
  7218. * @param offset defines the offset in the source array where the data starts
  7219. * @returns a new quaternion
  7220. */
  7221. Quaternion.FromArray = function (array, offset) {
  7222. if (!offset) {
  7223. offset = 0;
  7224. }
  7225. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7226. };
  7227. /**
  7228. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7229. * @param yaw defines the rotation around Y axis
  7230. * @param pitch defines the rotation around X axis
  7231. * @param roll defines the rotation around Z axis
  7232. * @returns the new quaternion
  7233. */
  7234. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7235. var q = new Quaternion();
  7236. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7237. return q;
  7238. };
  7239. /**
  7240. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7241. * @param yaw defines the rotation around Y axis
  7242. * @param pitch defines the rotation around X axis
  7243. * @param roll defines the rotation around Z axis
  7244. * @param result defines the target quaternion
  7245. */
  7246. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7247. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7248. var halfRoll = roll * 0.5;
  7249. var halfPitch = pitch * 0.5;
  7250. var halfYaw = yaw * 0.5;
  7251. var sinRoll = Math.sin(halfRoll);
  7252. var cosRoll = Math.cos(halfRoll);
  7253. var sinPitch = Math.sin(halfPitch);
  7254. var cosPitch = Math.cos(halfPitch);
  7255. var sinYaw = Math.sin(halfYaw);
  7256. var cosYaw = Math.cos(halfYaw);
  7257. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7258. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7259. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7260. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7261. };
  7262. /**
  7263. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7264. * @param alpha defines the rotation around first axis
  7265. * @param beta defines the rotation around second axis
  7266. * @param gamma defines the rotation around third axis
  7267. * @returns the new quaternion
  7268. */
  7269. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7270. var result = new Quaternion();
  7271. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7272. return result;
  7273. };
  7274. /**
  7275. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7276. * @param alpha defines the rotation around first axis
  7277. * @param beta defines the rotation around second axis
  7278. * @param gamma defines the rotation around third axis
  7279. * @param result defines the target quaternion
  7280. */
  7281. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7282. // Produces a quaternion from Euler angles in the z-x-z orientation
  7283. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7284. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7285. var halfBeta = beta * 0.5;
  7286. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7287. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7288. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7289. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7290. };
  7291. /**
  7292. * 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)
  7293. * @param axis1 defines the first axis
  7294. * @param axis2 defines the second axis
  7295. * @param axis3 defines the third axis
  7296. * @returns the new quaternion
  7297. */
  7298. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7299. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7300. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7301. return quat;
  7302. };
  7303. /**
  7304. * 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
  7305. * @param axis1 defines the first axis
  7306. * @param axis2 defines the second axis
  7307. * @param axis3 defines the third axis
  7308. * @param ref defines the target quaternion
  7309. */
  7310. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7311. var rotMat = MathTmp.Matrix[0];
  7312. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7313. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7314. };
  7315. /**
  7316. * Interpolates between two quaternions
  7317. * @param left defines first quaternion
  7318. * @param right defines second quaternion
  7319. * @param amount defines the gradient to use
  7320. * @returns the new interpolated quaternion
  7321. */
  7322. Quaternion.Slerp = function (left, right, amount) {
  7323. var result = Quaternion.Identity();
  7324. Quaternion.SlerpToRef(left, right, amount, result);
  7325. return result;
  7326. };
  7327. /**
  7328. * Interpolates between two quaternions and stores it into a target quaternion
  7329. * @param left defines first quaternion
  7330. * @param right defines second quaternion
  7331. * @param amount defines the gradient to use
  7332. * @param result defines the target quaternion
  7333. */
  7334. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7335. var num2;
  7336. var num3;
  7337. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7338. var flag = false;
  7339. if (num4 < 0) {
  7340. flag = true;
  7341. num4 = -num4;
  7342. }
  7343. if (num4 > 0.999999) {
  7344. num3 = 1 - amount;
  7345. num2 = flag ? -amount : amount;
  7346. }
  7347. else {
  7348. var num5 = Math.acos(num4);
  7349. var num6 = (1.0 / Math.sin(num5));
  7350. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7351. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7352. }
  7353. result.x = (num3 * left.x) + (num2 * right.x);
  7354. result.y = (num3 * left.y) + (num2 * right.y);
  7355. result.z = (num3 * left.z) + (num2 * right.z);
  7356. result.w = (num3 * left.w) + (num2 * right.w);
  7357. };
  7358. /**
  7359. * Interpolate between two quaternions using Hermite interpolation
  7360. * @param value1 defines first quaternion
  7361. * @param tangent1 defines the incoming tangent
  7362. * @param value2 defines second quaternion
  7363. * @param tangent2 defines the outgoing tangent
  7364. * @param amount defines the target quaternion
  7365. * @returns the new interpolated quaternion
  7366. */
  7367. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7368. var squared = amount * amount;
  7369. var cubed = amount * squared;
  7370. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7371. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7372. var part3 = (cubed - (2.0 * squared)) + amount;
  7373. var part4 = cubed - squared;
  7374. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7375. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7376. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7377. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7378. return new Quaternion(x, y, z, w);
  7379. };
  7380. return Quaternion;
  7381. }());
  7382. BABYLON.Quaternion = Quaternion;
  7383. /**
  7384. * Class used to store matrix data (4x4)
  7385. */
  7386. var Matrix = /** @class */ (function () {
  7387. /**
  7388. * Creates an empty matrix (filled with zeros)
  7389. */
  7390. function Matrix() {
  7391. this._isIdentity = false;
  7392. this._isIdentityDirty = true;
  7393. /**
  7394. * Gets or sets the internal data of the matrix
  7395. */
  7396. this.m = new Float32Array(16);
  7397. this._markAsUpdated();
  7398. }
  7399. /** @hidden */
  7400. Matrix.prototype._markAsUpdated = function () {
  7401. this.updateFlag = Matrix._updateFlagSeed++;
  7402. this._isIdentityDirty = true;
  7403. };
  7404. // Properties
  7405. /**
  7406. * Check if the current matrix is indentity
  7407. * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
  7408. * @returns true is the matrix is the identity matrix
  7409. */
  7410. Matrix.prototype.isIdentity = function (considerAsTextureMatrix) {
  7411. if (considerAsTextureMatrix === void 0) { considerAsTextureMatrix = false; }
  7412. if (this._isIdentityDirty) {
  7413. this._isIdentityDirty = false;
  7414. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  7415. this._isIdentity = false;
  7416. }
  7417. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  7418. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  7419. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  7420. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  7421. this._isIdentity = false;
  7422. }
  7423. else {
  7424. this._isIdentity = true;
  7425. }
  7426. if (!considerAsTextureMatrix && this.m[10] !== 1.0) {
  7427. this._isIdentity = false;
  7428. }
  7429. }
  7430. return this._isIdentity;
  7431. };
  7432. /**
  7433. * Gets the determinant of the matrix
  7434. * @returns the matrix determinant
  7435. */
  7436. Matrix.prototype.determinant = function () {
  7437. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  7438. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  7439. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  7440. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  7441. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  7442. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  7443. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  7444. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  7445. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  7446. };
  7447. // Methods
  7448. /**
  7449. * Returns the matrix as a Float32Array
  7450. * @returns the matrix underlying array
  7451. */
  7452. Matrix.prototype.toArray = function () {
  7453. return this.m;
  7454. };
  7455. /**
  7456. * Returns the matrix as a Float32Array
  7457. * @returns the matrix underlying array.
  7458. */
  7459. Matrix.prototype.asArray = function () {
  7460. return this.toArray();
  7461. };
  7462. /**
  7463. * Inverts the current matrix in place
  7464. * @returns the current inverted matrix
  7465. */
  7466. Matrix.prototype.invert = function () {
  7467. this.invertToRef(this);
  7468. return this;
  7469. };
  7470. /**
  7471. * Sets all the matrix elements to zero
  7472. * @returns the current matrix
  7473. */
  7474. Matrix.prototype.reset = function () {
  7475. for (var index = 0; index < 16; index++) {
  7476. this.m[index] = 0.0;
  7477. }
  7478. this._markAsUpdated();
  7479. return this;
  7480. };
  7481. /**
  7482. * Adds the current matrix with a second one
  7483. * @param other defines the matrix to add
  7484. * @returns a new matrix as the addition of the current matrix and the given one
  7485. */
  7486. Matrix.prototype.add = function (other) {
  7487. var result = new Matrix();
  7488. this.addToRef(other, result);
  7489. return result;
  7490. };
  7491. /**
  7492. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7493. * @param other defines the matrix to add
  7494. * @param result defines the target matrix
  7495. * @returns the current matrix
  7496. */
  7497. Matrix.prototype.addToRef = function (other, result) {
  7498. for (var index = 0; index < 16; index++) {
  7499. result.m[index] = this.m[index] + other.m[index];
  7500. }
  7501. result._markAsUpdated();
  7502. return this;
  7503. };
  7504. /**
  7505. * Adds in place the given matrix to the current matrix
  7506. * @param other defines the second operand
  7507. * @returns the current updated matrix
  7508. */
  7509. Matrix.prototype.addToSelf = function (other) {
  7510. for (var index = 0; index < 16; index++) {
  7511. this.m[index] += other.m[index];
  7512. }
  7513. this._markAsUpdated();
  7514. return this;
  7515. };
  7516. /**
  7517. * Sets the given matrix to the current inverted Matrix
  7518. * @param other defines the target matrix
  7519. * @returns the unmodified current matrix
  7520. */
  7521. Matrix.prototype.invertToRef = function (other) {
  7522. var l1 = this.m[0];
  7523. var l2 = this.m[1];
  7524. var l3 = this.m[2];
  7525. var l4 = this.m[3];
  7526. var l5 = this.m[4];
  7527. var l6 = this.m[5];
  7528. var l7 = this.m[6];
  7529. var l8 = this.m[7];
  7530. var l9 = this.m[8];
  7531. var l10 = this.m[9];
  7532. var l11 = this.m[10];
  7533. var l12 = this.m[11];
  7534. var l13 = this.m[12];
  7535. var l14 = this.m[13];
  7536. var l15 = this.m[14];
  7537. var l16 = this.m[15];
  7538. var l17 = (l11 * l16) - (l12 * l15);
  7539. var l18 = (l10 * l16) - (l12 * l14);
  7540. var l19 = (l10 * l15) - (l11 * l14);
  7541. var l20 = (l9 * l16) - (l12 * l13);
  7542. var l21 = (l9 * l15) - (l11 * l13);
  7543. var l22 = (l9 * l14) - (l10 * l13);
  7544. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  7545. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  7546. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  7547. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  7548. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  7549. var l28 = (l7 * l16) - (l8 * l15);
  7550. var l29 = (l6 * l16) - (l8 * l14);
  7551. var l30 = (l6 * l15) - (l7 * l14);
  7552. var l31 = (l5 * l16) - (l8 * l13);
  7553. var l32 = (l5 * l15) - (l7 * l13);
  7554. var l33 = (l5 * l14) - (l6 * l13);
  7555. var l34 = (l7 * l12) - (l8 * l11);
  7556. var l35 = (l6 * l12) - (l8 * l10);
  7557. var l36 = (l6 * l11) - (l7 * l10);
  7558. var l37 = (l5 * l12) - (l8 * l9);
  7559. var l38 = (l5 * l11) - (l7 * l9);
  7560. var l39 = (l5 * l10) - (l6 * l9);
  7561. other.m[0] = l23 * l27;
  7562. other.m[4] = l24 * l27;
  7563. other.m[8] = l25 * l27;
  7564. other.m[12] = l26 * l27;
  7565. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  7566. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  7567. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  7568. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  7569. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  7570. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  7571. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  7572. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  7573. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  7574. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  7575. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  7576. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  7577. other._markAsUpdated();
  7578. return this;
  7579. };
  7580. /**
  7581. * Inserts the translation vector (using 3 floats) in the current matrix
  7582. * @param x defines the 1st component of the translation
  7583. * @param y defines the 2nd component of the translation
  7584. * @param z defines the 3rd component of the translation
  7585. * @returns the current updated matrix
  7586. */
  7587. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7588. this.m[12] = x;
  7589. this.m[13] = y;
  7590. this.m[14] = z;
  7591. this._markAsUpdated();
  7592. return this;
  7593. };
  7594. /**
  7595. * Inserts the translation vector in the current matrix
  7596. * @param vector3 defines the translation to insert
  7597. * @returns the current updated matrix
  7598. */
  7599. Matrix.prototype.setTranslation = function (vector3) {
  7600. this.m[12] = vector3.x;
  7601. this.m[13] = vector3.y;
  7602. this.m[14] = vector3.z;
  7603. this._markAsUpdated();
  7604. return this;
  7605. };
  7606. /**
  7607. * Gets the translation value of the current matrix
  7608. * @returns a new Vector3 as the extracted translation from the matrix
  7609. */
  7610. Matrix.prototype.getTranslation = function () {
  7611. return new Vector3(this.m[12], this.m[13], this.m[14]);
  7612. };
  7613. /**
  7614. * Fill a Vector3 with the extracted translation from the matrix
  7615. * @param result defines the Vector3 where to store the translation
  7616. * @returns the current matrix
  7617. */
  7618. Matrix.prototype.getTranslationToRef = function (result) {
  7619. result.x = this.m[12];
  7620. result.y = this.m[13];
  7621. result.z = this.m[14];
  7622. return this;
  7623. };
  7624. /**
  7625. * Remove rotation and scaling part from the matrix
  7626. * @returns the updated matrix
  7627. */
  7628. Matrix.prototype.removeRotationAndScaling = function () {
  7629. this.setRowFromFloats(0, 1, 0, 0, 0);
  7630. this.setRowFromFloats(1, 0, 1, 0, 0);
  7631. this.setRowFromFloats(2, 0, 0, 1, 0);
  7632. return this;
  7633. };
  7634. /**
  7635. * Multiply two matrices
  7636. * @param other defines the second operand
  7637. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7638. */
  7639. Matrix.prototype.multiply = function (other) {
  7640. var result = new Matrix();
  7641. this.multiplyToRef(other, result);
  7642. return result;
  7643. };
  7644. /**
  7645. * Copy the current matrix from the given one
  7646. * @param other defines the source matrix
  7647. * @returns the current updated matrix
  7648. */
  7649. Matrix.prototype.copyFrom = function (other) {
  7650. for (var index = 0; index < 16; index++) {
  7651. this.m[index] = other.m[index];
  7652. }
  7653. this._markAsUpdated();
  7654. return this;
  7655. };
  7656. /**
  7657. * Populates the given array from the starting index with the current matrix values
  7658. * @param array defines the target array
  7659. * @param offset defines the offset in the target array where to start storing values
  7660. * @returns the current matrix
  7661. */
  7662. Matrix.prototype.copyToArray = function (array, offset) {
  7663. if (offset === void 0) { offset = 0; }
  7664. for (var index = 0; index < 16; index++) {
  7665. array[offset + index] = this.m[index];
  7666. }
  7667. return this;
  7668. };
  7669. /**
  7670. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7671. * @param other defines the second operand
  7672. * @param result defines the matrix where to store the multiplication
  7673. * @returns the current matrix
  7674. */
  7675. Matrix.prototype.multiplyToRef = function (other, result) {
  7676. this.multiplyToArray(other, result.m, 0);
  7677. result._markAsUpdated();
  7678. return this;
  7679. };
  7680. /**
  7681. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7682. * @param other defines the second operand
  7683. * @param result defines the array where to store the multiplication
  7684. * @param offset defines the offset in the target array where to start storing values
  7685. * @returns the current matrix
  7686. */
  7687. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7688. var tm0 = this.m[0];
  7689. var tm1 = this.m[1];
  7690. var tm2 = this.m[2];
  7691. var tm3 = this.m[3];
  7692. var tm4 = this.m[4];
  7693. var tm5 = this.m[5];
  7694. var tm6 = this.m[6];
  7695. var tm7 = this.m[7];
  7696. var tm8 = this.m[8];
  7697. var tm9 = this.m[9];
  7698. var tm10 = this.m[10];
  7699. var tm11 = this.m[11];
  7700. var tm12 = this.m[12];
  7701. var tm13 = this.m[13];
  7702. var tm14 = this.m[14];
  7703. var tm15 = this.m[15];
  7704. var om0 = other.m[0];
  7705. var om1 = other.m[1];
  7706. var om2 = other.m[2];
  7707. var om3 = other.m[3];
  7708. var om4 = other.m[4];
  7709. var om5 = other.m[5];
  7710. var om6 = other.m[6];
  7711. var om7 = other.m[7];
  7712. var om8 = other.m[8];
  7713. var om9 = other.m[9];
  7714. var om10 = other.m[10];
  7715. var om11 = other.m[11];
  7716. var om12 = other.m[12];
  7717. var om13 = other.m[13];
  7718. var om14 = other.m[14];
  7719. var om15 = other.m[15];
  7720. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7721. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7722. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7723. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7724. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7725. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7726. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7727. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7728. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7729. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7730. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7731. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7732. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7733. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7734. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7735. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7736. return this;
  7737. };
  7738. /**
  7739. * Check equality between this matrix and a second one
  7740. * @param value defines the second matrix to compare
  7741. * @returns true is the current matrix and the given one values are strictly equal
  7742. */
  7743. Matrix.prototype.equals = function (value) {
  7744. return value &&
  7745. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  7746. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  7747. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  7748. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  7749. };
  7750. /**
  7751. * Clone the current matrix
  7752. * @returns a new matrix from the current matrix
  7753. */
  7754. Matrix.prototype.clone = function () {
  7755. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]);
  7756. };
  7757. /**
  7758. * Returns the name of the current matrix class
  7759. * @returns the string "Matrix"
  7760. */
  7761. Matrix.prototype.getClassName = function () {
  7762. return "Matrix";
  7763. };
  7764. /**
  7765. * Gets the hash code of the current matrix
  7766. * @returns the hash code
  7767. */
  7768. Matrix.prototype.getHashCode = function () {
  7769. var hash = this.m[0] || 0;
  7770. for (var i = 1; i < 16; i++) {
  7771. hash = (hash * 397) ^ (this.m[i] || 0);
  7772. }
  7773. return hash;
  7774. };
  7775. /**
  7776. * Decomposes the current Matrix into a translation, rotation and scaling components
  7777. * @param scale defines the scale vector3 given as a reference to update
  7778. * @param rotation defines the rotation quaternion given as a reference to update
  7779. * @param translation defines the translation vector3 given as a reference to update
  7780. * @returns true if operation was successful
  7781. */
  7782. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7783. if (translation) {
  7784. translation.x = this.m[12];
  7785. translation.y = this.m[13];
  7786. translation.z = this.m[14];
  7787. }
  7788. scale = scale || MathTmp.Vector3[0];
  7789. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  7790. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  7791. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  7792. if (this.determinant() <= 0) {
  7793. scale.y *= -1;
  7794. }
  7795. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  7796. if (rotation) {
  7797. rotation.x = 0;
  7798. rotation.y = 0;
  7799. rotation.z = 0;
  7800. rotation.w = 1;
  7801. }
  7802. return false;
  7803. }
  7804. if (rotation) {
  7805. Matrix.FromValuesToRef(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[0]);
  7806. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  7807. }
  7808. return true;
  7809. };
  7810. /**
  7811. * Gets specific row of the matrix
  7812. * @param index defines the number of the row to get
  7813. * @returns the index-th row of the current matrix as a new Vector4
  7814. */
  7815. Matrix.prototype.getRow = function (index) {
  7816. if (index < 0 || index > 3) {
  7817. return null;
  7818. }
  7819. var i = index * 4;
  7820. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  7821. };
  7822. /**
  7823. * Sets the index-th row of the current matrix to the vector4 values
  7824. * @param index defines the number of the row to set
  7825. * @param row defines the target vector4
  7826. * @returns the updated current matrix
  7827. */
  7828. Matrix.prototype.setRow = function (index, row) {
  7829. if (index < 0 || index > 3) {
  7830. return this;
  7831. }
  7832. var i = index * 4;
  7833. this.m[i + 0] = row.x;
  7834. this.m[i + 1] = row.y;
  7835. this.m[i + 2] = row.z;
  7836. this.m[i + 3] = row.w;
  7837. this._markAsUpdated();
  7838. return this;
  7839. };
  7840. /**
  7841. * Compute the transpose of the matrix
  7842. * @returns the new transposed matrix
  7843. */
  7844. Matrix.prototype.transpose = function () {
  7845. return Matrix.Transpose(this);
  7846. };
  7847. /**
  7848. * Compute the transpose of the matrix and store it in a given matrix
  7849. * @param result defines the target matrix
  7850. * @returns the current matrix
  7851. */
  7852. Matrix.prototype.transposeToRef = function (result) {
  7853. Matrix.TransposeToRef(this, result);
  7854. return this;
  7855. };
  7856. /**
  7857. * Sets the index-th row of the current matrix with the given 4 x float values
  7858. * @param index defines the row index
  7859. * @param x defines the x component to set
  7860. * @param y defines the y component to set
  7861. * @param z defines the z component to set
  7862. * @param w defines the w component to set
  7863. * @returns the updated current matrix
  7864. */
  7865. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  7866. if (index < 0 || index > 3) {
  7867. return this;
  7868. }
  7869. var i = index * 4;
  7870. this.m[i + 0] = x;
  7871. this.m[i + 1] = y;
  7872. this.m[i + 2] = z;
  7873. this.m[i + 3] = w;
  7874. this._markAsUpdated();
  7875. return this;
  7876. };
  7877. /**
  7878. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  7879. * @param scale defines the scale factor
  7880. * @returns a new matrix
  7881. */
  7882. Matrix.prototype.scale = function (scale) {
  7883. var result = new Matrix();
  7884. this.scaleToRef(scale, result);
  7885. return result;
  7886. };
  7887. /**
  7888. * Scale the current matrix values by a factor to a given result matrix
  7889. * @param scale defines the scale factor
  7890. * @param result defines the matrix to store the result
  7891. * @returns the current matrix
  7892. */
  7893. Matrix.prototype.scaleToRef = function (scale, result) {
  7894. for (var index = 0; index < 16; index++) {
  7895. result.m[index] = this.m[index] * scale;
  7896. }
  7897. result._markAsUpdated();
  7898. return this;
  7899. };
  7900. /**
  7901. * Scale the current matrix values by a factor and add the result to a given matrix
  7902. * @param scale defines the scale factor
  7903. * @param result defines the Matrix to store the result
  7904. * @returns the current matrix
  7905. */
  7906. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  7907. for (var index = 0; index < 16; index++) {
  7908. result.m[index] += this.m[index] * scale;
  7909. }
  7910. result._markAsUpdated();
  7911. return this;
  7912. };
  7913. /**
  7914. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  7915. * @param ref matrix to store the result
  7916. */
  7917. Matrix.prototype.toNormalMatrix = function (ref) {
  7918. this.invertToRef(ref);
  7919. ref.transpose();
  7920. var m = ref.m;
  7921. Matrix.FromValuesToRef(m[0], m[1], m[2], 0, m[4], m[5], m[6], 0, m[8], m[9], m[10], 0, 0, 0, 0, 1, ref);
  7922. };
  7923. /**
  7924. * Gets only rotation part of the current matrix
  7925. * @returns a new matrix sets to the extracted rotation matrix from the current one
  7926. */
  7927. Matrix.prototype.getRotationMatrix = function () {
  7928. var result = Matrix.Identity();
  7929. this.getRotationMatrixToRef(result);
  7930. return result;
  7931. };
  7932. /**
  7933. * Extracts the rotation matrix from the current one and sets it as the given "result"
  7934. * @param result defines the target matrix to store data to
  7935. * @returns the current matrix
  7936. */
  7937. Matrix.prototype.getRotationMatrixToRef = function (result) {
  7938. var m = this.m;
  7939. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  7940. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  7941. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  7942. if (this.determinant() <= 0) {
  7943. sy *= -1;
  7944. }
  7945. if (sx === 0 || sy === 0 || sz === 0) {
  7946. Matrix.IdentityToRef(result);
  7947. }
  7948. else {
  7949. Matrix.FromValuesToRef(m[0] / sx, m[1] / sx, m[2] / sx, 0, m[4] / sy, m[5] / sy, m[6] / sy, 0, m[8] / sz, m[9] / sz, m[10] / sz, 0, 0, 0, 0, 1, result);
  7950. }
  7951. return this;
  7952. };
  7953. /**
  7954. * Toggles model matrix from being right handed to left handed in place and vice versa
  7955. */
  7956. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  7957. var _this = this;
  7958. [2, 6, 8, 9, 14].forEach(function (num) {
  7959. _this.m[num] *= -1;
  7960. });
  7961. };
  7962. /**
  7963. * Toggles projection matrix from being right handed to left handed in place and vice versa
  7964. */
  7965. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  7966. var _this = this;
  7967. [8, 9, 10, 11].forEach(function (num) {
  7968. _this.m[num] *= -1;
  7969. });
  7970. };
  7971. // Statics
  7972. /**
  7973. * Creates a matrix from an array
  7974. * @param array defines the source array
  7975. * @param offset defines an offset in the source array
  7976. * @returns a new Matrix set from the starting index of the given array
  7977. */
  7978. Matrix.FromArray = function (array, offset) {
  7979. var result = new Matrix();
  7980. if (!offset) {
  7981. offset = 0;
  7982. }
  7983. Matrix.FromArrayToRef(array, offset, result);
  7984. return result;
  7985. };
  7986. /**
  7987. * Copy the content of an array into a given matrix
  7988. * @param array defines the source array
  7989. * @param offset defines an offset in the source array
  7990. * @param result defines the target matrix
  7991. */
  7992. Matrix.FromArrayToRef = function (array, offset, result) {
  7993. for (var index = 0; index < 16; index++) {
  7994. result.m[index] = array[index + offset];
  7995. }
  7996. result._markAsUpdated();
  7997. };
  7998. /**
  7999. * Stores an array into a matrix after having multiplied each component by a given factor
  8000. * @param array defines the source array
  8001. * @param offset defines the offset in the source array
  8002. * @param scale defines the scaling factor
  8003. * @param result defines the target matrix
  8004. */
  8005. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8006. for (var index = 0; index < 16; index++) {
  8007. result.m[index] = array[index + offset] * scale;
  8008. }
  8009. result._markAsUpdated();
  8010. };
  8011. /**
  8012. * Stores a list of values (16) inside a given matrix
  8013. * @param initialM11 defines 1st value of 1st row
  8014. * @param initialM12 defines 2nd value of 1st row
  8015. * @param initialM13 defines 3rd value of 1st row
  8016. * @param initialM14 defines 4th value of 1st row
  8017. * @param initialM21 defines 1st value of 2nd row
  8018. * @param initialM22 defines 2nd value of 2nd row
  8019. * @param initialM23 defines 3rd value of 2nd row
  8020. * @param initialM24 defines 4th value of 2nd row
  8021. * @param initialM31 defines 1st value of 3rd row
  8022. * @param initialM32 defines 2nd value of 3rd row
  8023. * @param initialM33 defines 3rd value of 3rd row
  8024. * @param initialM34 defines 4th value of 3rd row
  8025. * @param initialM41 defines 1st value of 4th row
  8026. * @param initialM42 defines 2nd value of 4th row
  8027. * @param initialM43 defines 3rd value of 4th row
  8028. * @param initialM44 defines 4th value of 4th row
  8029. * @param result defines the target matrix
  8030. */
  8031. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8032. result.m[0] = initialM11;
  8033. result.m[1] = initialM12;
  8034. result.m[2] = initialM13;
  8035. result.m[3] = initialM14;
  8036. result.m[4] = initialM21;
  8037. result.m[5] = initialM22;
  8038. result.m[6] = initialM23;
  8039. result.m[7] = initialM24;
  8040. result.m[8] = initialM31;
  8041. result.m[9] = initialM32;
  8042. result.m[10] = initialM33;
  8043. result.m[11] = initialM34;
  8044. result.m[12] = initialM41;
  8045. result.m[13] = initialM42;
  8046. result.m[14] = initialM43;
  8047. result.m[15] = initialM44;
  8048. result._markAsUpdated();
  8049. };
  8050. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8051. /**
  8052. * Gets an identity matrix that must not be updated
  8053. */
  8054. get: function () {
  8055. return Matrix._identityReadOnly;
  8056. },
  8057. enumerable: true,
  8058. configurable: true
  8059. });
  8060. /**
  8061. * Creates new matrix from a list of values (16)
  8062. * @param initialM11 defines 1st value of 1st row
  8063. * @param initialM12 defines 2nd value of 1st row
  8064. * @param initialM13 defines 3rd value of 1st row
  8065. * @param initialM14 defines 4th value of 1st row
  8066. * @param initialM21 defines 1st value of 2nd row
  8067. * @param initialM22 defines 2nd value of 2nd row
  8068. * @param initialM23 defines 3rd value of 2nd row
  8069. * @param initialM24 defines 4th value of 2nd row
  8070. * @param initialM31 defines 1st value of 3rd row
  8071. * @param initialM32 defines 2nd value of 3rd row
  8072. * @param initialM33 defines 3rd value of 3rd row
  8073. * @param initialM34 defines 4th value of 3rd row
  8074. * @param initialM41 defines 1st value of 4th row
  8075. * @param initialM42 defines 2nd value of 4th row
  8076. * @param initialM43 defines 3rd value of 4th row
  8077. * @param initialM44 defines 4th value of 4th row
  8078. * @returns the new matrix
  8079. */
  8080. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8081. var result = new Matrix();
  8082. result.m[0] = initialM11;
  8083. result.m[1] = initialM12;
  8084. result.m[2] = initialM13;
  8085. result.m[3] = initialM14;
  8086. result.m[4] = initialM21;
  8087. result.m[5] = initialM22;
  8088. result.m[6] = initialM23;
  8089. result.m[7] = initialM24;
  8090. result.m[8] = initialM31;
  8091. result.m[9] = initialM32;
  8092. result.m[10] = initialM33;
  8093. result.m[11] = initialM34;
  8094. result.m[12] = initialM41;
  8095. result.m[13] = initialM42;
  8096. result.m[14] = initialM43;
  8097. result.m[15] = initialM44;
  8098. return result;
  8099. };
  8100. /**
  8101. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8102. * @param scale defines the scale vector3
  8103. * @param rotation defines the rotation quaternion
  8104. * @param translation defines the translation vector3
  8105. * @returns a new matrix
  8106. */
  8107. Matrix.Compose = function (scale, rotation, translation) {
  8108. var result = Matrix.Identity();
  8109. Matrix.ComposeToRef(scale, rotation, translation, result);
  8110. return result;
  8111. };
  8112. /**
  8113. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8114. * @param scale defines the scale vector3
  8115. * @param rotation defines the rotation quaternion
  8116. * @param translation defines the translation vector3
  8117. * @param result defines the target matrix
  8118. */
  8119. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8120. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  8121. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8122. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8123. result.setTranslation(translation);
  8124. };
  8125. /**
  8126. * Creates a new identity matrix
  8127. * @returns a new identity matrix
  8128. */
  8129. Matrix.Identity = function () {
  8130. return 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);
  8131. };
  8132. /**
  8133. * Creates a new identity matrix and stores the result in a given matrix
  8134. * @param result defines the target matrix
  8135. */
  8136. Matrix.IdentityToRef = function (result) {
  8137. 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);
  8138. };
  8139. /**
  8140. * Creates a new zero matrix
  8141. * @returns a new zero matrix
  8142. */
  8143. Matrix.Zero = function () {
  8144. return 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);
  8145. };
  8146. /**
  8147. * Creates a new rotation matrix for "angle" radians around the X axis
  8148. * @param angle defines the angle (in radians) to use
  8149. * @return the new matrix
  8150. */
  8151. Matrix.RotationX = function (angle) {
  8152. var result = new Matrix();
  8153. Matrix.RotationXToRef(angle, result);
  8154. return result;
  8155. };
  8156. /**
  8157. * Creates a new matrix as the invert of a given matrix
  8158. * @param source defines the source matrix
  8159. * @returns the new matrix
  8160. */
  8161. Matrix.Invert = function (source) {
  8162. var result = new Matrix();
  8163. source.invertToRef(result);
  8164. return result;
  8165. };
  8166. /**
  8167. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8168. * @param angle defines the angle (in radians) to use
  8169. * @param result defines the target matrix
  8170. */
  8171. Matrix.RotationXToRef = function (angle, result) {
  8172. var s = Math.sin(angle);
  8173. var c = Math.cos(angle);
  8174. result.m[0] = 1.0;
  8175. result.m[15] = 1.0;
  8176. result.m[5] = c;
  8177. result.m[10] = c;
  8178. result.m[9] = -s;
  8179. result.m[6] = s;
  8180. result.m[1] = 0.0;
  8181. result.m[2] = 0.0;
  8182. result.m[3] = 0.0;
  8183. result.m[4] = 0.0;
  8184. result.m[7] = 0.0;
  8185. result.m[8] = 0.0;
  8186. result.m[11] = 0.0;
  8187. result.m[12] = 0.0;
  8188. result.m[13] = 0.0;
  8189. result.m[14] = 0.0;
  8190. result._markAsUpdated();
  8191. };
  8192. /**
  8193. * Creates a new rotation matrix for "angle" radians around the Y axis
  8194. * @param angle defines the angle (in radians) to use
  8195. * @return the new matrix
  8196. */
  8197. Matrix.RotationY = function (angle) {
  8198. var result = new Matrix();
  8199. Matrix.RotationYToRef(angle, result);
  8200. return result;
  8201. };
  8202. /**
  8203. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8204. * @param angle defines the angle (in radians) to use
  8205. * @param result defines the target matrix
  8206. */
  8207. Matrix.RotationYToRef = function (angle, result) {
  8208. var s = Math.sin(angle);
  8209. var c = Math.cos(angle);
  8210. result.m[5] = 1.0;
  8211. result.m[15] = 1.0;
  8212. result.m[0] = c;
  8213. result.m[2] = -s;
  8214. result.m[8] = s;
  8215. result.m[10] = c;
  8216. result.m[1] = 0.0;
  8217. result.m[3] = 0.0;
  8218. result.m[4] = 0.0;
  8219. result.m[6] = 0.0;
  8220. result.m[7] = 0.0;
  8221. result.m[9] = 0.0;
  8222. result.m[11] = 0.0;
  8223. result.m[12] = 0.0;
  8224. result.m[13] = 0.0;
  8225. result.m[14] = 0.0;
  8226. result._markAsUpdated();
  8227. };
  8228. /**
  8229. * Creates a new rotation matrix for "angle" radians around the Z axis
  8230. * @param angle defines the angle (in radians) to use
  8231. * @return the new matrix
  8232. */
  8233. Matrix.RotationZ = function (angle) {
  8234. var result = new Matrix();
  8235. Matrix.RotationZToRef(angle, result);
  8236. return result;
  8237. };
  8238. /**
  8239. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8240. * @param angle defines the angle (in radians) to use
  8241. * @param result defines the target matrix
  8242. */
  8243. Matrix.RotationZToRef = function (angle, result) {
  8244. var s = Math.sin(angle);
  8245. var c = Math.cos(angle);
  8246. result.m[10] = 1.0;
  8247. result.m[15] = 1.0;
  8248. result.m[0] = c;
  8249. result.m[1] = s;
  8250. result.m[4] = -s;
  8251. result.m[5] = c;
  8252. result.m[2] = 0.0;
  8253. result.m[3] = 0.0;
  8254. result.m[6] = 0.0;
  8255. result.m[7] = 0.0;
  8256. result.m[8] = 0.0;
  8257. result.m[9] = 0.0;
  8258. result.m[11] = 0.0;
  8259. result.m[12] = 0.0;
  8260. result.m[13] = 0.0;
  8261. result.m[14] = 0.0;
  8262. result._markAsUpdated();
  8263. };
  8264. /**
  8265. * Creates a new rotation matrix for "angle" radians around the given axis
  8266. * @param axis defines the axis to use
  8267. * @param angle defines the angle (in radians) to use
  8268. * @return the new matrix
  8269. */
  8270. Matrix.RotationAxis = function (axis, angle) {
  8271. var result = Matrix.Zero();
  8272. Matrix.RotationAxisToRef(axis, angle, result);
  8273. return result;
  8274. };
  8275. /**
  8276. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8277. * @param axis defines the axis to use
  8278. * @param angle defines the angle (in radians) to use
  8279. * @param result defines the target matrix
  8280. */
  8281. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8282. var s = Math.sin(-angle);
  8283. var c = Math.cos(-angle);
  8284. var c1 = 1 - c;
  8285. axis.normalize();
  8286. result.m[0] = (axis.x * axis.x) * c1 + c;
  8287. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8288. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8289. result.m[3] = 0.0;
  8290. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8291. result.m[5] = (axis.y * axis.y) * c1 + c;
  8292. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8293. result.m[7] = 0.0;
  8294. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8295. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8296. result.m[10] = (axis.z * axis.z) * c1 + c;
  8297. result.m[11] = 0.0;
  8298. result.m[15] = 1.0;
  8299. result._markAsUpdated();
  8300. };
  8301. /**
  8302. * Creates a rotation matrix
  8303. * @param yaw defines the yaw angle in radians (Y axis)
  8304. * @param pitch defines the pitch angle in radians (X axis)
  8305. * @param roll defines the roll angle in radians (X axis)
  8306. * @returns the new rotation matrix
  8307. */
  8308. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8309. var result = new Matrix();
  8310. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8311. return result;
  8312. };
  8313. /**
  8314. * Creates a rotation matrix and stores it in a given matrix
  8315. * @param yaw defines the yaw angle in radians (Y axis)
  8316. * @param pitch defines the pitch angle in radians (X axis)
  8317. * @param roll defines the roll angle in radians (X axis)
  8318. * @param result defines the target matrix
  8319. */
  8320. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8321. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  8322. this._tempQuaternion.toRotationMatrix(result);
  8323. };
  8324. /**
  8325. * Creates a scaling matrix
  8326. * @param x defines the scale factor on X axis
  8327. * @param y defines the scale factor on Y axis
  8328. * @param z defines the scale factor on Z axis
  8329. * @returns the new matrix
  8330. */
  8331. Matrix.Scaling = function (x, y, z) {
  8332. var result = Matrix.Zero();
  8333. Matrix.ScalingToRef(x, y, z, result);
  8334. return result;
  8335. };
  8336. /**
  8337. * Creates a scaling matrix and stores it in a given matrix
  8338. * @param x defines the scale factor on X axis
  8339. * @param y defines the scale factor on Y axis
  8340. * @param z defines the scale factor on Z axis
  8341. * @param result defines the target matrix
  8342. */
  8343. Matrix.ScalingToRef = function (x, y, z, result) {
  8344. result.m[0] = x;
  8345. result.m[1] = 0.0;
  8346. result.m[2] = 0.0;
  8347. result.m[3] = 0.0;
  8348. result.m[4] = 0.0;
  8349. result.m[5] = y;
  8350. result.m[6] = 0.0;
  8351. result.m[7] = 0.0;
  8352. result.m[8] = 0.0;
  8353. result.m[9] = 0.0;
  8354. result.m[10] = z;
  8355. result.m[11] = 0.0;
  8356. result.m[12] = 0.0;
  8357. result.m[13] = 0.0;
  8358. result.m[14] = 0.0;
  8359. result.m[15] = 1.0;
  8360. result._markAsUpdated();
  8361. };
  8362. /**
  8363. * Creates a translation matrix
  8364. * @param x defines the translation on X axis
  8365. * @param y defines the translation on Y axis
  8366. * @param z defines the translationon Z axis
  8367. * @returns the new matrix
  8368. */
  8369. Matrix.Translation = function (x, y, z) {
  8370. var result = Matrix.Identity();
  8371. Matrix.TranslationToRef(x, y, z, result);
  8372. return result;
  8373. };
  8374. /**
  8375. * Creates a translation matrix and stores it in a given matrix
  8376. * @param x defines the translation on X axis
  8377. * @param y defines the translation on Y axis
  8378. * @param z defines the translationon Z axis
  8379. * @param result defines the target matrix
  8380. */
  8381. Matrix.TranslationToRef = function (x, y, z, result) {
  8382. 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);
  8383. };
  8384. /**
  8385. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8386. * @param startValue defines the start value
  8387. * @param endValue defines the end value
  8388. * @param gradient defines the gradient factor
  8389. * @returns the new matrix
  8390. */
  8391. Matrix.Lerp = function (startValue, endValue, gradient) {
  8392. var result = Matrix.Zero();
  8393. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8394. return result;
  8395. };
  8396. /**
  8397. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8398. * @param startValue defines the start value
  8399. * @param endValue defines the end value
  8400. * @param gradient defines the gradient factor
  8401. * @param result defines the Matrix object where to store data
  8402. */
  8403. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8404. for (var index = 0; index < 16; index++) {
  8405. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  8406. }
  8407. result._markAsUpdated();
  8408. };
  8409. /**
  8410. * Builds a new matrix whose values are computed by:
  8411. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8412. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8413. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8414. * @param startValue defines the first matrix
  8415. * @param endValue defines the second matrix
  8416. * @param gradient defines the gradient between the two matrices
  8417. * @returns the new matrix
  8418. */
  8419. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8420. var result = Matrix.Zero();
  8421. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8422. return result;
  8423. };
  8424. /**
  8425. * Update a matrix to values which are computed by:
  8426. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8427. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8428. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8429. * @param startValue defines the first matrix
  8430. * @param endValue defines the second matrix
  8431. * @param gradient defines the gradient between the two matrices
  8432. * @param result defines the target matrix
  8433. */
  8434. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8435. var startScale = MathTmp.Vector3[0];
  8436. var startRotation = MathTmp.Quaternion[0];
  8437. var startTranslation = MathTmp.Vector3[1];
  8438. startValue.decompose(startScale, startRotation, startTranslation);
  8439. var endScale = MathTmp.Vector3[2];
  8440. var endRotation = MathTmp.Quaternion[1];
  8441. var endTranslation = MathTmp.Vector3[3];
  8442. endValue.decompose(endScale, endRotation, endTranslation);
  8443. var resultScale = MathTmp.Vector3[4];
  8444. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8445. var resultRotation = MathTmp.Quaternion[2];
  8446. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8447. var resultTranslation = MathTmp.Vector3[5];
  8448. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8449. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8450. };
  8451. /**
  8452. * 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"
  8453. * This function works in left handed mode
  8454. * @param eye defines the final position of the entity
  8455. * @param target defines where the entity should look at
  8456. * @param up defines the up vector for the entity
  8457. * @returns the new matrix
  8458. */
  8459. Matrix.LookAtLH = function (eye, target, up) {
  8460. var result = Matrix.Zero();
  8461. Matrix.LookAtLHToRef(eye, target, up, result);
  8462. return result;
  8463. };
  8464. /**
  8465. * 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".
  8466. * This function works in left handed mode
  8467. * @param eye defines the final position of the entity
  8468. * @param target defines where the entity should look at
  8469. * @param up defines the up vector for the entity
  8470. * @param result defines the target matrix
  8471. */
  8472. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8473. // Z axis
  8474. target.subtractToRef(eye, this._zAxis);
  8475. this._zAxis.normalize();
  8476. // X axis
  8477. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8478. if (this._xAxis.lengthSquared() === 0) {
  8479. this._xAxis.x = 1.0;
  8480. }
  8481. else {
  8482. this._xAxis.normalize();
  8483. }
  8484. // Y axis
  8485. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8486. this._yAxis.normalize();
  8487. // Eye angles
  8488. var ex = -Vector3.Dot(this._xAxis, eye);
  8489. var ey = -Vector3.Dot(this._yAxis, eye);
  8490. var ez = -Vector3.Dot(this._zAxis, eye);
  8491. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  8492. };
  8493. /**
  8494. * 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"
  8495. * This function works in right handed mode
  8496. * @param eye defines the final position of the entity
  8497. * @param target defines where the entity should look at
  8498. * @param up defines the up vector for the entity
  8499. * @returns the new matrix
  8500. */
  8501. Matrix.LookAtRH = function (eye, target, up) {
  8502. var result = Matrix.Zero();
  8503. Matrix.LookAtRHToRef(eye, target, up, result);
  8504. return result;
  8505. };
  8506. /**
  8507. * 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".
  8508. * This function works in right handed mode
  8509. * @param eye defines the final position of the entity
  8510. * @param target defines where the entity should look at
  8511. * @param up defines the up vector for the entity
  8512. * @param result defines the target matrix
  8513. */
  8514. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8515. // Z axis
  8516. eye.subtractToRef(target, this._zAxis);
  8517. this._zAxis.normalize();
  8518. // X axis
  8519. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8520. if (this._xAxis.lengthSquared() === 0) {
  8521. this._xAxis.x = 1.0;
  8522. }
  8523. else {
  8524. this._xAxis.normalize();
  8525. }
  8526. // Y axis
  8527. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8528. this._yAxis.normalize();
  8529. // Eye angles
  8530. var ex = -Vector3.Dot(this._xAxis, eye);
  8531. var ey = -Vector3.Dot(this._yAxis, eye);
  8532. var ez = -Vector3.Dot(this._zAxis, eye);
  8533. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  8534. };
  8535. /**
  8536. * Create a left-handed orthographic projection matrix
  8537. * @param width defines the viewport width
  8538. * @param height defines the viewport height
  8539. * @param znear defines the near clip plane
  8540. * @param zfar defines the far clip plane
  8541. * @returns a new matrix as a left-handed orthographic projection matrix
  8542. */
  8543. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8544. var matrix = Matrix.Zero();
  8545. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8546. return matrix;
  8547. };
  8548. /**
  8549. * Store a left-handed orthographic projection to a given matrix
  8550. * @param width defines the viewport width
  8551. * @param height defines the viewport height
  8552. * @param znear defines the near clip plane
  8553. * @param zfar defines the far clip plane
  8554. * @param result defines the target matrix
  8555. */
  8556. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8557. var n = znear;
  8558. var f = zfar;
  8559. var a = 2.0 / width;
  8560. var b = 2.0 / height;
  8561. var c = 2.0 / (f - n);
  8562. var d = -(f + n) / (f - n);
  8563. 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);
  8564. };
  8565. /**
  8566. * Create a left-handed orthographic projection matrix
  8567. * @param left defines the viewport left coordinate
  8568. * @param right defines the viewport right coordinate
  8569. * @param bottom defines the viewport bottom coordinate
  8570. * @param top defines the viewport top coordinate
  8571. * @param znear defines the near clip plane
  8572. * @param zfar defines the far clip plane
  8573. * @returns a new matrix as a left-handed orthographic projection matrix
  8574. */
  8575. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8576. var matrix = Matrix.Zero();
  8577. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8578. return matrix;
  8579. };
  8580. /**
  8581. * Stores a left-handed orthographic projection into a given matrix
  8582. * @param left defines the viewport left coordinate
  8583. * @param right defines the viewport right coordinate
  8584. * @param bottom defines the viewport bottom coordinate
  8585. * @param top defines the viewport top coordinate
  8586. * @param znear defines the near clip plane
  8587. * @param zfar defines the far clip plane
  8588. * @param result defines the target matrix
  8589. */
  8590. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8591. var n = znear;
  8592. var f = zfar;
  8593. var a = 2.0 / (right - left);
  8594. var b = 2.0 / (top - bottom);
  8595. var c = 2.0 / (f - n);
  8596. var d = -(f + n) / (f - n);
  8597. var i0 = (left + right) / (left - right);
  8598. var i1 = (top + bottom) / (bottom - top);
  8599. 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);
  8600. };
  8601. /**
  8602. * Creates a right-handed orthographic projection matrix
  8603. * @param left defines the viewport left coordinate
  8604. * @param right defines the viewport right coordinate
  8605. * @param bottom defines the viewport bottom coordinate
  8606. * @param top defines the viewport top coordinate
  8607. * @param znear defines the near clip plane
  8608. * @param zfar defines the far clip plane
  8609. * @returns a new matrix as a right-handed orthographic projection matrix
  8610. */
  8611. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8612. var matrix = Matrix.Zero();
  8613. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8614. return matrix;
  8615. };
  8616. /**
  8617. * Stores a right-handed orthographic projection into a given matrix
  8618. * @param left defines the viewport left coordinate
  8619. * @param right defines the viewport right coordinate
  8620. * @param bottom defines the viewport bottom coordinate
  8621. * @param top defines the viewport top coordinate
  8622. * @param znear defines the near clip plane
  8623. * @param zfar defines the far clip plane
  8624. * @param result defines the target matrix
  8625. */
  8626. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8627. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8628. result.m[10] *= -1.0;
  8629. };
  8630. /**
  8631. * Creates a left-handed perspective projection matrix
  8632. * @param width defines the viewport width
  8633. * @param height defines the viewport height
  8634. * @param znear defines the near clip plane
  8635. * @param zfar defines the far clip plane
  8636. * @returns a new matrix as a left-handed perspective projection matrix
  8637. */
  8638. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8639. var matrix = Matrix.Zero();
  8640. var n = znear;
  8641. var f = zfar;
  8642. var a = 2.0 * n / width;
  8643. var b = 2.0 * n / height;
  8644. var c = (f + n) / (f - n);
  8645. var d = -2.0 * f * n / (f - n);
  8646. 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);
  8647. return matrix;
  8648. };
  8649. /**
  8650. * Creates a left-handed perspective projection matrix
  8651. * @param fov defines the horizontal field of view
  8652. * @param aspect defines the aspect ratio
  8653. * @param znear defines the near clip plane
  8654. * @param zfar defines the far clip plane
  8655. * @returns a new matrix as a left-handed perspective projection matrix
  8656. */
  8657. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8658. var matrix = Matrix.Zero();
  8659. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8660. return matrix;
  8661. };
  8662. /**
  8663. * Stores a left-handed perspective projection into a given matrix
  8664. * @param fov defines the horizontal field of view
  8665. * @param aspect defines the aspect ratio
  8666. * @param znear defines the near clip plane
  8667. * @param zfar defines the far clip plane
  8668. * @param result defines the target matrix
  8669. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8670. */
  8671. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8672. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8673. var n = znear;
  8674. var f = zfar;
  8675. var t = 1.0 / (Math.tan(fov * 0.5));
  8676. var a = isVerticalFovFixed ? (t / aspect) : t;
  8677. var b = isVerticalFovFixed ? t : (t * aspect);
  8678. var c = (f + n) / (f - n);
  8679. var d = -2.0 * f * n / (f - n);
  8680. 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);
  8681. };
  8682. /**
  8683. * Creates a right-handed perspective projection matrix
  8684. * @param fov defines the horizontal field of view
  8685. * @param aspect defines the aspect ratio
  8686. * @param znear defines the near clip plane
  8687. * @param zfar defines the far clip plane
  8688. * @returns a new matrix as a right-handed perspective projection matrix
  8689. */
  8690. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8691. var matrix = Matrix.Zero();
  8692. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8693. return matrix;
  8694. };
  8695. /**
  8696. * Stores a right-handed perspective projection into a given matrix
  8697. * @param fov defines the horizontal field of view
  8698. * @param aspect defines the aspect ratio
  8699. * @param znear defines the near clip plane
  8700. * @param zfar defines the far clip plane
  8701. * @param result defines the target matrix
  8702. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8703. */
  8704. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8705. //alternatively this could be expressed as:
  8706. // m = PerspectiveFovLHToRef
  8707. // m[10] *= -1.0;
  8708. // m[11] *= -1.0;
  8709. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8710. var n = znear;
  8711. var f = zfar;
  8712. var t = 1.0 / (Math.tan(fov * 0.5));
  8713. var a = isVerticalFovFixed ? (t / aspect) : t;
  8714. var b = isVerticalFovFixed ? t : (t * aspect);
  8715. var c = -(f + n) / (f - n);
  8716. var d = -2 * f * n / (f - n);
  8717. 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);
  8718. };
  8719. /**
  8720. * Stores a perspective projection for WebVR info a given matrix
  8721. * @param fov defines the field of view
  8722. * @param znear defines the near clip plane
  8723. * @param zfar defines the far clip plane
  8724. * @param result defines the target matrix
  8725. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8726. */
  8727. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8728. if (rightHanded === void 0) { rightHanded = false; }
  8729. var rightHandedFactor = rightHanded ? -1 : 1;
  8730. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8731. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8732. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8733. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8734. var xScale = 2.0 / (leftTan + rightTan);
  8735. var yScale = 2.0 / (upTan + downTan);
  8736. result.m[0] = xScale;
  8737. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  8738. result.m[5] = yScale;
  8739. result.m[6] = result.m[7] = 0.0;
  8740. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8741. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  8742. result.m[10] = -zfar / (znear - zfar);
  8743. result.m[11] = 1.0 * rightHandedFactor;
  8744. result.m[12] = result.m[13] = result.m[15] = 0.0;
  8745. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8746. result._markAsUpdated();
  8747. };
  8748. /**
  8749. * Computes a complete transformation matrix
  8750. * @param viewport defines the viewport to use
  8751. * @param world defines the world matrix
  8752. * @param view defines the view matrix
  8753. * @param projection defines the projection matrix
  8754. * @param zmin defines the near clip plane
  8755. * @param zmax defines the far clip plane
  8756. * @returns the transformation matrix
  8757. */
  8758. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8759. var cw = viewport.width;
  8760. var ch = viewport.height;
  8761. var cx = viewport.x;
  8762. var cy = viewport.y;
  8763. 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);
  8764. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  8765. };
  8766. /**
  8767. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8768. * @param matrix defines the matrix to use
  8769. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8770. */
  8771. Matrix.GetAsMatrix2x2 = function (matrix) {
  8772. return new Float32Array([
  8773. matrix.m[0], matrix.m[1],
  8774. matrix.m[4], matrix.m[5]
  8775. ]);
  8776. };
  8777. /**
  8778. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8779. * @param matrix defines the matrix to use
  8780. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8781. */
  8782. Matrix.GetAsMatrix3x3 = function (matrix) {
  8783. return new Float32Array([
  8784. matrix.m[0], matrix.m[1], matrix.m[2],
  8785. matrix.m[4], matrix.m[5], matrix.m[6],
  8786. matrix.m[8], matrix.m[9], matrix.m[10]
  8787. ]);
  8788. };
  8789. /**
  8790. * Compute the transpose of a given matrix
  8791. * @param matrix defines the matrix to transpose
  8792. * @returns the new matrix
  8793. */
  8794. Matrix.Transpose = function (matrix) {
  8795. var result = new Matrix();
  8796. Matrix.TransposeToRef(matrix, result);
  8797. return result;
  8798. };
  8799. /**
  8800. * Compute the transpose of a matrix and store it in a target matrix
  8801. * @param matrix defines the matrix to transpose
  8802. * @param result defines the target matrix
  8803. */
  8804. Matrix.TransposeToRef = function (matrix, result) {
  8805. result.m[0] = matrix.m[0];
  8806. result.m[1] = matrix.m[4];
  8807. result.m[2] = matrix.m[8];
  8808. result.m[3] = matrix.m[12];
  8809. result.m[4] = matrix.m[1];
  8810. result.m[5] = matrix.m[5];
  8811. result.m[6] = matrix.m[9];
  8812. result.m[7] = matrix.m[13];
  8813. result.m[8] = matrix.m[2];
  8814. result.m[9] = matrix.m[6];
  8815. result.m[10] = matrix.m[10];
  8816. result.m[11] = matrix.m[14];
  8817. result.m[12] = matrix.m[3];
  8818. result.m[13] = matrix.m[7];
  8819. result.m[14] = matrix.m[11];
  8820. result.m[15] = matrix.m[15];
  8821. };
  8822. /**
  8823. * Computes a reflection matrix from a plane
  8824. * @param plane defines the reflection plane
  8825. * @returns a new matrix
  8826. */
  8827. Matrix.Reflection = function (plane) {
  8828. var matrix = new Matrix();
  8829. Matrix.ReflectionToRef(plane, matrix);
  8830. return matrix;
  8831. };
  8832. /**
  8833. * Computes a reflection matrix from a plane
  8834. * @param plane defines the reflection plane
  8835. * @param result defines the target matrix
  8836. */
  8837. Matrix.ReflectionToRef = function (plane, result) {
  8838. plane.normalize();
  8839. var x = plane.normal.x;
  8840. var y = plane.normal.y;
  8841. var z = plane.normal.z;
  8842. var temp = -2 * x;
  8843. var temp2 = -2 * y;
  8844. var temp3 = -2 * z;
  8845. result.m[0] = (temp * x) + 1;
  8846. result.m[1] = temp2 * x;
  8847. result.m[2] = temp3 * x;
  8848. result.m[3] = 0.0;
  8849. result.m[4] = temp * y;
  8850. result.m[5] = (temp2 * y) + 1;
  8851. result.m[6] = temp3 * y;
  8852. result.m[7] = 0.0;
  8853. result.m[8] = temp * z;
  8854. result.m[9] = temp2 * z;
  8855. result.m[10] = (temp3 * z) + 1;
  8856. result.m[11] = 0.0;
  8857. result.m[12] = temp * plane.d;
  8858. result.m[13] = temp2 * plane.d;
  8859. result.m[14] = temp3 * plane.d;
  8860. result.m[15] = 1.0;
  8861. result._markAsUpdated();
  8862. };
  8863. /**
  8864. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  8865. * @param xaxis defines the value of the 1st axis
  8866. * @param yaxis defines the value of the 2nd axis
  8867. * @param zaxis defines the value of the 3rd axis
  8868. * @param result defines the target matrix
  8869. */
  8870. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  8871. result.m[0] = xaxis.x;
  8872. result.m[1] = xaxis.y;
  8873. result.m[2] = xaxis.z;
  8874. result.m[3] = 0.0;
  8875. result.m[4] = yaxis.x;
  8876. result.m[5] = yaxis.y;
  8877. result.m[6] = yaxis.z;
  8878. result.m[7] = 0.0;
  8879. result.m[8] = zaxis.x;
  8880. result.m[9] = zaxis.y;
  8881. result.m[10] = zaxis.z;
  8882. result.m[11] = 0.0;
  8883. result.m[12] = 0.0;
  8884. result.m[13] = 0.0;
  8885. result.m[14] = 0.0;
  8886. result.m[15] = 1.0;
  8887. result._markAsUpdated();
  8888. };
  8889. /**
  8890. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  8891. * @param quat defines the quaternion to use
  8892. * @param result defines the target matrix
  8893. */
  8894. Matrix.FromQuaternionToRef = function (quat, result) {
  8895. var xx = quat.x * quat.x;
  8896. var yy = quat.y * quat.y;
  8897. var zz = quat.z * quat.z;
  8898. var xy = quat.x * quat.y;
  8899. var zw = quat.z * quat.w;
  8900. var zx = quat.z * quat.x;
  8901. var yw = quat.y * quat.w;
  8902. var yz = quat.y * quat.z;
  8903. var xw = quat.x * quat.w;
  8904. result.m[0] = 1.0 - (2.0 * (yy + zz));
  8905. result.m[1] = 2.0 * (xy + zw);
  8906. result.m[2] = 2.0 * (zx - yw);
  8907. result.m[3] = 0.0;
  8908. result.m[4] = 2.0 * (xy - zw);
  8909. result.m[5] = 1.0 - (2.0 * (zz + xx));
  8910. result.m[6] = 2.0 * (yz + xw);
  8911. result.m[7] = 0.0;
  8912. result.m[8] = 2.0 * (zx + yw);
  8913. result.m[9] = 2.0 * (yz - xw);
  8914. result.m[10] = 1.0 - (2.0 * (yy + xx));
  8915. result.m[11] = 0.0;
  8916. result.m[12] = 0.0;
  8917. result.m[13] = 0.0;
  8918. result.m[14] = 0.0;
  8919. result.m[15] = 1.0;
  8920. result._markAsUpdated();
  8921. };
  8922. Matrix._tempQuaternion = new Quaternion();
  8923. Matrix._xAxis = Vector3.Zero();
  8924. Matrix._yAxis = Vector3.Zero();
  8925. Matrix._zAxis = Vector3.Zero();
  8926. Matrix._updateFlagSeed = 0;
  8927. Matrix._identityReadOnly = Matrix.Identity();
  8928. return Matrix;
  8929. }());
  8930. BABYLON.Matrix = Matrix;
  8931. /**
  8932. * Represens a plane by the equation ax + by + cz + d = 0
  8933. */
  8934. var Plane = /** @class */ (function () {
  8935. /**
  8936. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  8937. * @param a a component of the plane
  8938. * @param b b component of the plane
  8939. * @param c c component of the plane
  8940. * @param d d component of the plane
  8941. */
  8942. function Plane(a, b, c, d) {
  8943. this.normal = new Vector3(a, b, c);
  8944. this.d = d;
  8945. }
  8946. /**
  8947. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  8948. */
  8949. Plane.prototype.asArray = function () {
  8950. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  8951. };
  8952. // Methods
  8953. /**
  8954. * @returns a new plane copied from the current Plane.
  8955. */
  8956. Plane.prototype.clone = function () {
  8957. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  8958. };
  8959. /**
  8960. * @returns the string "Plane".
  8961. */
  8962. Plane.prototype.getClassName = function () {
  8963. return "Plane";
  8964. };
  8965. /**
  8966. * @returns the Plane hash code.
  8967. */
  8968. Plane.prototype.getHashCode = function () {
  8969. var hash = this.normal.getHashCode();
  8970. hash = (hash * 397) ^ (this.d || 0);
  8971. return hash;
  8972. };
  8973. /**
  8974. * Normalize the current Plane in place.
  8975. * @returns the updated Plane.
  8976. */
  8977. Plane.prototype.normalize = function () {
  8978. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  8979. var magnitude = 0.0;
  8980. if (norm !== 0) {
  8981. magnitude = 1.0 / norm;
  8982. }
  8983. this.normal.x *= magnitude;
  8984. this.normal.y *= magnitude;
  8985. this.normal.z *= magnitude;
  8986. this.d *= magnitude;
  8987. return this;
  8988. };
  8989. /**
  8990. * Applies a transformation the plane and returns the result
  8991. * @param transformation the transformation matrix to be applied to the plane
  8992. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  8993. */
  8994. Plane.prototype.transform = function (transformation) {
  8995. var transposedMatrix = Matrix.Transpose(transformation);
  8996. var x = this.normal.x;
  8997. var y = this.normal.y;
  8998. var z = this.normal.z;
  8999. var d = this.d;
  9000. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  9001. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  9002. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  9003. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  9004. return new Plane(normalX, normalY, normalZ, finalD);
  9005. };
  9006. /**
  9007. * Calcualtte the dot product between the point and the plane normal
  9008. * @param point point to calculate the dot product with
  9009. * @returns the dot product (float) of the point coordinates and the plane normal.
  9010. */
  9011. Plane.prototype.dotCoordinate = function (point) {
  9012. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9013. };
  9014. /**
  9015. * Updates the current Plane from the plane defined by the three given points.
  9016. * @param point1 one of the points used to contruct the plane
  9017. * @param point2 one of the points used to contruct the plane
  9018. * @param point3 one of the points used to contruct the plane
  9019. * @returns the updated Plane.
  9020. */
  9021. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9022. var x1 = point2.x - point1.x;
  9023. var y1 = point2.y - point1.y;
  9024. var z1 = point2.z - point1.z;
  9025. var x2 = point3.x - point1.x;
  9026. var y2 = point3.y - point1.y;
  9027. var z2 = point3.z - point1.z;
  9028. var yz = (y1 * z2) - (z1 * y2);
  9029. var xz = (z1 * x2) - (x1 * z2);
  9030. var xy = (x1 * y2) - (y1 * x2);
  9031. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9032. var invPyth;
  9033. if (pyth !== 0) {
  9034. invPyth = 1.0 / pyth;
  9035. }
  9036. else {
  9037. invPyth = 0.0;
  9038. }
  9039. this.normal.x = yz * invPyth;
  9040. this.normal.y = xz * invPyth;
  9041. this.normal.z = xy * invPyth;
  9042. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9043. return this;
  9044. };
  9045. /**
  9046. * Checks if the plane is facing a given direction
  9047. * @param direction the direction to check if the plane is facing
  9048. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9049. * @returns True is the vector "direction" is the same side than the plane normal.
  9050. */
  9051. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9052. var dot = Vector3.Dot(this.normal, direction);
  9053. return (dot <= epsilon);
  9054. };
  9055. /**
  9056. * Calculates the distance to a point
  9057. * @param point point to calculate distance to
  9058. * @returns the signed distance (float) from the given point to the Plane.
  9059. */
  9060. Plane.prototype.signedDistanceTo = function (point) {
  9061. return Vector3.Dot(point, this.normal) + this.d;
  9062. };
  9063. // Statics
  9064. /**
  9065. * Creates a plane from an array
  9066. * @param array the array to create a plane from
  9067. * @returns a new Plane from the given array.
  9068. */
  9069. Plane.FromArray = function (array) {
  9070. return new Plane(array[0], array[1], array[2], array[3]);
  9071. };
  9072. /**
  9073. * Creates a plane from three points
  9074. * @param point1 point used to create the plane
  9075. * @param point2 point used to create the plane
  9076. * @param point3 point used to create the plane
  9077. * @returns a new Plane defined by the three given points.
  9078. */
  9079. Plane.FromPoints = function (point1, point2, point3) {
  9080. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9081. result.copyFromPoints(point1, point2, point3);
  9082. return result;
  9083. };
  9084. /**
  9085. * Creates a plane from an origin point and a normal
  9086. * @param origin origin of the plane to be constructed
  9087. * @param normal normal of the plane to be constructed
  9088. * @returns a new Plane the normal vector to this plane at the given origin point.
  9089. * Note : the vector "normal" is updated because normalized.
  9090. */
  9091. Plane.FromPositionAndNormal = function (origin, normal) {
  9092. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9093. normal.normalize();
  9094. result.normal = normal;
  9095. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9096. return result;
  9097. };
  9098. /**
  9099. * Calculates the distance from a plane and a point
  9100. * @param origin origin of the plane to be constructed
  9101. * @param normal normal of the plane to be constructed
  9102. * @param point point to calculate distance to
  9103. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9104. */
  9105. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9106. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9107. return Vector3.Dot(point, normal) + d;
  9108. };
  9109. return Plane;
  9110. }());
  9111. BABYLON.Plane = Plane;
  9112. /**
  9113. * Class used to represent a viewport on screen
  9114. */
  9115. var Viewport = /** @class */ (function () {
  9116. /**
  9117. * Creates a Viewport object located at (x, y) and sized (width, height)
  9118. * @param x defines viewport left coordinate
  9119. * @param y defines viewport top coordinate
  9120. * @param width defines the viewport width
  9121. * @param height defines the viewport height
  9122. */
  9123. function Viewport(
  9124. /** viewport left coordinate */
  9125. x,
  9126. /** viewport top coordinate */
  9127. y,
  9128. /**viewport width */
  9129. width,
  9130. /** viewport height */
  9131. height) {
  9132. this.x = x;
  9133. this.y = y;
  9134. this.width = width;
  9135. this.height = height;
  9136. }
  9137. /**
  9138. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9139. * @param renderWidthOrEngine defines either an engine or the rendering width
  9140. * @param renderHeight defines the rendering height
  9141. * @returns a new Viewport
  9142. */
  9143. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9144. if (renderWidthOrEngine.getRenderWidth) {
  9145. var engine = renderWidthOrEngine;
  9146. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9147. }
  9148. var renderWidth = renderWidthOrEngine;
  9149. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9150. };
  9151. /**
  9152. * Returns a new Viewport copied from the current one
  9153. * @returns a new Viewport
  9154. */
  9155. Viewport.prototype.clone = function () {
  9156. return new Viewport(this.x, this.y, this.width, this.height);
  9157. };
  9158. return Viewport;
  9159. }());
  9160. BABYLON.Viewport = Viewport;
  9161. /**
  9162. * Reprasents a camera frustum
  9163. */
  9164. var Frustum = /** @class */ (function () {
  9165. function Frustum() {
  9166. }
  9167. /**
  9168. * Gets the planes representing the frustum
  9169. * @param transform matrix to be applied to the returned planes
  9170. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9171. */
  9172. Frustum.GetPlanes = function (transform) {
  9173. var frustumPlanes = [];
  9174. for (var index = 0; index < 6; index++) {
  9175. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9176. }
  9177. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9178. return frustumPlanes;
  9179. };
  9180. /**
  9181. * Gets the near frustum plane transformed by the transform matrix
  9182. * @param transform transformation matrix to be applied to the resulting frustum plane
  9183. * @param frustumPlane the resuling frustum plane
  9184. */
  9185. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9186. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  9187. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  9188. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  9189. frustumPlane.d = transform.m[15] + transform.m[14];
  9190. frustumPlane.normalize();
  9191. };
  9192. /**
  9193. * Gets the far frustum plane transformed by the transform matrix
  9194. * @param transform transformation matrix to be applied to the resulting frustum plane
  9195. * @param frustumPlane the resuling frustum plane
  9196. */
  9197. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9198. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  9199. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  9200. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  9201. frustumPlane.d = transform.m[15] - transform.m[14];
  9202. frustumPlane.normalize();
  9203. };
  9204. /**
  9205. * Gets the left frustum plane transformed by the transform matrix
  9206. * @param transform transformation matrix to be applied to the resulting frustum plane
  9207. * @param frustumPlane the resuling frustum plane
  9208. */
  9209. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9210. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  9211. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  9212. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  9213. frustumPlane.d = transform.m[15] + transform.m[12];
  9214. frustumPlane.normalize();
  9215. };
  9216. /**
  9217. * Gets the right frustum plane transformed by the transform matrix
  9218. * @param transform transformation matrix to be applied to the resulting frustum plane
  9219. * @param frustumPlane the resuling frustum plane
  9220. */
  9221. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9222. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  9223. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  9224. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  9225. frustumPlane.d = transform.m[15] - transform.m[12];
  9226. frustumPlane.normalize();
  9227. };
  9228. /**
  9229. * Gets the top frustum plane transformed by the transform matrix
  9230. * @param transform transformation matrix to be applied to the resulting frustum plane
  9231. * @param frustumPlane the resuling frustum plane
  9232. */
  9233. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9234. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  9235. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  9236. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  9237. frustumPlane.d = transform.m[15] - transform.m[13];
  9238. frustumPlane.normalize();
  9239. };
  9240. /**
  9241. * Gets the bottom frustum plane transformed by the transform matrix
  9242. * @param transform transformation matrix to be applied to the resulting frustum plane
  9243. * @param frustumPlane the resuling frustum plane
  9244. */
  9245. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9246. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  9247. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  9248. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  9249. frustumPlane.d = transform.m[15] + transform.m[13];
  9250. frustumPlane.normalize();
  9251. };
  9252. /**
  9253. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9254. * @param transform transformation matrix to be applied to the resulting frustum planes
  9255. * @param frustumPlanes the resuling frustum planes
  9256. */
  9257. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9258. // Near
  9259. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9260. // Far
  9261. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9262. // Left
  9263. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9264. // Right
  9265. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9266. // Top
  9267. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9268. // Bottom
  9269. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9270. };
  9271. return Frustum;
  9272. }());
  9273. BABYLON.Frustum = Frustum;
  9274. /** Defines supported spaces */
  9275. var Space;
  9276. (function (Space) {
  9277. /** Local (object) space */
  9278. Space[Space["LOCAL"] = 0] = "LOCAL";
  9279. /** World space */
  9280. Space[Space["WORLD"] = 1] = "WORLD";
  9281. /** Bone space */
  9282. Space[Space["BONE"] = 2] = "BONE";
  9283. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9284. /** Defines the 3 main axes */
  9285. var Axis = /** @class */ (function () {
  9286. function Axis() {
  9287. }
  9288. /** X axis */
  9289. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9290. /** Y axis */
  9291. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9292. /** Z axis */
  9293. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9294. return Axis;
  9295. }());
  9296. BABYLON.Axis = Axis;
  9297. /** Class used to represent a Bezier curve */
  9298. var BezierCurve = /** @class */ (function () {
  9299. function BezierCurve() {
  9300. }
  9301. /**
  9302. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9303. * @param t defines the time
  9304. * @param x1 defines the left coordinate on X axis
  9305. * @param y1 defines the left coordinate on Y axis
  9306. * @param x2 defines the right coordinate on X axis
  9307. * @param y2 defines the right coordinate on Y axis
  9308. * @returns the interpolated value
  9309. */
  9310. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9311. // Extract X (which is equal to time here)
  9312. var f0 = 1 - 3 * x2 + 3 * x1;
  9313. var f1 = 3 * x2 - 6 * x1;
  9314. var f2 = 3 * x1;
  9315. var refinedT = t;
  9316. for (var i = 0; i < 5; i++) {
  9317. var refinedT2 = refinedT * refinedT;
  9318. var refinedT3 = refinedT2 * refinedT;
  9319. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9320. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9321. refinedT -= (x - t) * slope;
  9322. refinedT = Math.min(1, Math.max(0, refinedT));
  9323. }
  9324. // Resolve cubic bezier for the given x
  9325. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9326. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9327. Math.pow(refinedT, 3);
  9328. };
  9329. return BezierCurve;
  9330. }());
  9331. BABYLON.BezierCurve = BezierCurve;
  9332. /**
  9333. * Defines potential orientation for back face culling
  9334. */
  9335. var Orientation;
  9336. (function (Orientation) {
  9337. /**
  9338. * Clockwise
  9339. */
  9340. Orientation[Orientation["CW"] = 0] = "CW";
  9341. /** Counter clockwise */
  9342. Orientation[Orientation["CCW"] = 1] = "CCW";
  9343. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9344. /**
  9345. * Defines angle representation
  9346. */
  9347. var Angle = /** @class */ (function () {
  9348. /**
  9349. * Creates an Angle object of "radians" radians (float).
  9350. */
  9351. function Angle(radians) {
  9352. this._radians = radians;
  9353. if (this._radians < 0.0) {
  9354. this._radians += (2.0 * Math.PI);
  9355. }
  9356. }
  9357. /**
  9358. * Get value in degrees
  9359. * @returns the Angle value in degrees (float)
  9360. */
  9361. Angle.prototype.degrees = function () {
  9362. return this._radians * 180.0 / Math.PI;
  9363. };
  9364. /**
  9365. * Get value in radians
  9366. * @returns the Angle value in radians (float)
  9367. */
  9368. Angle.prototype.radians = function () {
  9369. return this._radians;
  9370. };
  9371. /**
  9372. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9373. * @param a defines first vector
  9374. * @param b defines second vector
  9375. * @returns a new Angle
  9376. */
  9377. Angle.BetweenTwoPoints = function (a, b) {
  9378. var delta = b.subtract(a);
  9379. var theta = Math.atan2(delta.y, delta.x);
  9380. return new Angle(theta);
  9381. };
  9382. /**
  9383. * Gets a new Angle object from the given float in radians
  9384. * @param radians defines the angle value in radians
  9385. * @returns a new Angle
  9386. */
  9387. Angle.FromRadians = function (radians) {
  9388. return new Angle(radians);
  9389. };
  9390. /**
  9391. * Gets a new Angle object from the given float in degrees
  9392. * @param degrees defines the angle value in degrees
  9393. * @returns a new Angle
  9394. */
  9395. Angle.FromDegrees = function (degrees) {
  9396. return new Angle(degrees * Math.PI / 180.0);
  9397. };
  9398. return Angle;
  9399. }());
  9400. BABYLON.Angle = Angle;
  9401. /**
  9402. * This represents an arc in a 2d space.
  9403. */
  9404. var Arc2 = /** @class */ (function () {
  9405. /**
  9406. * Creates an Arc object from the three given points : start, middle and end.
  9407. * @param startPoint Defines the start point of the arc
  9408. * @param midPoint Defines the midlle point of the arc
  9409. * @param endPoint Defines the end point of the arc
  9410. */
  9411. function Arc2(
  9412. /** Defines the start point of the arc */
  9413. startPoint,
  9414. /** Defines the mid point of the arc */
  9415. midPoint,
  9416. /** Defines the end point of the arc */
  9417. endPoint) {
  9418. this.startPoint = startPoint;
  9419. this.midPoint = midPoint;
  9420. this.endPoint = endPoint;
  9421. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9422. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9423. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9424. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9425. 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);
  9426. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9427. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9428. var a1 = this.startAngle.degrees();
  9429. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9430. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9431. // angles correction
  9432. if (a2 - a1 > +180.0) {
  9433. a2 -= 360.0;
  9434. }
  9435. if (a2 - a1 < -180.0) {
  9436. a2 += 360.0;
  9437. }
  9438. if (a3 - a2 > +180.0) {
  9439. a3 -= 360.0;
  9440. }
  9441. if (a3 - a2 < -180.0) {
  9442. a3 += 360.0;
  9443. }
  9444. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9445. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9446. }
  9447. return Arc2;
  9448. }());
  9449. BABYLON.Arc2 = Arc2;
  9450. /**
  9451. * Represents a 2D path made up of multiple 2D points
  9452. */
  9453. var Path2 = /** @class */ (function () {
  9454. /**
  9455. * Creates a Path2 object from the starting 2D coordinates x and y.
  9456. * @param x the starting points x value
  9457. * @param y the starting points y value
  9458. */
  9459. function Path2(x, y) {
  9460. this._points = new Array();
  9461. this._length = 0.0;
  9462. /**
  9463. * If the path start and end point are the same
  9464. */
  9465. this.closed = false;
  9466. this._points.push(new Vector2(x, y));
  9467. }
  9468. /**
  9469. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9470. * @param x the added points x value
  9471. * @param y the added points y value
  9472. * @returns the updated Path2.
  9473. */
  9474. Path2.prototype.addLineTo = function (x, y) {
  9475. if (this.closed) {
  9476. return this;
  9477. }
  9478. var newPoint = new Vector2(x, y);
  9479. var previousPoint = this._points[this._points.length - 1];
  9480. this._points.push(newPoint);
  9481. this._length += newPoint.subtract(previousPoint).length();
  9482. return this;
  9483. };
  9484. /**
  9485. * 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.
  9486. * @param midX middle point x value
  9487. * @param midY middle point y value
  9488. * @param endX end point x value
  9489. * @param endY end point y value
  9490. * @param numberOfSegments (default: 36)
  9491. * @returns the updated Path2.
  9492. */
  9493. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9494. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9495. if (this.closed) {
  9496. return this;
  9497. }
  9498. var startPoint = this._points[this._points.length - 1];
  9499. var midPoint = new Vector2(midX, midY);
  9500. var endPoint = new Vector2(endX, endY);
  9501. var arc = new Arc2(startPoint, midPoint, endPoint);
  9502. var increment = arc.angle.radians() / numberOfSegments;
  9503. if (arc.orientation === Orientation.CW) {
  9504. increment *= -1;
  9505. }
  9506. var currentAngle = arc.startAngle.radians() + increment;
  9507. for (var i = 0; i < numberOfSegments; i++) {
  9508. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9509. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9510. this.addLineTo(x, y);
  9511. currentAngle += increment;
  9512. }
  9513. return this;
  9514. };
  9515. /**
  9516. * Closes the Path2.
  9517. * @returns the Path2.
  9518. */
  9519. Path2.prototype.close = function () {
  9520. this.closed = true;
  9521. return this;
  9522. };
  9523. /**
  9524. * Gets the sum of the distance between each sequential point in the path
  9525. * @returns the Path2 total length (float).
  9526. */
  9527. Path2.prototype.length = function () {
  9528. var result = this._length;
  9529. if (!this.closed) {
  9530. var lastPoint = this._points[this._points.length - 1];
  9531. var firstPoint = this._points[0];
  9532. result += (firstPoint.subtract(lastPoint).length());
  9533. }
  9534. return result;
  9535. };
  9536. /**
  9537. * Gets the points which construct the path
  9538. * @returns the Path2 internal array of points.
  9539. */
  9540. Path2.prototype.getPoints = function () {
  9541. return this._points;
  9542. };
  9543. /**
  9544. * Retreives the point at the distance aways from the starting point
  9545. * @param normalizedLengthPosition the length along the path to retreive the point from
  9546. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9547. */
  9548. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9549. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9550. return Vector2.Zero();
  9551. }
  9552. var lengthPosition = normalizedLengthPosition * this.length();
  9553. var previousOffset = 0;
  9554. for (var i = 0; i < this._points.length; i++) {
  9555. var j = (i + 1) % this._points.length;
  9556. var a = this._points[i];
  9557. var b = this._points[j];
  9558. var bToA = b.subtract(a);
  9559. var nextOffset = (bToA.length() + previousOffset);
  9560. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9561. var dir = bToA.normalize();
  9562. var localOffset = lengthPosition - previousOffset;
  9563. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9564. }
  9565. previousOffset = nextOffset;
  9566. }
  9567. return Vector2.Zero();
  9568. };
  9569. /**
  9570. * Creates a new path starting from an x and y position
  9571. * @param x starting x value
  9572. * @param y starting y value
  9573. * @returns a new Path2 starting at the coordinates (x, y).
  9574. */
  9575. Path2.StartingAt = function (x, y) {
  9576. return new Path2(x, y);
  9577. };
  9578. return Path2;
  9579. }());
  9580. BABYLON.Path2 = Path2;
  9581. /**
  9582. * Represents a 3D path made up of multiple 3D points
  9583. */
  9584. var Path3D = /** @class */ (function () {
  9585. /**
  9586. * new Path3D(path, normal, raw)
  9587. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9588. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9589. * @param path an array of Vector3, the curve axis of the Path3D
  9590. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9591. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9592. */
  9593. function Path3D(
  9594. /**
  9595. * an array of Vector3, the curve axis of the Path3D
  9596. */
  9597. path, firstNormal, raw) {
  9598. if (firstNormal === void 0) { firstNormal = null; }
  9599. this.path = path;
  9600. this._curve = new Array();
  9601. this._distances = new Array();
  9602. this._tangents = new Array();
  9603. this._normals = new Array();
  9604. this._binormals = new Array();
  9605. for (var p = 0; p < path.length; p++) {
  9606. this._curve[p] = path[p].clone(); // hard copy
  9607. }
  9608. this._raw = raw || false;
  9609. this._compute(firstNormal);
  9610. }
  9611. /**
  9612. * Returns the Path3D array of successive Vector3 designing its curve.
  9613. * @returns the Path3D array of successive Vector3 designing its curve.
  9614. */
  9615. Path3D.prototype.getCurve = function () {
  9616. return this._curve;
  9617. };
  9618. /**
  9619. * Returns an array populated with tangent vectors on each Path3D curve point.
  9620. * @returns an array populated with tangent vectors on each Path3D curve point.
  9621. */
  9622. Path3D.prototype.getTangents = function () {
  9623. return this._tangents;
  9624. };
  9625. /**
  9626. * Returns an array populated with normal vectors on each Path3D curve point.
  9627. * @returns an array populated with normal vectors on each Path3D curve point.
  9628. */
  9629. Path3D.prototype.getNormals = function () {
  9630. return this._normals;
  9631. };
  9632. /**
  9633. * Returns an array populated with binormal vectors on each Path3D curve point.
  9634. * @returns an array populated with binormal vectors on each Path3D curve point.
  9635. */
  9636. Path3D.prototype.getBinormals = function () {
  9637. return this._binormals;
  9638. };
  9639. /**
  9640. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9641. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9642. */
  9643. Path3D.prototype.getDistances = function () {
  9644. return this._distances;
  9645. };
  9646. /**
  9647. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9648. * @param path path which all values are copied into the curves points
  9649. * @param firstNormal which should be projected onto the curve
  9650. * @returns the same object updated.
  9651. */
  9652. Path3D.prototype.update = function (path, firstNormal) {
  9653. if (firstNormal === void 0) { firstNormal = null; }
  9654. for (var p = 0; p < path.length; p++) {
  9655. this._curve[p].x = path[p].x;
  9656. this._curve[p].y = path[p].y;
  9657. this._curve[p].z = path[p].z;
  9658. }
  9659. this._compute(firstNormal);
  9660. return this;
  9661. };
  9662. // private function compute() : computes tangents, normals and binormals
  9663. Path3D.prototype._compute = function (firstNormal) {
  9664. var l = this._curve.length;
  9665. // first and last tangents
  9666. this._tangents[0] = this._getFirstNonNullVector(0);
  9667. if (!this._raw) {
  9668. this._tangents[0].normalize();
  9669. }
  9670. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9671. if (!this._raw) {
  9672. this._tangents[l - 1].normalize();
  9673. }
  9674. // normals and binormals at first point : arbitrary vector with _normalVector()
  9675. var tg0 = this._tangents[0];
  9676. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9677. this._normals[0] = pp0;
  9678. if (!this._raw) {
  9679. this._normals[0].normalize();
  9680. }
  9681. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9682. if (!this._raw) {
  9683. this._binormals[0].normalize();
  9684. }
  9685. this._distances[0] = 0.0;
  9686. // normals and binormals : next points
  9687. var prev; // previous vector (segment)
  9688. var cur; // current vector (segment)
  9689. var curTang; // current tangent
  9690. // previous normal
  9691. var prevBinor; // previous binormal
  9692. for (var i = 1; i < l; i++) {
  9693. // tangents
  9694. prev = this._getLastNonNullVector(i);
  9695. if (i < l - 1) {
  9696. cur = this._getFirstNonNullVector(i);
  9697. this._tangents[i] = prev.add(cur);
  9698. this._tangents[i].normalize();
  9699. }
  9700. this._distances[i] = this._distances[i - 1] + prev.length();
  9701. // normals and binormals
  9702. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9703. curTang = this._tangents[i];
  9704. prevBinor = this._binormals[i - 1];
  9705. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9706. if (!this._raw) {
  9707. this._normals[i].normalize();
  9708. }
  9709. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9710. if (!this._raw) {
  9711. this._binormals[i].normalize();
  9712. }
  9713. }
  9714. };
  9715. // private function getFirstNonNullVector(index)
  9716. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9717. Path3D.prototype._getFirstNonNullVector = function (index) {
  9718. var i = 1;
  9719. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9720. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9721. i++;
  9722. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9723. }
  9724. return nNVector;
  9725. };
  9726. // private function getLastNonNullVector(index)
  9727. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9728. Path3D.prototype._getLastNonNullVector = function (index) {
  9729. var i = 1;
  9730. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9731. while (nLVector.length() === 0 && index > i + 1) {
  9732. i++;
  9733. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9734. }
  9735. return nLVector;
  9736. };
  9737. // private function normalVector(v0, vt, va) :
  9738. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9739. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9740. Path3D.prototype._normalVector = function (v0, vt, va) {
  9741. var normal0;
  9742. var tgl = vt.length();
  9743. if (tgl === 0.0) {
  9744. tgl = 1.0;
  9745. }
  9746. if (va === undefined || va === null) {
  9747. var point;
  9748. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9749. point = new Vector3(0.0, -1.0, 0.0);
  9750. }
  9751. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9752. point = new Vector3(1.0, 0.0, 0.0);
  9753. }
  9754. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9755. point = new Vector3(0.0, 0.0, 1.0);
  9756. }
  9757. else {
  9758. point = Vector3.Zero();
  9759. }
  9760. normal0 = Vector3.Cross(vt, point);
  9761. }
  9762. else {
  9763. normal0 = Vector3.Cross(vt, va);
  9764. Vector3.CrossToRef(normal0, vt, normal0);
  9765. }
  9766. normal0.normalize();
  9767. return normal0;
  9768. };
  9769. return Path3D;
  9770. }());
  9771. BABYLON.Path3D = Path3D;
  9772. /**
  9773. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9774. * A Curve3 is designed from a series of successive Vector3.
  9775. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9776. */
  9777. var Curve3 = /** @class */ (function () {
  9778. /**
  9779. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9780. * A Curve3 is designed from a series of successive Vector3.
  9781. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9782. * @param points points which make up the curve
  9783. */
  9784. function Curve3(points) {
  9785. this._length = 0.0;
  9786. this._points = points;
  9787. this._length = this._computeLength(points);
  9788. }
  9789. /**
  9790. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9791. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9792. * @param v1 (Vector3) the control point
  9793. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9794. * @param nbPoints (integer) the wanted number of points in the curve
  9795. * @returns the created Curve3
  9796. */
  9797. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9798. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9799. var bez = new Array();
  9800. var equation = function (t, val0, val1, val2) {
  9801. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9802. return res;
  9803. };
  9804. for (var i = 0; i <= nbPoints; i++) {
  9805. 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)));
  9806. }
  9807. return new Curve3(bez);
  9808. };
  9809. /**
  9810. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9811. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9812. * @param v1 (Vector3) the first control point
  9813. * @param v2 (Vector3) the second control point
  9814. * @param v3 (Vector3) the end point of the Cubic Bezier
  9815. * @param nbPoints (integer) the wanted number of points in the curve
  9816. * @returns the created Curve3
  9817. */
  9818. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9819. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9820. var bez = new Array();
  9821. var equation = function (t, val0, val1, val2, val3) {
  9822. 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;
  9823. return res;
  9824. };
  9825. for (var i = 0; i <= nbPoints; i++) {
  9826. 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)));
  9827. }
  9828. return new Curve3(bez);
  9829. };
  9830. /**
  9831. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9832. * @param p1 (Vector3) the origin point of the Hermite Spline
  9833. * @param t1 (Vector3) the tangent vector at the origin point
  9834. * @param p2 (Vector3) the end point of the Hermite Spline
  9835. * @param t2 (Vector3) the tangent vector at the end point
  9836. * @param nbPoints (integer) the wanted number of points in the curve
  9837. * @returns the created Curve3
  9838. */
  9839. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9840. var hermite = new Array();
  9841. var step = 1.0 / nbPoints;
  9842. for (var i = 0; i <= nbPoints; i++) {
  9843. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9844. }
  9845. return new Curve3(hermite);
  9846. };
  9847. /**
  9848. * Returns a Curve3 object along a CatmullRom Spline curve :
  9849. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  9850. * @param nbPoints (integer) the wanted number of points between each curve control points
  9851. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  9852. * @returns the created Curve3
  9853. */
  9854. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  9855. var catmullRom = new Array();
  9856. var step = 1.0 / nbPoints;
  9857. var amount = 0.0;
  9858. if (closed) {
  9859. var pointsCount = points.length;
  9860. for (var i = 0; i < pointsCount; i++) {
  9861. amount = 0;
  9862. for (var c = 0; c < nbPoints; c++) {
  9863. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  9864. amount += step;
  9865. }
  9866. }
  9867. catmullRom.push(catmullRom[0]);
  9868. }
  9869. else {
  9870. var totalPoints = new Array();
  9871. totalPoints.push(points[0].clone());
  9872. Array.prototype.push.apply(totalPoints, points);
  9873. totalPoints.push(points[points.length - 1].clone());
  9874. for (var i = 0; i < totalPoints.length - 3; i++) {
  9875. amount = 0;
  9876. for (var c = 0; c < nbPoints; c++) {
  9877. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9878. amount += step;
  9879. }
  9880. }
  9881. i--;
  9882. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9883. }
  9884. return new Curve3(catmullRom);
  9885. };
  9886. /**
  9887. * @returns the Curve3 stored array of successive Vector3
  9888. */
  9889. Curve3.prototype.getPoints = function () {
  9890. return this._points;
  9891. };
  9892. /**
  9893. * @returns the computed length (float) of the curve.
  9894. */
  9895. Curve3.prototype.length = function () {
  9896. return this._length;
  9897. };
  9898. /**
  9899. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  9900. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  9901. * curveA and curveB keep unchanged.
  9902. * @param curve the curve to continue from this curve
  9903. * @returns the newly constructed curve
  9904. */
  9905. Curve3.prototype.continue = function (curve) {
  9906. var lastPoint = this._points[this._points.length - 1];
  9907. var continuedPoints = this._points.slice();
  9908. var curvePoints = curve.getPoints();
  9909. for (var i = 1; i < curvePoints.length; i++) {
  9910. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  9911. }
  9912. var continuedCurve = new Curve3(continuedPoints);
  9913. return continuedCurve;
  9914. };
  9915. Curve3.prototype._computeLength = function (path) {
  9916. var l = 0;
  9917. for (var i = 1; i < path.length; i++) {
  9918. l += (path[i].subtract(path[i - 1])).length();
  9919. }
  9920. return l;
  9921. };
  9922. return Curve3;
  9923. }());
  9924. BABYLON.Curve3 = Curve3;
  9925. // Vertex formats
  9926. /**
  9927. * Contains position and normal vectors for a vertex
  9928. */
  9929. var PositionNormalVertex = /** @class */ (function () {
  9930. /**
  9931. * Creates a PositionNormalVertex
  9932. * @param position the position of the vertex (defaut: 0,0,0)
  9933. * @param normal the normal of the vertex (defaut: 0,1,0)
  9934. */
  9935. function PositionNormalVertex(
  9936. /** the position of the vertex (defaut: 0,0,0) */
  9937. position,
  9938. /** the normal of the vertex (defaut: 0,1,0) */
  9939. normal) {
  9940. if (position === void 0) { position = Vector3.Zero(); }
  9941. if (normal === void 0) { normal = Vector3.Up(); }
  9942. this.position = position;
  9943. this.normal = normal;
  9944. }
  9945. /**
  9946. * Clones the PositionNormalVertex
  9947. * @returns the cloned PositionNormalVertex
  9948. */
  9949. PositionNormalVertex.prototype.clone = function () {
  9950. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  9951. };
  9952. return PositionNormalVertex;
  9953. }());
  9954. BABYLON.PositionNormalVertex = PositionNormalVertex;
  9955. /**
  9956. * Contains position, normal and uv vectors for a vertex
  9957. */
  9958. var PositionNormalTextureVertex = /** @class */ (function () {
  9959. /**
  9960. * Creates a PositionNormalTextureVertex
  9961. * @param position the position of the vertex (defaut: 0,0,0)
  9962. * @param normal the normal of the vertex (defaut: 0,1,0)
  9963. * @param uv the uv of the vertex (default: 0,0)
  9964. */
  9965. function PositionNormalTextureVertex(
  9966. /** the position of the vertex (defaut: 0,0,0) */
  9967. position,
  9968. /** the normal of the vertex (defaut: 0,1,0) */
  9969. normal,
  9970. /** the uv of the vertex (default: 0,0) */
  9971. uv) {
  9972. if (position === void 0) { position = Vector3.Zero(); }
  9973. if (normal === void 0) { normal = Vector3.Up(); }
  9974. if (uv === void 0) { uv = Vector2.Zero(); }
  9975. this.position = position;
  9976. this.normal = normal;
  9977. this.uv = uv;
  9978. }
  9979. /**
  9980. * Clones the PositionNormalTextureVertex
  9981. * @returns the cloned PositionNormalTextureVertex
  9982. */
  9983. PositionNormalTextureVertex.prototype.clone = function () {
  9984. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  9985. };
  9986. return PositionNormalTextureVertex;
  9987. }());
  9988. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  9989. // Temporary pre-allocated objects for engine internal use
  9990. // usage in any internal function :
  9991. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  9992. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  9993. /**
  9994. * @hidden
  9995. */
  9996. var Tmp = /** @class */ (function () {
  9997. function Tmp() {
  9998. }
  9999. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10000. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10001. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10002. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10003. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10004. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10005. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10006. return Tmp;
  10007. }());
  10008. BABYLON.Tmp = Tmp;
  10009. /**
  10010. * @hidden
  10011. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10012. */
  10013. var MathTmp = /** @class */ (function () {
  10014. function MathTmp() {
  10015. }
  10016. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10017. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10018. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10019. return MathTmp;
  10020. }());
  10021. })(BABYLON || (BABYLON = {}));
  10022. //# sourceMappingURL=babylon.math.js.map
  10023. var BABYLON;
  10024. (function (BABYLON) {
  10025. /**
  10026. * Scalar computation library
  10027. */
  10028. var Scalar = /** @class */ (function () {
  10029. function Scalar() {
  10030. }
  10031. /**
  10032. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10033. * @param a number
  10034. * @param b number
  10035. * @param epsilon (default = 1.401298E-45)
  10036. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10037. */
  10038. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10039. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10040. var num = a - b;
  10041. return -epsilon <= num && num <= epsilon;
  10042. };
  10043. /**
  10044. * Returns a string : the upper case translation of the number i to hexadecimal.
  10045. * @param i number
  10046. * @returns the upper case translation of the number i to hexadecimal.
  10047. */
  10048. Scalar.ToHex = function (i) {
  10049. var str = i.toString(16);
  10050. if (i <= 15) {
  10051. return ("0" + str).toUpperCase();
  10052. }
  10053. return str.toUpperCase();
  10054. };
  10055. /**
  10056. * Returns -1 if value is negative and +1 is value is positive.
  10057. * @param value the value
  10058. * @returns the value itself if it's equal to zero.
  10059. */
  10060. Scalar.Sign = function (value) {
  10061. value = +value; // convert to a number
  10062. if (value === 0 || isNaN(value)) {
  10063. return value;
  10064. }
  10065. return value > 0 ? 1 : -1;
  10066. };
  10067. /**
  10068. * Returns the value itself if it's between min and max.
  10069. * Returns min if the value is lower than min.
  10070. * Returns max if the value is greater than max.
  10071. * @param value the value to clmap
  10072. * @param min the min value to clamp to (default: 0)
  10073. * @param max the max value to clamp to (default: 1)
  10074. * @returns the clamped value
  10075. */
  10076. Scalar.Clamp = function (value, min, max) {
  10077. if (min === void 0) { min = 0; }
  10078. if (max === void 0) { max = 1; }
  10079. return Math.min(max, Math.max(min, value));
  10080. };
  10081. /**
  10082. * the log2 of value.
  10083. * @param value the value to compute log2 of
  10084. * @returns the log2 of value.
  10085. */
  10086. Scalar.Log2 = function (value) {
  10087. return Math.log(value) * Math.LOG2E;
  10088. };
  10089. /**
  10090. * Loops the value, so that it is never larger than length and never smaller than 0.
  10091. *
  10092. * This is similar to the modulo operator but it works with floating point numbers.
  10093. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10094. * With t = 5 and length = 2.5, the result would be 0.0.
  10095. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10096. * @param value the value
  10097. * @param length the length
  10098. * @returns the looped value
  10099. */
  10100. Scalar.Repeat = function (value, length) {
  10101. return value - Math.floor(value / length) * length;
  10102. };
  10103. /**
  10104. * Normalize the value between 0.0 and 1.0 using min and max values
  10105. * @param value value to normalize
  10106. * @param min max to normalize between
  10107. * @param max min to normalize between
  10108. * @returns the normalized value
  10109. */
  10110. Scalar.Normalize = function (value, min, max) {
  10111. return (value - min) / (max - min);
  10112. };
  10113. /**
  10114. * Denormalize the value from 0.0 and 1.0 using min and max values
  10115. * @param normalized value to denormalize
  10116. * @param min max to denormalize between
  10117. * @param max min to denormalize between
  10118. * @returns the denormalized value
  10119. */
  10120. Scalar.Denormalize = function (normalized, min, max) {
  10121. return (normalized * (max - min) + min);
  10122. };
  10123. /**
  10124. * Calculates the shortest difference between two given angles given in degrees.
  10125. * @param current current angle in degrees
  10126. * @param target target angle in degrees
  10127. * @returns the delta
  10128. */
  10129. Scalar.DeltaAngle = function (current, target) {
  10130. var num = Scalar.Repeat(target - current, 360.0);
  10131. if (num > 180.0) {
  10132. num -= 360.0;
  10133. }
  10134. return num;
  10135. };
  10136. /**
  10137. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10138. * @param tx value
  10139. * @param length length
  10140. * @returns The returned value will move back and forth between 0 and length
  10141. */
  10142. Scalar.PingPong = function (tx, length) {
  10143. var t = Scalar.Repeat(tx, length * 2.0);
  10144. return length - Math.abs(t - length);
  10145. };
  10146. /**
  10147. * Interpolates between min and max with smoothing at the limits.
  10148. *
  10149. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10150. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10151. * @param from from
  10152. * @param to to
  10153. * @param tx value
  10154. * @returns the smooth stepped value
  10155. */
  10156. Scalar.SmoothStep = function (from, to, tx) {
  10157. var t = Scalar.Clamp(tx);
  10158. t = -2.0 * t * t * t + 3.0 * t * t;
  10159. return to * t + from * (1.0 - t);
  10160. };
  10161. /**
  10162. * Moves a value current towards target.
  10163. *
  10164. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10165. * Negative values of maxDelta pushes the value away from target.
  10166. * @param current current value
  10167. * @param target target value
  10168. * @param maxDelta max distance to move
  10169. * @returns resulting value
  10170. */
  10171. Scalar.MoveTowards = function (current, target, maxDelta) {
  10172. var result = 0;
  10173. if (Math.abs(target - current) <= maxDelta) {
  10174. result = target;
  10175. }
  10176. else {
  10177. result = current + Scalar.Sign(target - current) * maxDelta;
  10178. }
  10179. return result;
  10180. };
  10181. /**
  10182. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10183. *
  10184. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10185. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10186. * @param current current value
  10187. * @param target target value
  10188. * @param maxDelta max distance to move
  10189. * @returns resulting angle
  10190. */
  10191. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10192. var num = Scalar.DeltaAngle(current, target);
  10193. var result = 0;
  10194. if (-maxDelta < num && num < maxDelta) {
  10195. result = target;
  10196. }
  10197. else {
  10198. target = current + num;
  10199. result = Scalar.MoveTowards(current, target, maxDelta);
  10200. }
  10201. return result;
  10202. };
  10203. /**
  10204. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10205. * @param start start value
  10206. * @param end target value
  10207. * @param amount amount to lerp between
  10208. * @returns the lerped value
  10209. */
  10210. Scalar.Lerp = function (start, end, amount) {
  10211. return start + ((end - start) * amount);
  10212. };
  10213. /**
  10214. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10215. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10216. * @param start start value
  10217. * @param end target value
  10218. * @param amount amount to lerp between
  10219. * @returns the lerped value
  10220. */
  10221. Scalar.LerpAngle = function (start, end, amount) {
  10222. var num = Scalar.Repeat(end - start, 360.0);
  10223. if (num > 180.0) {
  10224. num -= 360.0;
  10225. }
  10226. return start + num * Scalar.Clamp(amount);
  10227. };
  10228. /**
  10229. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10230. * @param a start value
  10231. * @param b target value
  10232. * @param value value between a and b
  10233. * @returns the inverseLerp value
  10234. */
  10235. Scalar.InverseLerp = function (a, b, value) {
  10236. var result = 0;
  10237. if (a != b) {
  10238. result = Scalar.Clamp((value - a) / (b - a));
  10239. }
  10240. else {
  10241. result = 0.0;
  10242. }
  10243. return result;
  10244. };
  10245. /**
  10246. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10247. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10248. * @param value1 spline value
  10249. * @param tangent1 spline value
  10250. * @param value2 spline value
  10251. * @param tangent2 spline value
  10252. * @param amount input value
  10253. * @returns hermite result
  10254. */
  10255. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10256. var squared = amount * amount;
  10257. var cubed = amount * squared;
  10258. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10259. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10260. var part3 = (cubed - (2.0 * squared)) + amount;
  10261. var part4 = cubed - squared;
  10262. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10263. };
  10264. /**
  10265. * Returns a random float number between and min and max values
  10266. * @param min min value of random
  10267. * @param max max value of random
  10268. * @returns random value
  10269. */
  10270. Scalar.RandomRange = function (min, max) {
  10271. if (min === max) {
  10272. return min;
  10273. }
  10274. return ((Math.random() * (max - min)) + min);
  10275. };
  10276. /**
  10277. * This function returns percentage of a number in a given range.
  10278. *
  10279. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10280. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10281. * @param number to convert to percentage
  10282. * @param min min range
  10283. * @param max max range
  10284. * @returns the percentage
  10285. */
  10286. Scalar.RangeToPercent = function (number, min, max) {
  10287. return ((number - min) / (max - min));
  10288. };
  10289. /**
  10290. * This function returns number that corresponds to the percentage in a given range.
  10291. *
  10292. * PercentToRange(0.34,0,100) will return 34.
  10293. * @param percent to convert to number
  10294. * @param min min range
  10295. * @param max max range
  10296. * @returns the number
  10297. */
  10298. Scalar.PercentToRange = function (percent, min, max) {
  10299. return ((max - min) * percent + min);
  10300. };
  10301. /**
  10302. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10303. * @param angle The angle to normalize in radian.
  10304. * @return The converted angle.
  10305. */
  10306. Scalar.NormalizeRadians = function (angle) {
  10307. // More precise but slower version kept for reference.
  10308. // angle = angle % Tools.TwoPi;
  10309. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10310. //if (angle > Math.PI) {
  10311. // angle -= Tools.TwoPi;
  10312. //}
  10313. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10314. return angle;
  10315. };
  10316. /**
  10317. * Two pi constants convenient for computation.
  10318. */
  10319. Scalar.TwoPi = Math.PI * 2;
  10320. return Scalar;
  10321. }());
  10322. BABYLON.Scalar = Scalar;
  10323. })(BABYLON || (BABYLON = {}));
  10324. //# sourceMappingURL=babylon.math.scalar.js.map
  10325. var XRFrameOfReferenceType;
  10326. (function (XRFrameOfReferenceType) {
  10327. XRFrameOfReferenceType[XRFrameOfReferenceType["head-model"] = 0] = "head-model";
  10328. XRFrameOfReferenceType[XRFrameOfReferenceType["eye-level"] = 1] = "eye-level";
  10329. XRFrameOfReferenceType[XRFrameOfReferenceType["stage"] = 2] = "stage";
  10330. })(XRFrameOfReferenceType || (XRFrameOfReferenceType = {}));
  10331. //# sourceMappingURL=babylon.mixins.js.map
  10332. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10333. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10334. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10335. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10336. //# sourceMappingURL=babylon.webgl2.js.map
  10337. var BABYLON;
  10338. (function (BABYLON) {
  10339. var __decoratorInitialStore = {};
  10340. var __mergedStore = {};
  10341. var _copySource = function (creationFunction, source, instanciate) {
  10342. var destination = creationFunction();
  10343. // Tags
  10344. if (BABYLON.Tags) {
  10345. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10346. }
  10347. var classStore = getMergedStore(destination);
  10348. // Properties
  10349. for (var property in classStore) {
  10350. var propertyDescriptor = classStore[property];
  10351. var sourceProperty = source[property];
  10352. var propertyType = propertyDescriptor.type;
  10353. if (sourceProperty !== undefined && sourceProperty !== null) {
  10354. switch (propertyType) {
  10355. case 0: // Value
  10356. case 6: // Mesh reference
  10357. case 11: // Camera reference
  10358. destination[property] = sourceProperty;
  10359. break;
  10360. case 1: // Texture
  10361. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10362. break;
  10363. case 2: // Color3
  10364. case 3: // FresnelParameters
  10365. case 4: // Vector2
  10366. case 5: // Vector3
  10367. case 7: // Color Curves
  10368. case 10: // Quaternion
  10369. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10370. break;
  10371. }
  10372. }
  10373. }
  10374. return destination;
  10375. };
  10376. function getDirectStore(target) {
  10377. var classKey = target.getClassName();
  10378. if (!__decoratorInitialStore[classKey]) {
  10379. __decoratorInitialStore[classKey] = {};
  10380. }
  10381. return __decoratorInitialStore[classKey];
  10382. }
  10383. /**
  10384. * Return the list of properties flagged as serializable
  10385. * @param target: host object
  10386. */
  10387. function getMergedStore(target) {
  10388. var classKey = target.getClassName();
  10389. if (__mergedStore[classKey]) {
  10390. return __mergedStore[classKey];
  10391. }
  10392. __mergedStore[classKey] = {};
  10393. var store = __mergedStore[classKey];
  10394. var currentTarget = target;
  10395. var currentKey = classKey;
  10396. while (currentKey) {
  10397. var initialStore = __decoratorInitialStore[currentKey];
  10398. for (var property in initialStore) {
  10399. store[property] = initialStore[property];
  10400. }
  10401. var parent_1 = void 0;
  10402. var done = false;
  10403. do {
  10404. parent_1 = Object.getPrototypeOf(currentTarget);
  10405. if (!parent_1.getClassName) {
  10406. done = true;
  10407. break;
  10408. }
  10409. if (parent_1.getClassName() !== currentKey) {
  10410. break;
  10411. }
  10412. currentTarget = parent_1;
  10413. } while (parent_1);
  10414. if (done) {
  10415. break;
  10416. }
  10417. currentKey = parent_1.getClassName();
  10418. currentTarget = parent_1;
  10419. }
  10420. return store;
  10421. }
  10422. function generateSerializableMember(type, sourceName) {
  10423. return function (target, propertyKey) {
  10424. var classStore = getDirectStore(target);
  10425. if (!classStore[propertyKey]) {
  10426. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10427. }
  10428. };
  10429. }
  10430. function generateExpandMember(setCallback, targetKey) {
  10431. if (targetKey === void 0) { targetKey = null; }
  10432. return function (target, propertyKey) {
  10433. var key = targetKey || ("_" + propertyKey);
  10434. Object.defineProperty(target, propertyKey, {
  10435. get: function () {
  10436. return this[key];
  10437. },
  10438. set: function (value) {
  10439. if (this[key] === value) {
  10440. return;
  10441. }
  10442. this[key] = value;
  10443. target[setCallback].apply(this);
  10444. },
  10445. enumerable: true,
  10446. configurable: true
  10447. });
  10448. };
  10449. }
  10450. function expandToProperty(callback, targetKey) {
  10451. if (targetKey === void 0) { targetKey = null; }
  10452. return generateExpandMember(callback, targetKey);
  10453. }
  10454. BABYLON.expandToProperty = expandToProperty;
  10455. function serialize(sourceName) {
  10456. return generateSerializableMember(0, sourceName); // value member
  10457. }
  10458. BABYLON.serialize = serialize;
  10459. function serializeAsTexture(sourceName) {
  10460. return generateSerializableMember(1, sourceName); // texture member
  10461. }
  10462. BABYLON.serializeAsTexture = serializeAsTexture;
  10463. function serializeAsColor3(sourceName) {
  10464. return generateSerializableMember(2, sourceName); // color3 member
  10465. }
  10466. BABYLON.serializeAsColor3 = serializeAsColor3;
  10467. function serializeAsFresnelParameters(sourceName) {
  10468. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10469. }
  10470. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10471. function serializeAsVector2(sourceName) {
  10472. return generateSerializableMember(4, sourceName); // vector2 member
  10473. }
  10474. BABYLON.serializeAsVector2 = serializeAsVector2;
  10475. function serializeAsVector3(sourceName) {
  10476. return generateSerializableMember(5, sourceName); // vector3 member
  10477. }
  10478. BABYLON.serializeAsVector3 = serializeAsVector3;
  10479. function serializeAsMeshReference(sourceName) {
  10480. return generateSerializableMember(6, sourceName); // mesh reference member
  10481. }
  10482. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10483. function serializeAsColorCurves(sourceName) {
  10484. return generateSerializableMember(7, sourceName); // color curves
  10485. }
  10486. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10487. function serializeAsColor4(sourceName) {
  10488. return generateSerializableMember(8, sourceName); // color 4
  10489. }
  10490. BABYLON.serializeAsColor4 = serializeAsColor4;
  10491. function serializeAsImageProcessingConfiguration(sourceName) {
  10492. return generateSerializableMember(9, sourceName); // image processing
  10493. }
  10494. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10495. function serializeAsQuaternion(sourceName) {
  10496. return generateSerializableMember(10, sourceName); // quaternion member
  10497. }
  10498. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10499. /**
  10500. * Decorator used to define property that can be serialized as reference to a camera
  10501. * @param sourceName defines the name of the property to decorate
  10502. */
  10503. function serializeAsCameraReference(sourceName) {
  10504. return generateSerializableMember(11, sourceName); // camera reference member
  10505. }
  10506. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10507. /**
  10508. * Class used to help serialization objects
  10509. */
  10510. var SerializationHelper = /** @class */ (function () {
  10511. function SerializationHelper() {
  10512. }
  10513. /**
  10514. * Static function used to serialized a specific entity
  10515. * @param entity defines the entity to serialize
  10516. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10517. * @returns a JSON compatible object representing the serialization of the entity
  10518. */
  10519. SerializationHelper.Serialize = function (entity, serializationObject) {
  10520. if (!serializationObject) {
  10521. serializationObject = {};
  10522. }
  10523. // Tags
  10524. if (BABYLON.Tags) {
  10525. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10526. }
  10527. var serializedProperties = getMergedStore(entity);
  10528. // Properties
  10529. for (var property in serializedProperties) {
  10530. var propertyDescriptor = serializedProperties[property];
  10531. var targetPropertyName = propertyDescriptor.sourceName || property;
  10532. var propertyType = propertyDescriptor.type;
  10533. var sourceProperty = entity[property];
  10534. if (sourceProperty !== undefined && sourceProperty !== null) {
  10535. switch (propertyType) {
  10536. case 0: // Value
  10537. serializationObject[targetPropertyName] = sourceProperty;
  10538. break;
  10539. case 1: // Texture
  10540. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10541. break;
  10542. case 2: // Color3
  10543. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10544. break;
  10545. case 3: // FresnelParameters
  10546. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10547. break;
  10548. case 4: // Vector2
  10549. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10550. break;
  10551. case 5: // Vector3
  10552. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10553. break;
  10554. case 6: // Mesh reference
  10555. serializationObject[targetPropertyName] = sourceProperty.id;
  10556. break;
  10557. case 7: // Color Curves
  10558. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10559. break;
  10560. case 8: // Color 4
  10561. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10562. break;
  10563. case 9: // Image Processing
  10564. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10565. break;
  10566. case 10: // Quaternion
  10567. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10568. break;
  10569. case 11: // Camera reference
  10570. serializationObject[targetPropertyName] = sourceProperty.id;
  10571. break;
  10572. }
  10573. }
  10574. }
  10575. return serializationObject;
  10576. };
  10577. /**
  10578. * Creates a new entity from a serialization data object
  10579. * @param creationFunction defines a function used to instanciated the new entity
  10580. * @param source defines the source serialization data
  10581. * @param scene defines the hosting scene
  10582. * @param rootUrl defines the root url for resources
  10583. * @returns a new entity
  10584. */
  10585. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10586. if (rootUrl === void 0) { rootUrl = null; }
  10587. var destination = creationFunction();
  10588. if (!rootUrl) {
  10589. rootUrl = "";
  10590. }
  10591. // Tags
  10592. if (BABYLON.Tags) {
  10593. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10594. }
  10595. var classStore = getMergedStore(destination);
  10596. // Properties
  10597. for (var property in classStore) {
  10598. var propertyDescriptor = classStore[property];
  10599. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10600. var propertyType = propertyDescriptor.type;
  10601. if (sourceProperty !== undefined && sourceProperty !== null) {
  10602. var dest = destination;
  10603. switch (propertyType) {
  10604. case 0: // Value
  10605. dest[property] = sourceProperty;
  10606. break;
  10607. case 1: // Texture
  10608. if (scene) {
  10609. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10610. }
  10611. break;
  10612. case 2: // Color3
  10613. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10614. break;
  10615. case 3: // FresnelParameters
  10616. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10617. break;
  10618. case 4: // Vector2
  10619. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10620. break;
  10621. case 5: // Vector3
  10622. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10623. break;
  10624. case 6: // Mesh reference
  10625. if (scene) {
  10626. dest[property] = scene.getLastMeshByID(sourceProperty);
  10627. }
  10628. break;
  10629. case 7: // Color Curves
  10630. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10631. break;
  10632. case 8: // Color 4
  10633. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10634. break;
  10635. case 9: // Image Processing
  10636. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10637. break;
  10638. case 10: // Quaternion
  10639. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10640. break;
  10641. case 11: // Camera reference
  10642. if (scene) {
  10643. dest[property] = scene.getCameraByID(sourceProperty);
  10644. }
  10645. break;
  10646. }
  10647. }
  10648. }
  10649. return destination;
  10650. };
  10651. /**
  10652. * Clones an object
  10653. * @param creationFunction defines the function used to instanciate the new object
  10654. * @param source defines the source object
  10655. * @returns the cloned object
  10656. */
  10657. SerializationHelper.Clone = function (creationFunction, source) {
  10658. return _copySource(creationFunction, source, false);
  10659. };
  10660. /**
  10661. * Instanciates a new object based on a source one (some data will be shared between both object)
  10662. * @param creationFunction defines the function used to instanciate the new object
  10663. * @param source defines the source object
  10664. * @returns the new object
  10665. */
  10666. SerializationHelper.Instanciate = function (creationFunction, source) {
  10667. return _copySource(creationFunction, source, true);
  10668. };
  10669. return SerializationHelper;
  10670. }());
  10671. BABYLON.SerializationHelper = SerializationHelper;
  10672. })(BABYLON || (BABYLON = {}));
  10673. //# sourceMappingURL=babylon.decorators.js.map
  10674. var BABYLON;
  10675. (function (BABYLON) {
  10676. /**
  10677. * Wrapper class for promise with external resolve and reject.
  10678. */
  10679. var Deferred = /** @class */ (function () {
  10680. /**
  10681. * Constructor for this deferred object.
  10682. */
  10683. function Deferred() {
  10684. var _this = this;
  10685. this.promise = new Promise(function (resolve, reject) {
  10686. _this._resolve = resolve;
  10687. _this._reject = reject;
  10688. });
  10689. }
  10690. Object.defineProperty(Deferred.prototype, "resolve", {
  10691. /**
  10692. * The resolve method of the promise associated with this deferred object.
  10693. */
  10694. get: function () {
  10695. return this._resolve;
  10696. },
  10697. enumerable: true,
  10698. configurable: true
  10699. });
  10700. Object.defineProperty(Deferred.prototype, "reject", {
  10701. /**
  10702. * The reject method of the promise associated with this deferred object.
  10703. */
  10704. get: function () {
  10705. return this._reject;
  10706. },
  10707. enumerable: true,
  10708. configurable: true
  10709. });
  10710. return Deferred;
  10711. }());
  10712. BABYLON.Deferred = Deferred;
  10713. })(BABYLON || (BABYLON = {}));
  10714. //# sourceMappingURL=babylon.deferred.js.map
  10715. var BABYLON;
  10716. (function (BABYLON) {
  10717. /**
  10718. * A class serves as a medium between the observable and its observers
  10719. */
  10720. var EventState = /** @class */ (function () {
  10721. /**
  10722. * Create a new EventState
  10723. * @param mask defines the mask associated with this state
  10724. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10725. * @param target defines the original target of the state
  10726. * @param currentTarget defines the current target of the state
  10727. */
  10728. function EventState(mask, skipNextObservers, target, currentTarget) {
  10729. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10730. this.initalize(mask, skipNextObservers, target, currentTarget);
  10731. }
  10732. /**
  10733. * Initialize the current event state
  10734. * @param mask defines the mask associated with this state
  10735. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10736. * @param target defines the original target of the state
  10737. * @param currentTarget defines the current target of the state
  10738. * @returns the current event state
  10739. */
  10740. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10741. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10742. this.mask = mask;
  10743. this.skipNextObservers = skipNextObservers;
  10744. this.target = target;
  10745. this.currentTarget = currentTarget;
  10746. return this;
  10747. };
  10748. return EventState;
  10749. }());
  10750. BABYLON.EventState = EventState;
  10751. /**
  10752. * Represent an Observer registered to a given Observable object.
  10753. */
  10754. var Observer = /** @class */ (function () {
  10755. /**
  10756. * Creates a new observer
  10757. * @param callback defines the callback to call when the observer is notified
  10758. * @param mask defines the mask of the observer (used to filter notifications)
  10759. * @param scope defines the current scope used to restore the JS context
  10760. */
  10761. function Observer(
  10762. /**
  10763. * Defines the callback to call when the observer is notified
  10764. */
  10765. callback,
  10766. /**
  10767. * Defines the mask of the observer (used to filter notifications)
  10768. */
  10769. mask,
  10770. /**
  10771. * Defines the current scope used to restore the JS context
  10772. */
  10773. scope) {
  10774. if (scope === void 0) { scope = null; }
  10775. this.callback = callback;
  10776. this.mask = mask;
  10777. this.scope = scope;
  10778. /** @hidden */
  10779. this._willBeUnregistered = false;
  10780. /**
  10781. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10782. */
  10783. this.unregisterOnNextCall = false;
  10784. }
  10785. return Observer;
  10786. }());
  10787. BABYLON.Observer = Observer;
  10788. /**
  10789. * Represent a list of observers registered to multiple Observables object.
  10790. */
  10791. var MultiObserver = /** @class */ (function () {
  10792. function MultiObserver() {
  10793. }
  10794. /**
  10795. * Release associated resources
  10796. */
  10797. MultiObserver.prototype.dispose = function () {
  10798. if (this._observers && this._observables) {
  10799. for (var index = 0; index < this._observers.length; index++) {
  10800. this._observables[index].remove(this._observers[index]);
  10801. }
  10802. }
  10803. this._observers = null;
  10804. this._observables = null;
  10805. };
  10806. /**
  10807. * Raise a callback when one of the observable will notify
  10808. * @param observables defines a list of observables to watch
  10809. * @param callback defines the callback to call on notification
  10810. * @param mask defines the mask used to filter notifications
  10811. * @param scope defines the current scope used to restore the JS context
  10812. * @returns the new MultiObserver
  10813. */
  10814. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10815. if (mask === void 0) { mask = -1; }
  10816. if (scope === void 0) { scope = null; }
  10817. var result = new MultiObserver();
  10818. result._observers = new Array();
  10819. result._observables = observables;
  10820. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10821. var observable = observables_1[_i];
  10822. var observer = observable.add(callback, mask, false, scope);
  10823. if (observer) {
  10824. result._observers.push(observer);
  10825. }
  10826. }
  10827. return result;
  10828. };
  10829. return MultiObserver;
  10830. }());
  10831. BABYLON.MultiObserver = MultiObserver;
  10832. /**
  10833. * The Observable class is a simple implementation of the Observable pattern.
  10834. *
  10835. * 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.
  10836. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10837. * 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).
  10838. * 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.
  10839. */
  10840. var Observable = /** @class */ (function () {
  10841. /**
  10842. * Creates a new observable
  10843. * @param onObserverAdded defines a callback to call when a new observer is added
  10844. */
  10845. function Observable(onObserverAdded) {
  10846. this._observers = new Array();
  10847. this._eventState = new EventState(0);
  10848. if (onObserverAdded) {
  10849. this._onObserverAdded = onObserverAdded;
  10850. }
  10851. }
  10852. /**
  10853. * Create a new Observer with the specified callback
  10854. * @param callback the callback that will be executed for that Observer
  10855. * @param mask the mask used to filter observers
  10856. * @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.
  10857. * @param scope optional scope for the callback to be called from
  10858. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  10859. * @returns the new observer created for the callback
  10860. */
  10861. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  10862. if (mask === void 0) { mask = -1; }
  10863. if (insertFirst === void 0) { insertFirst = false; }
  10864. if (scope === void 0) { scope = null; }
  10865. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  10866. if (!callback) {
  10867. return null;
  10868. }
  10869. var observer = new Observer(callback, mask, scope);
  10870. observer.unregisterOnNextCall = unregisterOnFirstCall;
  10871. if (insertFirst) {
  10872. this._observers.unshift(observer);
  10873. }
  10874. else {
  10875. this._observers.push(observer);
  10876. }
  10877. if (this._onObserverAdded) {
  10878. this._onObserverAdded(observer);
  10879. }
  10880. return observer;
  10881. };
  10882. /**
  10883. * Create a new Observer with the specified callback and unregisters after the next notification
  10884. * @param callback the callback that will be executed for that Observer
  10885. * @returns the new observer created for the callback
  10886. */
  10887. Observable.prototype.addOnce = function (callback) {
  10888. return this.add(callback, undefined, undefined, undefined, true);
  10889. };
  10890. /**
  10891. * Remove an Observer from the Observable object
  10892. * @param observer the instance of the Observer to remove
  10893. * @returns false if it doesn't belong to this Observable
  10894. */
  10895. Observable.prototype.remove = function (observer) {
  10896. if (!observer) {
  10897. return false;
  10898. }
  10899. var index = this._observers.indexOf(observer);
  10900. if (index !== -1) {
  10901. this._deferUnregister(observer);
  10902. return true;
  10903. }
  10904. return false;
  10905. };
  10906. /**
  10907. * Remove a callback from the Observable object
  10908. * @param callback the callback to remove
  10909. * @param scope optional scope. If used only the callbacks with this scope will be removed
  10910. * @returns false if it doesn't belong to this Observable
  10911. */
  10912. Observable.prototype.removeCallback = function (callback, scope) {
  10913. for (var index = 0; index < this._observers.length; index++) {
  10914. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  10915. this._deferUnregister(this._observers[index]);
  10916. return true;
  10917. }
  10918. }
  10919. return false;
  10920. };
  10921. Observable.prototype._deferUnregister = function (observer) {
  10922. var _this = this;
  10923. observer.unregisterOnNextCall = false;
  10924. observer._willBeUnregistered = true;
  10925. BABYLON.Tools.SetImmediate(function () {
  10926. _this._remove(observer);
  10927. });
  10928. };
  10929. // This should only be called when not iterating over _observers to avoid callback skipping.
  10930. // Removes an observer from the _observer Array.
  10931. Observable.prototype._remove = function (observer) {
  10932. if (!observer) {
  10933. return false;
  10934. }
  10935. var index = this._observers.indexOf(observer);
  10936. if (index !== -1) {
  10937. this._observers.splice(index, 1);
  10938. return true;
  10939. }
  10940. return false;
  10941. };
  10942. /**
  10943. * Notify all Observers by calling their respective callback with the given data
  10944. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  10945. * @param eventData defines the data to send to all observers
  10946. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  10947. * @param target defines the original target of the state
  10948. * @param currentTarget defines the current target of the state
  10949. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  10950. */
  10951. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  10952. if (mask === void 0) { mask = -1; }
  10953. if (!this._observers.length) {
  10954. return true;
  10955. }
  10956. var state = this._eventState;
  10957. state.mask = mask;
  10958. state.target = target;
  10959. state.currentTarget = currentTarget;
  10960. state.skipNextObservers = false;
  10961. state.lastReturnValue = eventData;
  10962. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  10963. var obs = _a[_i];
  10964. if (obs._willBeUnregistered) {
  10965. continue;
  10966. }
  10967. if (obs.mask & mask) {
  10968. if (obs.scope) {
  10969. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  10970. }
  10971. else {
  10972. state.lastReturnValue = obs.callback(eventData, state);
  10973. }
  10974. if (obs.unregisterOnNextCall) {
  10975. this._deferUnregister(obs);
  10976. }
  10977. }
  10978. if (state.skipNextObservers) {
  10979. return false;
  10980. }
  10981. }
  10982. return true;
  10983. };
  10984. /**
  10985. * Calling this will execute each callback, expecting it to be a promise or return a value.
  10986. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  10987. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  10988. * and it is crucial that all callbacks will be executed.
  10989. * The order of the callbacks is kept, callbacks are not executed parallel.
  10990. *
  10991. * @param eventData The data to be sent to each callback
  10992. * @param mask is used to filter observers defaults to -1
  10993. * @param target defines the callback target (see EventState)
  10994. * @param currentTarget defines he current object in the bubbling phase
  10995. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  10996. */
  10997. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  10998. var _this = this;
  10999. if (mask === void 0) { mask = -1; }
  11000. // create an empty promise
  11001. var p = Promise.resolve(eventData);
  11002. // no observers? return this promise.
  11003. if (!this._observers.length) {
  11004. return p;
  11005. }
  11006. var state = this._eventState;
  11007. state.mask = mask;
  11008. state.target = target;
  11009. state.currentTarget = currentTarget;
  11010. state.skipNextObservers = false;
  11011. // execute one callback after another (not using Promise.all, the order is important)
  11012. this._observers.forEach(function (obs) {
  11013. if (state.skipNextObservers) {
  11014. return;
  11015. }
  11016. if (obs._willBeUnregistered) {
  11017. return;
  11018. }
  11019. if (obs.mask & mask) {
  11020. if (obs.scope) {
  11021. p = p.then(function (lastReturnedValue) {
  11022. state.lastReturnValue = lastReturnedValue;
  11023. return obs.callback.apply(obs.scope, [eventData, state]);
  11024. });
  11025. }
  11026. else {
  11027. p = p.then(function (lastReturnedValue) {
  11028. state.lastReturnValue = lastReturnedValue;
  11029. return obs.callback(eventData, state);
  11030. });
  11031. }
  11032. if (obs.unregisterOnNextCall) {
  11033. _this._deferUnregister(obs);
  11034. }
  11035. }
  11036. });
  11037. // return the eventData
  11038. return p.then(function () { return eventData; });
  11039. };
  11040. /**
  11041. * Notify a specific observer
  11042. * @param observer defines the observer to notify
  11043. * @param eventData defines the data to be sent to each callback
  11044. * @param mask is used to filter observers defaults to -1
  11045. */
  11046. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11047. if (mask === void 0) { mask = -1; }
  11048. var state = this._eventState;
  11049. state.mask = mask;
  11050. state.skipNextObservers = false;
  11051. observer.callback(eventData, state);
  11052. };
  11053. /**
  11054. * Gets a boolean indicating if the observable has at least one observer
  11055. * @returns true is the Observable has at least one Observer registered
  11056. */
  11057. Observable.prototype.hasObservers = function () {
  11058. return this._observers.length > 0;
  11059. };
  11060. /**
  11061. * Clear the list of observers
  11062. */
  11063. Observable.prototype.clear = function () {
  11064. this._observers = new Array();
  11065. this._onObserverAdded = null;
  11066. };
  11067. /**
  11068. * Clone the current observable
  11069. * @returns a new observable
  11070. */
  11071. Observable.prototype.clone = function () {
  11072. var result = new Observable();
  11073. result._observers = this._observers.slice(0);
  11074. return result;
  11075. };
  11076. /**
  11077. * Does this observable handles observer registered with a given mask
  11078. * @param mask defines the mask to be tested
  11079. * @return whether or not one observer registered with the given mask is handeled
  11080. **/
  11081. Observable.prototype.hasSpecificMask = function (mask) {
  11082. if (mask === void 0) { mask = -1; }
  11083. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11084. var obs = _a[_i];
  11085. if (obs.mask & mask || obs.mask === mask) {
  11086. return true;
  11087. }
  11088. }
  11089. return false;
  11090. };
  11091. return Observable;
  11092. }());
  11093. BABYLON.Observable = Observable;
  11094. })(BABYLON || (BABYLON = {}));
  11095. //# sourceMappingURL=babylon.observable.js.map
  11096. var BABYLON;
  11097. (function (BABYLON) {
  11098. /**
  11099. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11100. */
  11101. var SmartArray = /** @class */ (function () {
  11102. /**
  11103. * Instantiates a Smart Array.
  11104. * @param capacity defines the default capacity of the array.
  11105. */
  11106. function SmartArray(capacity) {
  11107. /**
  11108. * The active length of the array.
  11109. */
  11110. this.length = 0;
  11111. this.data = new Array(capacity);
  11112. this._id = SmartArray._GlobalId++;
  11113. }
  11114. /**
  11115. * Pushes a value at the end of the active data.
  11116. * @param value defines the object to push in the array.
  11117. */
  11118. SmartArray.prototype.push = function (value) {
  11119. this.data[this.length++] = value;
  11120. if (this.length > this.data.length) {
  11121. this.data.length *= 2;
  11122. }
  11123. };
  11124. /**
  11125. * Iterates over the active data and apply the lambda to them.
  11126. * @param func defines the action to apply on each value.
  11127. */
  11128. SmartArray.prototype.forEach = function (func) {
  11129. for (var index = 0; index < this.length; index++) {
  11130. func(this.data[index]);
  11131. }
  11132. };
  11133. /**
  11134. * Sorts the full sets of data.
  11135. * @param compareFn defines the comparison function to apply.
  11136. */
  11137. SmartArray.prototype.sort = function (compareFn) {
  11138. this.data.sort(compareFn);
  11139. };
  11140. /**
  11141. * Resets the active data to an empty array.
  11142. */
  11143. SmartArray.prototype.reset = function () {
  11144. this.length = 0;
  11145. };
  11146. /**
  11147. * Releases all the data from the array as well as the array.
  11148. */
  11149. SmartArray.prototype.dispose = function () {
  11150. this.reset();
  11151. if (this.data) {
  11152. this.data.length = 0;
  11153. this.data = [];
  11154. }
  11155. };
  11156. /**
  11157. * Concats the active data with a given array.
  11158. * @param array defines the data to concatenate with.
  11159. */
  11160. SmartArray.prototype.concat = function (array) {
  11161. if (array.length === 0) {
  11162. return;
  11163. }
  11164. if (this.length + array.length > this.data.length) {
  11165. this.data.length = (this.length + array.length) * 2;
  11166. }
  11167. for (var index = 0; index < array.length; index++) {
  11168. this.data[this.length++] = (array.data || array)[index];
  11169. }
  11170. };
  11171. /**
  11172. * Returns the position of a value in the active data.
  11173. * @param value defines the value to find the index for
  11174. * @returns the index if found in the active data otherwise -1
  11175. */
  11176. SmartArray.prototype.indexOf = function (value) {
  11177. var position = this.data.indexOf(value);
  11178. if (position >= this.length) {
  11179. return -1;
  11180. }
  11181. return position;
  11182. };
  11183. /**
  11184. * Returns whether an element is part of the active data.
  11185. * @param value defines the value to look for
  11186. * @returns true if found in the active data otherwise false
  11187. */
  11188. SmartArray.prototype.contains = function (value) {
  11189. return this.indexOf(value) !== -1;
  11190. };
  11191. // Statics
  11192. SmartArray._GlobalId = 0;
  11193. return SmartArray;
  11194. }());
  11195. BABYLON.SmartArray = SmartArray;
  11196. /**
  11197. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11198. * The data in this array can only be present once
  11199. */
  11200. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11201. __extends(SmartArrayNoDuplicate, _super);
  11202. function SmartArrayNoDuplicate() {
  11203. var _this = _super !== null && _super.apply(this, arguments) || this;
  11204. _this._duplicateId = 0;
  11205. return _this;
  11206. }
  11207. /**
  11208. * Pushes a value at the end of the active data.
  11209. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11210. * @param value defines the object to push in the array.
  11211. */
  11212. SmartArrayNoDuplicate.prototype.push = function (value) {
  11213. _super.prototype.push.call(this, value);
  11214. if (!value.__smartArrayFlags) {
  11215. value.__smartArrayFlags = {};
  11216. }
  11217. value.__smartArrayFlags[this._id] = this._duplicateId;
  11218. };
  11219. /**
  11220. * Pushes a value at the end of the active data.
  11221. * If the data is already present, it won t be added again
  11222. * @param value defines the object to push in the array.
  11223. * @returns true if added false if it was already present
  11224. */
  11225. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11226. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11227. return false;
  11228. }
  11229. this.push(value);
  11230. return true;
  11231. };
  11232. /**
  11233. * Resets the active data to an empty array.
  11234. */
  11235. SmartArrayNoDuplicate.prototype.reset = function () {
  11236. _super.prototype.reset.call(this);
  11237. this._duplicateId++;
  11238. };
  11239. /**
  11240. * Concats the active data with a given array.
  11241. * This ensures no dupplicate will be present in the result.
  11242. * @param array defines the data to concatenate with.
  11243. */
  11244. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11245. if (array.length === 0) {
  11246. return;
  11247. }
  11248. if (this.length + array.length > this.data.length) {
  11249. this.data.length = (this.length + array.length) * 2;
  11250. }
  11251. for (var index = 0; index < array.length; index++) {
  11252. var item = (array.data || array)[index];
  11253. this.pushNoDuplicate(item);
  11254. }
  11255. };
  11256. return SmartArrayNoDuplicate;
  11257. }(SmartArray));
  11258. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11259. })(BABYLON || (BABYLON = {}));
  11260. //# sourceMappingURL=babylon.smartArray.js.map
  11261. var BABYLON;
  11262. (function (BABYLON) {
  11263. var PromiseStates;
  11264. (function (PromiseStates) {
  11265. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11266. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11267. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11268. })(PromiseStates || (PromiseStates = {}));
  11269. var FulFillmentAgregator = /** @class */ (function () {
  11270. function FulFillmentAgregator() {
  11271. this.count = 0;
  11272. this.target = 0;
  11273. this.results = [];
  11274. }
  11275. return FulFillmentAgregator;
  11276. }());
  11277. var InternalPromise = /** @class */ (function () {
  11278. function InternalPromise(resolver) {
  11279. var _this = this;
  11280. this._state = PromiseStates.Pending;
  11281. this._children = new Array();
  11282. this._rejectWasConsumed = false;
  11283. if (!resolver) {
  11284. return;
  11285. }
  11286. try {
  11287. resolver(function (value) {
  11288. _this._resolve(value);
  11289. }, function (reason) {
  11290. _this._reject(reason);
  11291. });
  11292. }
  11293. catch (e) {
  11294. this._reject(e);
  11295. }
  11296. }
  11297. Object.defineProperty(InternalPromise.prototype, "_result", {
  11298. get: function () {
  11299. return this._resultValue;
  11300. },
  11301. set: function (value) {
  11302. this._resultValue = value;
  11303. if (this._parent && this._parent._result === undefined) {
  11304. this._parent._result = value;
  11305. }
  11306. },
  11307. enumerable: true,
  11308. configurable: true
  11309. });
  11310. InternalPromise.prototype.catch = function (onRejected) {
  11311. return this.then(undefined, onRejected);
  11312. };
  11313. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11314. var _this = this;
  11315. var newPromise = new InternalPromise();
  11316. newPromise._onFulfilled = onFulfilled;
  11317. newPromise._onRejected = onRejected;
  11318. // Composition
  11319. this._children.push(newPromise);
  11320. newPromise._parent = this;
  11321. if (this._state !== PromiseStates.Pending) {
  11322. BABYLON.Tools.SetImmediate(function () {
  11323. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11324. var returnedValue = newPromise._resolve(_this._result);
  11325. if (returnedValue !== undefined && returnedValue !== null) {
  11326. if (returnedValue._state !== undefined) {
  11327. var returnedPromise = returnedValue;
  11328. newPromise._children.push(returnedPromise);
  11329. returnedPromise._parent = newPromise;
  11330. newPromise = returnedPromise;
  11331. }
  11332. else {
  11333. newPromise._result = returnedValue;
  11334. }
  11335. }
  11336. }
  11337. else {
  11338. newPromise._reject(_this._reason);
  11339. }
  11340. });
  11341. }
  11342. return newPromise;
  11343. };
  11344. InternalPromise.prototype._moveChildren = function (children) {
  11345. var _this = this;
  11346. var _a;
  11347. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11348. this._children.forEach(function (child) {
  11349. child._parent = _this;
  11350. });
  11351. if (this._state === PromiseStates.Fulfilled) {
  11352. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11353. var child = _b[_i];
  11354. child._resolve(this._result);
  11355. }
  11356. }
  11357. else if (this._state === PromiseStates.Rejected) {
  11358. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11359. var child = _d[_c];
  11360. child._reject(this._reason);
  11361. }
  11362. }
  11363. };
  11364. InternalPromise.prototype._resolve = function (value) {
  11365. try {
  11366. this._state = PromiseStates.Fulfilled;
  11367. var returnedValue = null;
  11368. if (this._onFulfilled) {
  11369. returnedValue = this._onFulfilled(value);
  11370. }
  11371. if (returnedValue !== undefined && returnedValue !== null) {
  11372. if (returnedValue._state !== undefined) {
  11373. // Transmit children
  11374. var returnedPromise = returnedValue;
  11375. returnedPromise._parent = this;
  11376. returnedPromise._moveChildren(this._children);
  11377. value = returnedPromise._result;
  11378. }
  11379. else {
  11380. value = returnedValue;
  11381. }
  11382. }
  11383. this._result = value;
  11384. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11385. var child = _a[_i];
  11386. child._resolve(value);
  11387. }
  11388. this._children.length = 0;
  11389. delete this._onFulfilled;
  11390. delete this._onRejected;
  11391. }
  11392. catch (e) {
  11393. this._reject(e, true);
  11394. }
  11395. };
  11396. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11397. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11398. this._state = PromiseStates.Rejected;
  11399. this._reason = reason;
  11400. if (this._onRejected && !onLocalThrow) {
  11401. try {
  11402. this._onRejected(reason);
  11403. this._rejectWasConsumed = true;
  11404. }
  11405. catch (e) {
  11406. reason = e;
  11407. }
  11408. }
  11409. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11410. var child = _a[_i];
  11411. if (this._rejectWasConsumed) {
  11412. child._resolve(null);
  11413. }
  11414. else {
  11415. child._reject(reason);
  11416. }
  11417. }
  11418. this._children.length = 0;
  11419. delete this._onFulfilled;
  11420. delete this._onRejected;
  11421. };
  11422. InternalPromise.resolve = function (value) {
  11423. var newPromise = new InternalPromise();
  11424. newPromise._resolve(value);
  11425. return newPromise;
  11426. };
  11427. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11428. promise.then(function (value) {
  11429. agregator.results[index] = value;
  11430. agregator.count++;
  11431. if (agregator.count === agregator.target) {
  11432. agregator.rootPromise._resolve(agregator.results);
  11433. }
  11434. return null;
  11435. }, function (reason) {
  11436. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11437. agregator.rootPromise._reject(reason);
  11438. }
  11439. });
  11440. };
  11441. InternalPromise.all = function (promises) {
  11442. var newPromise = new InternalPromise();
  11443. var agregator = new FulFillmentAgregator();
  11444. agregator.target = promises.length;
  11445. agregator.rootPromise = newPromise;
  11446. if (promises.length) {
  11447. for (var index = 0; index < promises.length; index++) {
  11448. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11449. }
  11450. }
  11451. else {
  11452. newPromise._resolve([]);
  11453. }
  11454. return newPromise;
  11455. };
  11456. InternalPromise.race = function (promises) {
  11457. var newPromise = new InternalPromise();
  11458. if (promises.length) {
  11459. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11460. var promise = promises_1[_i];
  11461. promise.then(function (value) {
  11462. if (newPromise) {
  11463. newPromise._resolve(value);
  11464. newPromise = null;
  11465. }
  11466. return null;
  11467. }, function (reason) {
  11468. if (newPromise) {
  11469. newPromise._reject(reason);
  11470. newPromise = null;
  11471. }
  11472. });
  11473. }
  11474. }
  11475. return newPromise;
  11476. };
  11477. return InternalPromise;
  11478. }());
  11479. /**
  11480. * Helper class that provides a small promise polyfill
  11481. */
  11482. var PromisePolyfill = /** @class */ (function () {
  11483. function PromisePolyfill() {
  11484. }
  11485. /**
  11486. * Static function used to check if the polyfill is required
  11487. * If this is the case then the function will inject the polyfill to window.Promise
  11488. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11489. */
  11490. PromisePolyfill.Apply = function (force) {
  11491. if (force === void 0) { force = false; }
  11492. if (force || typeof Promise === 'undefined') {
  11493. var root = window;
  11494. root.Promise = InternalPromise;
  11495. }
  11496. };
  11497. return PromisePolyfill;
  11498. }());
  11499. BABYLON.PromisePolyfill = PromisePolyfill;
  11500. })(BABYLON || (BABYLON = {}));
  11501. //# sourceMappingURL=babylon.promise.js.map
  11502. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11503. var BABYLON;
  11504. (function (BABYLON) {
  11505. /**
  11506. * Helper class to push actions to a pool of workers.
  11507. */
  11508. var WorkerPool = /** @class */ (function () {
  11509. /**
  11510. * Constructor
  11511. * @param workers Array of workers to use for actions
  11512. */
  11513. function WorkerPool(workers) {
  11514. this._pendingActions = new Array();
  11515. this._workerInfos = workers.map(function (worker) { return ({
  11516. worker: worker,
  11517. active: false
  11518. }); });
  11519. }
  11520. /**
  11521. * Terminates all workers and clears any pending actions.
  11522. */
  11523. WorkerPool.prototype.dispose = function () {
  11524. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11525. var workerInfo = _a[_i];
  11526. workerInfo.worker.terminate();
  11527. }
  11528. delete this._workerInfos;
  11529. delete this._pendingActions;
  11530. };
  11531. /**
  11532. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11533. * pended until a worker has completed its action.
  11534. * @param action The action to perform. Call onComplete when the action is complete.
  11535. */
  11536. WorkerPool.prototype.push = function (action) {
  11537. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11538. var workerInfo = _a[_i];
  11539. if (!workerInfo.active) {
  11540. this._execute(workerInfo, action);
  11541. return;
  11542. }
  11543. }
  11544. this._pendingActions.push(action);
  11545. };
  11546. WorkerPool.prototype._execute = function (workerInfo, action) {
  11547. var _this = this;
  11548. workerInfo.active = true;
  11549. action(workerInfo.worker, function () {
  11550. workerInfo.active = false;
  11551. var nextAction = _this._pendingActions.shift();
  11552. if (nextAction) {
  11553. _this._execute(workerInfo, nextAction);
  11554. }
  11555. });
  11556. };
  11557. return WorkerPool;
  11558. }());
  11559. BABYLON.WorkerPool = WorkerPool;
  11560. })(BABYLON || (BABYLON = {}));
  11561. //# sourceMappingURL=babylon.workerPool.js.map
  11562. var BABYLON;
  11563. (function (BABYLON) {
  11564. /**
  11565. * @hidden
  11566. **/
  11567. var _AlphaState = /** @class */ (function () {
  11568. /**
  11569. * Initializes the state.
  11570. */
  11571. function _AlphaState() {
  11572. this._isAlphaBlendDirty = false;
  11573. this._isBlendFunctionParametersDirty = false;
  11574. this._isBlendEquationParametersDirty = false;
  11575. this._isBlendConstantsDirty = false;
  11576. this._alphaBlend = false;
  11577. this._blendFunctionParameters = new Array(4);
  11578. this._blendEquationParameters = new Array(2);
  11579. this._blendConstants = new Array(4);
  11580. this.reset();
  11581. }
  11582. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11583. get: function () {
  11584. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11585. },
  11586. enumerable: true,
  11587. configurable: true
  11588. });
  11589. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11590. get: function () {
  11591. return this._alphaBlend;
  11592. },
  11593. set: function (value) {
  11594. if (this._alphaBlend === value) {
  11595. return;
  11596. }
  11597. this._alphaBlend = value;
  11598. this._isAlphaBlendDirty = true;
  11599. },
  11600. enumerable: true,
  11601. configurable: true
  11602. });
  11603. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11604. if (this._blendConstants[0] === r &&
  11605. this._blendConstants[1] === g &&
  11606. this._blendConstants[2] === b &&
  11607. this._blendConstants[3] === a) {
  11608. return;
  11609. }
  11610. this._blendConstants[0] = r;
  11611. this._blendConstants[1] = g;
  11612. this._blendConstants[2] = b;
  11613. this._blendConstants[3] = a;
  11614. this._isBlendConstantsDirty = true;
  11615. };
  11616. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11617. if (this._blendFunctionParameters[0] === value0 &&
  11618. this._blendFunctionParameters[1] === value1 &&
  11619. this._blendFunctionParameters[2] === value2 &&
  11620. this._blendFunctionParameters[3] === value3) {
  11621. return;
  11622. }
  11623. this._blendFunctionParameters[0] = value0;
  11624. this._blendFunctionParameters[1] = value1;
  11625. this._blendFunctionParameters[2] = value2;
  11626. this._blendFunctionParameters[3] = value3;
  11627. this._isBlendFunctionParametersDirty = true;
  11628. };
  11629. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11630. if (this._blendEquationParameters[0] === rgb &&
  11631. this._blendEquationParameters[1] === alpha) {
  11632. return;
  11633. }
  11634. this._blendEquationParameters[0] = rgb;
  11635. this._blendEquationParameters[1] = alpha;
  11636. this._isBlendEquationParametersDirty = true;
  11637. };
  11638. _AlphaState.prototype.reset = function () {
  11639. this._alphaBlend = false;
  11640. this._blendFunctionParameters[0] = null;
  11641. this._blendFunctionParameters[1] = null;
  11642. this._blendFunctionParameters[2] = null;
  11643. this._blendFunctionParameters[3] = null;
  11644. this._blendEquationParameters[0] = null;
  11645. this._blendEquationParameters[1] = null;
  11646. this._blendConstants[0] = null;
  11647. this._blendConstants[1] = null;
  11648. this._blendConstants[2] = null;
  11649. this._blendConstants[3] = null;
  11650. this._isAlphaBlendDirty = true;
  11651. this._isBlendFunctionParametersDirty = false;
  11652. this._isBlendEquationParametersDirty = false;
  11653. this._isBlendConstantsDirty = false;
  11654. };
  11655. _AlphaState.prototype.apply = function (gl) {
  11656. if (!this.isDirty) {
  11657. return;
  11658. }
  11659. // Alpha blend
  11660. if (this._isAlphaBlendDirty) {
  11661. if (this._alphaBlend) {
  11662. gl.enable(gl.BLEND);
  11663. }
  11664. else {
  11665. gl.disable(gl.BLEND);
  11666. }
  11667. this._isAlphaBlendDirty = false;
  11668. }
  11669. // Alpha function
  11670. if (this._isBlendFunctionParametersDirty) {
  11671. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11672. this._isBlendFunctionParametersDirty = false;
  11673. }
  11674. // Alpha equation
  11675. if (this._isBlendEquationParametersDirty) {
  11676. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11677. this._isBlendEquationParametersDirty = false;
  11678. }
  11679. // Constants
  11680. if (this._isBlendConstantsDirty) {
  11681. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11682. this._isBlendConstantsDirty = false;
  11683. }
  11684. };
  11685. return _AlphaState;
  11686. }());
  11687. BABYLON._AlphaState = _AlphaState;
  11688. })(BABYLON || (BABYLON = {}));
  11689. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11690. var BABYLON;
  11691. (function (BABYLON) {
  11692. /**
  11693. * @hidden
  11694. **/
  11695. var _DepthCullingState = /** @class */ (function () {
  11696. /**
  11697. * Initializes the state.
  11698. */
  11699. function _DepthCullingState() {
  11700. this._isDepthTestDirty = false;
  11701. this._isDepthMaskDirty = false;
  11702. this._isDepthFuncDirty = false;
  11703. this._isCullFaceDirty = false;
  11704. this._isCullDirty = false;
  11705. this._isZOffsetDirty = false;
  11706. this._isFrontFaceDirty = false;
  11707. this.reset();
  11708. }
  11709. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11710. get: function () {
  11711. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11712. },
  11713. enumerable: true,
  11714. configurable: true
  11715. });
  11716. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11717. get: function () {
  11718. return this._zOffset;
  11719. },
  11720. set: function (value) {
  11721. if (this._zOffset === value) {
  11722. return;
  11723. }
  11724. this._zOffset = value;
  11725. this._isZOffsetDirty = true;
  11726. },
  11727. enumerable: true,
  11728. configurable: true
  11729. });
  11730. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11731. get: function () {
  11732. return this._cullFace;
  11733. },
  11734. set: function (value) {
  11735. if (this._cullFace === value) {
  11736. return;
  11737. }
  11738. this._cullFace = value;
  11739. this._isCullFaceDirty = true;
  11740. },
  11741. enumerable: true,
  11742. configurable: true
  11743. });
  11744. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11745. get: function () {
  11746. return this._cull;
  11747. },
  11748. set: function (value) {
  11749. if (this._cull === value) {
  11750. return;
  11751. }
  11752. this._cull = value;
  11753. this._isCullDirty = true;
  11754. },
  11755. enumerable: true,
  11756. configurable: true
  11757. });
  11758. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11759. get: function () {
  11760. return this._depthFunc;
  11761. },
  11762. set: function (value) {
  11763. if (this._depthFunc === value) {
  11764. return;
  11765. }
  11766. this._depthFunc = value;
  11767. this._isDepthFuncDirty = true;
  11768. },
  11769. enumerable: true,
  11770. configurable: true
  11771. });
  11772. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11773. get: function () {
  11774. return this._depthMask;
  11775. },
  11776. set: function (value) {
  11777. if (this._depthMask === value) {
  11778. return;
  11779. }
  11780. this._depthMask = value;
  11781. this._isDepthMaskDirty = true;
  11782. },
  11783. enumerable: true,
  11784. configurable: true
  11785. });
  11786. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11787. get: function () {
  11788. return this._depthTest;
  11789. },
  11790. set: function (value) {
  11791. if (this._depthTest === value) {
  11792. return;
  11793. }
  11794. this._depthTest = value;
  11795. this._isDepthTestDirty = true;
  11796. },
  11797. enumerable: true,
  11798. configurable: true
  11799. });
  11800. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11801. get: function () {
  11802. return this._frontFace;
  11803. },
  11804. set: function (value) {
  11805. if (this._frontFace === value) {
  11806. return;
  11807. }
  11808. this._frontFace = value;
  11809. this._isFrontFaceDirty = true;
  11810. },
  11811. enumerable: true,
  11812. configurable: true
  11813. });
  11814. _DepthCullingState.prototype.reset = function () {
  11815. this._depthMask = true;
  11816. this._depthTest = true;
  11817. this._depthFunc = null;
  11818. this._cullFace = null;
  11819. this._cull = null;
  11820. this._zOffset = 0;
  11821. this._frontFace = null;
  11822. this._isDepthTestDirty = true;
  11823. this._isDepthMaskDirty = true;
  11824. this._isDepthFuncDirty = false;
  11825. this._isCullFaceDirty = false;
  11826. this._isCullDirty = false;
  11827. this._isZOffsetDirty = false;
  11828. this._isFrontFaceDirty = false;
  11829. };
  11830. _DepthCullingState.prototype.apply = function (gl) {
  11831. if (!this.isDirty) {
  11832. return;
  11833. }
  11834. // Cull
  11835. if (this._isCullDirty) {
  11836. if (this.cull) {
  11837. gl.enable(gl.CULL_FACE);
  11838. }
  11839. else {
  11840. gl.disable(gl.CULL_FACE);
  11841. }
  11842. this._isCullDirty = false;
  11843. }
  11844. // Cull face
  11845. if (this._isCullFaceDirty) {
  11846. gl.cullFace(this.cullFace);
  11847. this._isCullFaceDirty = false;
  11848. }
  11849. // Depth mask
  11850. if (this._isDepthMaskDirty) {
  11851. gl.depthMask(this.depthMask);
  11852. this._isDepthMaskDirty = false;
  11853. }
  11854. // Depth test
  11855. if (this._isDepthTestDirty) {
  11856. if (this.depthTest) {
  11857. gl.enable(gl.DEPTH_TEST);
  11858. }
  11859. else {
  11860. gl.disable(gl.DEPTH_TEST);
  11861. }
  11862. this._isDepthTestDirty = false;
  11863. }
  11864. // Depth func
  11865. if (this._isDepthFuncDirty) {
  11866. gl.depthFunc(this.depthFunc);
  11867. this._isDepthFuncDirty = false;
  11868. }
  11869. // zOffset
  11870. if (this._isZOffsetDirty) {
  11871. if (this.zOffset) {
  11872. gl.enable(gl.POLYGON_OFFSET_FILL);
  11873. gl.polygonOffset(this.zOffset, 0);
  11874. }
  11875. else {
  11876. gl.disable(gl.POLYGON_OFFSET_FILL);
  11877. }
  11878. this._isZOffsetDirty = false;
  11879. }
  11880. // Front face
  11881. if (this._isFrontFaceDirty) {
  11882. gl.frontFace(this.frontFace);
  11883. this._isFrontFaceDirty = false;
  11884. }
  11885. };
  11886. return _DepthCullingState;
  11887. }());
  11888. BABYLON._DepthCullingState = _DepthCullingState;
  11889. })(BABYLON || (BABYLON = {}));
  11890. //# sourceMappingURL=babylon.depthCullingState.js.map
  11891. var BABYLON;
  11892. (function (BABYLON) {
  11893. /**
  11894. * @hidden
  11895. **/
  11896. var _StencilState = /** @class */ (function () {
  11897. function _StencilState() {
  11898. this._isStencilTestDirty = false;
  11899. this._isStencilMaskDirty = false;
  11900. this._isStencilFuncDirty = false;
  11901. this._isStencilOpDirty = false;
  11902. this.reset();
  11903. }
  11904. Object.defineProperty(_StencilState.prototype, "isDirty", {
  11905. get: function () {
  11906. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  11907. },
  11908. enumerable: true,
  11909. configurable: true
  11910. });
  11911. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  11912. get: function () {
  11913. return this._stencilFunc;
  11914. },
  11915. set: function (value) {
  11916. if (this._stencilFunc === value) {
  11917. return;
  11918. }
  11919. this._stencilFunc = value;
  11920. this._isStencilFuncDirty = true;
  11921. },
  11922. enumerable: true,
  11923. configurable: true
  11924. });
  11925. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  11926. get: function () {
  11927. return this._stencilFuncRef;
  11928. },
  11929. set: function (value) {
  11930. if (this._stencilFuncRef === value) {
  11931. return;
  11932. }
  11933. this._stencilFuncRef = value;
  11934. this._isStencilFuncDirty = true;
  11935. },
  11936. enumerable: true,
  11937. configurable: true
  11938. });
  11939. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  11940. get: function () {
  11941. return this._stencilFuncMask;
  11942. },
  11943. set: function (value) {
  11944. if (this._stencilFuncMask === value) {
  11945. return;
  11946. }
  11947. this._stencilFuncMask = value;
  11948. this._isStencilFuncDirty = true;
  11949. },
  11950. enumerable: true,
  11951. configurable: true
  11952. });
  11953. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  11954. get: function () {
  11955. return this._stencilOpStencilFail;
  11956. },
  11957. set: function (value) {
  11958. if (this._stencilOpStencilFail === value) {
  11959. return;
  11960. }
  11961. this._stencilOpStencilFail = value;
  11962. this._isStencilOpDirty = true;
  11963. },
  11964. enumerable: true,
  11965. configurable: true
  11966. });
  11967. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  11968. get: function () {
  11969. return this._stencilOpDepthFail;
  11970. },
  11971. set: function (value) {
  11972. if (this._stencilOpDepthFail === value) {
  11973. return;
  11974. }
  11975. this._stencilOpDepthFail = value;
  11976. this._isStencilOpDirty = true;
  11977. },
  11978. enumerable: true,
  11979. configurable: true
  11980. });
  11981. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  11982. get: function () {
  11983. return this._stencilOpStencilDepthPass;
  11984. },
  11985. set: function (value) {
  11986. if (this._stencilOpStencilDepthPass === value) {
  11987. return;
  11988. }
  11989. this._stencilOpStencilDepthPass = value;
  11990. this._isStencilOpDirty = true;
  11991. },
  11992. enumerable: true,
  11993. configurable: true
  11994. });
  11995. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  11996. get: function () {
  11997. return this._stencilMask;
  11998. },
  11999. set: function (value) {
  12000. if (this._stencilMask === value) {
  12001. return;
  12002. }
  12003. this._stencilMask = value;
  12004. this._isStencilMaskDirty = true;
  12005. },
  12006. enumerable: true,
  12007. configurable: true
  12008. });
  12009. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12010. get: function () {
  12011. return this._stencilTest;
  12012. },
  12013. set: function (value) {
  12014. if (this._stencilTest === value) {
  12015. return;
  12016. }
  12017. this._stencilTest = value;
  12018. this._isStencilTestDirty = true;
  12019. },
  12020. enumerable: true,
  12021. configurable: true
  12022. });
  12023. _StencilState.prototype.reset = function () {
  12024. this._stencilTest = false;
  12025. this._stencilMask = 0xFF;
  12026. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12027. this._stencilFuncRef = 1;
  12028. this._stencilFuncMask = 0xFF;
  12029. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12030. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12031. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12032. this._isStencilTestDirty = true;
  12033. this._isStencilMaskDirty = true;
  12034. this._isStencilFuncDirty = true;
  12035. this._isStencilOpDirty = true;
  12036. };
  12037. _StencilState.prototype.apply = function (gl) {
  12038. if (!this.isDirty) {
  12039. return;
  12040. }
  12041. // Stencil test
  12042. if (this._isStencilTestDirty) {
  12043. if (this.stencilTest) {
  12044. gl.enable(gl.STENCIL_TEST);
  12045. }
  12046. else {
  12047. gl.disable(gl.STENCIL_TEST);
  12048. }
  12049. this._isStencilTestDirty = false;
  12050. }
  12051. // Stencil mask
  12052. if (this._isStencilMaskDirty) {
  12053. gl.stencilMask(this.stencilMask);
  12054. this._isStencilMaskDirty = false;
  12055. }
  12056. // Stencil func
  12057. if (this._isStencilFuncDirty) {
  12058. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12059. this._isStencilFuncDirty = false;
  12060. }
  12061. // Stencil op
  12062. if (this._isStencilOpDirty) {
  12063. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12064. this._isStencilOpDirty = false;
  12065. }
  12066. };
  12067. return _StencilState;
  12068. }());
  12069. BABYLON._StencilState = _StencilState;
  12070. })(BABYLON || (BABYLON = {}));
  12071. //# sourceMappingURL=babylon.stencilState.js.map
  12072. var __assign = (this && this.__assign) || function () {
  12073. __assign = Object.assign || function(t) {
  12074. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12075. s = arguments[i];
  12076. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12077. t[p] = s[p];
  12078. }
  12079. return t;
  12080. };
  12081. return __assign.apply(this, arguments);
  12082. };
  12083. var BABYLON;
  12084. (function (BABYLON) {
  12085. /**
  12086. * Keeps track of all the buffer info used in engine.
  12087. */
  12088. var BufferPointer = /** @class */ (function () {
  12089. function BufferPointer() {
  12090. }
  12091. return BufferPointer;
  12092. }());
  12093. /**
  12094. * Interface for attribute information associated with buffer instanciation
  12095. */
  12096. var InstancingAttributeInfo = /** @class */ (function () {
  12097. function InstancingAttributeInfo() {
  12098. }
  12099. return InstancingAttributeInfo;
  12100. }());
  12101. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12102. /**
  12103. * Define options used to create a render target texture
  12104. */
  12105. var RenderTargetCreationOptions = /** @class */ (function () {
  12106. function RenderTargetCreationOptions() {
  12107. }
  12108. return RenderTargetCreationOptions;
  12109. }());
  12110. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12111. /**
  12112. * Define options used to create a depth texture
  12113. */
  12114. var DepthTextureCreationOptions = /** @class */ (function () {
  12115. function DepthTextureCreationOptions() {
  12116. }
  12117. return DepthTextureCreationOptions;
  12118. }());
  12119. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12120. /**
  12121. * Class used to describe the capabilities of the engine relatively to the current browser
  12122. */
  12123. var EngineCapabilities = /** @class */ (function () {
  12124. function EngineCapabilities() {
  12125. }
  12126. return EngineCapabilities;
  12127. }());
  12128. BABYLON.EngineCapabilities = EngineCapabilities;
  12129. /**
  12130. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12131. */
  12132. var Engine = /** @class */ (function () {
  12133. /**
  12134. * Creates a new engine
  12135. * @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
  12136. * @param antialias defines enable antialiasing (default: false)
  12137. * @param options defines further options to be sent to the getContext() function
  12138. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12139. */
  12140. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12141. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12142. var _this = this;
  12143. // Public members
  12144. /**
  12145. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12146. */
  12147. this.forcePOTTextures = false;
  12148. /**
  12149. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12150. */
  12151. this.isFullscreen = false;
  12152. /**
  12153. * Gets a boolean indicating if the pointer is currently locked
  12154. */
  12155. this.isPointerLock = false;
  12156. /**
  12157. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12158. */
  12159. this.cullBackFaces = true;
  12160. /**
  12161. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12162. */
  12163. this.renderEvenInBackground = true;
  12164. /**
  12165. * Gets or sets a boolean indicating that cache can be kept between frames
  12166. */
  12167. this.preventCacheWipeBetweenFrames = false;
  12168. /**
  12169. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12170. **/
  12171. this.enableOfflineSupport = false;
  12172. /**
  12173. * 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)
  12174. **/
  12175. this.disableManifestCheck = false;
  12176. /**
  12177. * Gets the list of created scenes
  12178. */
  12179. this.scenes = new Array();
  12180. /**
  12181. * Gets the list of created postprocesses
  12182. */
  12183. this.postProcesses = new Array();
  12184. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12185. this.validateShaderPrograms = false;
  12186. // Observables
  12187. /**
  12188. * Observable event triggered each time the rendering canvas is resized
  12189. */
  12190. this.onResizeObservable = new BABYLON.Observable();
  12191. /**
  12192. * Observable event triggered each time the canvas loses focus
  12193. */
  12194. this.onCanvasBlurObservable = new BABYLON.Observable();
  12195. /**
  12196. * Observable event triggered each time the canvas gains focus
  12197. */
  12198. this.onCanvasFocusObservable = new BABYLON.Observable();
  12199. /**
  12200. * Observable event triggered each time the canvas receives pointerout event
  12201. */
  12202. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12203. /**
  12204. * Observable event triggered before each texture is initialized
  12205. */
  12206. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12207. //WebVR
  12208. this._vrDisplay = undefined;
  12209. this._vrSupported = false;
  12210. this._vrExclusivePointerMode = false;
  12211. // Uniform buffers list
  12212. /**
  12213. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12214. */
  12215. this.disableUniformBuffers = false;
  12216. /** @hidden */
  12217. this._uniformBuffers = new Array();
  12218. // Observables
  12219. /**
  12220. * Observable raised when the engine begins a new frame
  12221. */
  12222. this.onBeginFrameObservable = new BABYLON.Observable();
  12223. /**
  12224. * If set, will be used to request the next animation frame for the render loop
  12225. */
  12226. this.customAnimationFrameRequester = null;
  12227. /**
  12228. * Observable raised when the engine ends the current frame
  12229. */
  12230. this.onEndFrameObservable = new BABYLON.Observable();
  12231. /**
  12232. * Observable raised when the engine is about to compile a shader
  12233. */
  12234. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12235. /**
  12236. * Observable raised when the engine has jsut compiled a shader
  12237. */
  12238. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12239. this._windowIsBackground = false;
  12240. this._webGLVersion = 1.0;
  12241. /** @hidden */
  12242. this._badOS = false;
  12243. /** @hidden */
  12244. this._badDesktopOS = false;
  12245. /**
  12246. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12247. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12248. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12249. */
  12250. this.disableTextureBindingOptimization = false;
  12251. /**
  12252. * Observable signaled when VR display mode changes
  12253. */
  12254. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12255. /**
  12256. * Observable signaled when VR request present is complete
  12257. */
  12258. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12259. /**
  12260. * Observable signaled when VR request present starts
  12261. */
  12262. this.onVRRequestPresentStart = new BABYLON.Observable();
  12263. this._colorWrite = true;
  12264. /** @hidden */
  12265. this._drawCalls = new BABYLON.PerfCounter();
  12266. /** @hidden */
  12267. this._textureCollisions = new BABYLON.PerfCounter();
  12268. this._renderingQueueLaunched = false;
  12269. this._activeRenderLoops = new Array();
  12270. // Deterministic lockstepMaxSteps
  12271. this._deterministicLockstep = false;
  12272. this._lockstepMaxSteps = 4;
  12273. // Lost context
  12274. /**
  12275. * Observable signaled when a context lost event is raised
  12276. */
  12277. this.onContextLostObservable = new BABYLON.Observable();
  12278. /**
  12279. * Observable signaled when a context restored event is raised
  12280. */
  12281. this.onContextRestoredObservable = new BABYLON.Observable();
  12282. this._contextWasLost = false;
  12283. this._doNotHandleContextLost = false;
  12284. // FPS
  12285. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12286. this._fps = 60;
  12287. this._deltaTime = 0;
  12288. /**
  12289. * Turn this value on if you want to pause FPS computation when in background
  12290. */
  12291. this.disablePerformanceMonitorInBackground = false;
  12292. // States
  12293. /** @hidden */
  12294. this._depthCullingState = new BABYLON._DepthCullingState();
  12295. /** @hidden */
  12296. this._stencilState = new BABYLON._StencilState();
  12297. /** @hidden */
  12298. this._alphaState = new BABYLON._AlphaState();
  12299. /** @hidden */
  12300. this._alphaMode = Engine.ALPHA_DISABLE;
  12301. // Cache
  12302. this._internalTexturesCache = new Array();
  12303. /** @hidden */
  12304. this._activeChannel = 0;
  12305. this._currentTextureChannel = -1;
  12306. /** @hidden */
  12307. this._boundTexturesCache = {};
  12308. this._compiledEffects = {};
  12309. this._vertexAttribArraysEnabled = [];
  12310. this._uintIndicesCurrentlySet = false;
  12311. this._currentBoundBuffer = new Array();
  12312. /** @hidden */
  12313. this._currentFramebuffer = null;
  12314. this._currentBufferPointers = new Array();
  12315. this._currentInstanceLocations = new Array();
  12316. this._currentInstanceBuffers = new Array();
  12317. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12318. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12319. this._vaoRecordInProgress = false;
  12320. this._mustWipeVertexAttributes = false;
  12321. this._nextFreeTextureSlots = new Array();
  12322. this._maxSimultaneousTextures = 0;
  12323. this._activeRequests = new Array();
  12324. // Hardware supported Compressed Textures
  12325. this._texturesSupported = new Array();
  12326. /**
  12327. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12328. */
  12329. this.premultipliedAlpha = true;
  12330. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12331. this._onVRFullScreenTriggered = function () {
  12332. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12333. //get the old size before we change
  12334. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12335. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12336. //get the width and height, change the render size
  12337. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12338. _this.setHardwareScalingLevel(1);
  12339. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12340. }
  12341. else {
  12342. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12343. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12344. }
  12345. };
  12346. this._unpackFlipYCached = null;
  12347. /**
  12348. * In case you are sharing the context with other applications, it might
  12349. * be interested to not cache the unpack flip y state to ensure a consistent
  12350. * value would be set.
  12351. */
  12352. this.enableUnpackFlipYCached = true;
  12353. this._boundUniforms = {};
  12354. // Register promises
  12355. BABYLON.PromisePolyfill.Apply();
  12356. var canvas = null;
  12357. Engine.Instances.push(this);
  12358. if (!canvasOrContext) {
  12359. return;
  12360. }
  12361. options = options || {};
  12362. if (canvasOrContext.getContext) {
  12363. canvas = canvasOrContext;
  12364. this._renderingCanvas = canvas;
  12365. if (antialias != null) {
  12366. options.antialias = antialias;
  12367. }
  12368. if (options.deterministicLockstep === undefined) {
  12369. options.deterministicLockstep = false;
  12370. }
  12371. if (options.lockstepMaxSteps === undefined) {
  12372. options.lockstepMaxSteps = 4;
  12373. }
  12374. if (options.preserveDrawingBuffer === undefined) {
  12375. options.preserveDrawingBuffer = false;
  12376. }
  12377. if (options.audioEngine === undefined) {
  12378. options.audioEngine = true;
  12379. }
  12380. if (options.stencil === undefined) {
  12381. options.stencil = true;
  12382. }
  12383. if (options.premultipliedAlpha === false) {
  12384. this.premultipliedAlpha = false;
  12385. }
  12386. this._deterministicLockstep = options.deterministicLockstep;
  12387. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12388. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12389. // Exceptions
  12390. if (navigator && navigator.userAgent) {
  12391. var ua = navigator.userAgent;
  12392. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12393. var exception = _a[_i];
  12394. var key = exception.key;
  12395. var targets = exception.targets;
  12396. if (ua.indexOf(key) > -1) {
  12397. if (exception.capture && exception.captureConstraint) {
  12398. var capture = exception.capture;
  12399. var constraint = exception.captureConstraint;
  12400. var regex = new RegExp(capture);
  12401. var matches = regex.exec(ua);
  12402. if (matches && matches.length > 0) {
  12403. var capturedValue = parseInt(matches[matches.length - 1]);
  12404. if (capturedValue >= constraint) {
  12405. continue;
  12406. }
  12407. }
  12408. }
  12409. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12410. var target = targets_1[_b];
  12411. switch (target) {
  12412. case "uniformBuffer":
  12413. this.disableUniformBuffers = true;
  12414. break;
  12415. case "textureBindingOptimization":
  12416. this.disableTextureBindingOptimization = true;
  12417. break;
  12418. }
  12419. }
  12420. }
  12421. }
  12422. }
  12423. // GL
  12424. if (!options.disableWebGL2Support) {
  12425. try {
  12426. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12427. if (this._gl) {
  12428. this._webGLVersion = 2.0;
  12429. // Prevent weird browsers to lie :-)
  12430. if (!this._gl.deleteQuery) {
  12431. this._webGLVersion = 1.0;
  12432. }
  12433. }
  12434. }
  12435. catch (e) {
  12436. // Do nothing
  12437. }
  12438. }
  12439. if (!this._gl) {
  12440. if (!canvas) {
  12441. throw new Error("The provided canvas is null or undefined.");
  12442. }
  12443. try {
  12444. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12445. }
  12446. catch (e) {
  12447. throw new Error("WebGL not supported");
  12448. }
  12449. }
  12450. if (!this._gl) {
  12451. throw new Error("WebGL not supported");
  12452. }
  12453. this._onCanvasFocus = function () {
  12454. _this.onCanvasFocusObservable.notifyObservers(_this);
  12455. };
  12456. this._onCanvasBlur = function () {
  12457. _this.onCanvasBlurObservable.notifyObservers(_this);
  12458. };
  12459. canvas.addEventListener("focus", this._onCanvasFocus);
  12460. canvas.addEventListener("blur", this._onCanvasBlur);
  12461. this._onBlur = function () {
  12462. if (_this.disablePerformanceMonitorInBackground) {
  12463. _this._performanceMonitor.disable();
  12464. }
  12465. _this._windowIsBackground = true;
  12466. };
  12467. this._onFocus = function () {
  12468. if (_this.disablePerformanceMonitorInBackground) {
  12469. _this._performanceMonitor.enable();
  12470. }
  12471. _this._windowIsBackground = false;
  12472. };
  12473. this._onCanvasPointerOut = function (ev) {
  12474. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12475. };
  12476. window.addEventListener("blur", this._onBlur);
  12477. window.addEventListener("focus", this._onFocus);
  12478. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12479. // Context lost
  12480. if (!this._doNotHandleContextLost) {
  12481. this._onContextLost = function (evt) {
  12482. evt.preventDefault();
  12483. _this._contextWasLost = true;
  12484. BABYLON.Tools.Warn("WebGL context lost.");
  12485. _this.onContextLostObservable.notifyObservers(_this);
  12486. };
  12487. this._onContextRestored = function (evt) {
  12488. // Adding a timeout to avoid race condition at browser level
  12489. setTimeout(function () {
  12490. // Rebuild gl context
  12491. _this._initGLContext();
  12492. // Rebuild effects
  12493. _this._rebuildEffects();
  12494. // Rebuild textures
  12495. _this._rebuildInternalTextures();
  12496. // Rebuild buffers
  12497. _this._rebuildBuffers();
  12498. // Cache
  12499. _this.wipeCaches(true);
  12500. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12501. _this.onContextRestoredObservable.notifyObservers(_this);
  12502. _this._contextWasLost = false;
  12503. }, 0);
  12504. };
  12505. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12506. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12507. }
  12508. }
  12509. else {
  12510. this._gl = canvasOrContext;
  12511. this._renderingCanvas = this._gl.canvas;
  12512. if (this._gl.renderbufferStorageMultisample) {
  12513. this._webGLVersion = 2.0;
  12514. }
  12515. var attributes = this._gl.getContextAttributes();
  12516. if (attributes) {
  12517. options.stencil = attributes.stencil;
  12518. }
  12519. }
  12520. // Viewport
  12521. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  12522. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  12523. this.resize();
  12524. this._isStencilEnable = options.stencil ? true : false;
  12525. this._initGLContext();
  12526. if (canvas) {
  12527. // Fullscreen
  12528. this._onFullscreenChange = function () {
  12529. if (document.fullscreen !== undefined) {
  12530. _this.isFullscreen = document.fullscreen;
  12531. }
  12532. else if (document.mozFullScreen !== undefined) {
  12533. _this.isFullscreen = document.mozFullScreen;
  12534. }
  12535. else if (document.webkitIsFullScreen !== undefined) {
  12536. _this.isFullscreen = document.webkitIsFullScreen;
  12537. }
  12538. else if (document.msIsFullScreen !== undefined) {
  12539. _this.isFullscreen = document.msIsFullScreen;
  12540. }
  12541. // Pointer lock
  12542. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12543. canvas.requestPointerLock = canvas.requestPointerLock ||
  12544. canvas.msRequestPointerLock ||
  12545. canvas.mozRequestPointerLock ||
  12546. canvas.webkitRequestPointerLock;
  12547. if (canvas.requestPointerLock) {
  12548. canvas.requestPointerLock();
  12549. }
  12550. }
  12551. };
  12552. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12553. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12554. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12555. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12556. // Pointer lock
  12557. this._onPointerLockChange = function () {
  12558. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12559. document.webkitPointerLockElement === canvas ||
  12560. document.msPointerLockElement === canvas ||
  12561. document.pointerLockElement === canvas);
  12562. };
  12563. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12564. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12565. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12566. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12567. this._onVRDisplayPointerRestricted = function () {
  12568. if (canvas) {
  12569. canvas.requestPointerLock();
  12570. }
  12571. };
  12572. this._onVRDisplayPointerUnrestricted = function () {
  12573. document.exitPointerLock();
  12574. };
  12575. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12576. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12577. }
  12578. // Create Audio Engine if needed.
  12579. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12580. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12581. }
  12582. // Prepare buffer pointers
  12583. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12584. this._currentBufferPointers[i] = new BufferPointer();
  12585. }
  12586. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12587. // Load WebVR Devices
  12588. if (options.autoEnableWebVR) {
  12589. this.initWebVR();
  12590. }
  12591. // Detect if we are running on a faulty buggy OS.
  12592. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12593. // Detect if we are running on a faulty buggy desktop OS.
  12594. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12595. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12596. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12597. }
  12598. Object.defineProperty(Engine, "LastCreatedEngine", {
  12599. /**
  12600. * Gets the latest created engine
  12601. */
  12602. get: function () {
  12603. if (Engine.Instances.length === 0) {
  12604. return null;
  12605. }
  12606. return Engine.Instances[Engine.Instances.length - 1];
  12607. },
  12608. enumerable: true,
  12609. configurable: true
  12610. });
  12611. Object.defineProperty(Engine, "LastCreatedScene", {
  12612. /**
  12613. * Gets the latest created scene
  12614. */
  12615. get: function () {
  12616. var lastCreatedEngine = Engine.LastCreatedEngine;
  12617. if (!lastCreatedEngine) {
  12618. return null;
  12619. }
  12620. if (lastCreatedEngine.scenes.length === 0) {
  12621. return null;
  12622. }
  12623. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12624. },
  12625. enumerable: true,
  12626. configurable: true
  12627. });
  12628. /**
  12629. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12630. * @param flag defines which part of the materials must be marked as dirty
  12631. * @param predicate defines a predicate used to filter which materials should be affected
  12632. */
  12633. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12634. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12635. var engine = Engine.Instances[engineIndex];
  12636. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12637. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12638. }
  12639. }
  12640. };
  12641. Object.defineProperty(Engine, "Version", {
  12642. /**
  12643. * Returns the current version of the framework
  12644. */
  12645. get: function () {
  12646. return "4.0.0-alpha.2";
  12647. },
  12648. enumerable: true,
  12649. configurable: true
  12650. });
  12651. Object.defineProperty(Engine.prototype, "description", {
  12652. /**
  12653. * Returns a string describing the current engine
  12654. */
  12655. get: function () {
  12656. var description = "WebGL" + this.webGLVersion;
  12657. if (this._caps.parallelShaderCompile) {
  12658. description += " - Parallel shader compilation";
  12659. }
  12660. return description;
  12661. },
  12662. enumerable: true,
  12663. configurable: true
  12664. });
  12665. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12666. /**
  12667. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12668. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12669. */
  12670. get: function () {
  12671. return this._vrExclusivePointerMode;
  12672. },
  12673. enumerable: true,
  12674. configurable: true
  12675. });
  12676. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12677. /**
  12678. * Gets a boolean indicating that the engine supports uniform buffers
  12679. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12680. */
  12681. get: function () {
  12682. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12683. },
  12684. enumerable: true,
  12685. configurable: true
  12686. });
  12687. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12688. /**
  12689. * Gets a boolean indicating that only power of 2 textures are supported
  12690. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12691. */
  12692. get: function () {
  12693. return this._webGLVersion < 2 || this.forcePOTTextures;
  12694. },
  12695. enumerable: true,
  12696. configurable: true
  12697. });
  12698. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12699. /**
  12700. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12701. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12702. */
  12703. get: function () {
  12704. return this._doNotHandleContextLost;
  12705. },
  12706. set: function (value) {
  12707. this._doNotHandleContextLost = value;
  12708. },
  12709. enumerable: true,
  12710. configurable: true
  12711. });
  12712. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12713. /**
  12714. * Gets the performance monitor attached to this engine
  12715. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12716. */
  12717. get: function () {
  12718. return this._performanceMonitor;
  12719. },
  12720. enumerable: true,
  12721. configurable: true
  12722. });
  12723. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12724. /**
  12725. * Gets the list of texture formats supported
  12726. */
  12727. get: function () {
  12728. return this._texturesSupported;
  12729. },
  12730. enumerable: true,
  12731. configurable: true
  12732. });
  12733. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12734. /**
  12735. * Gets the list of texture formats in use
  12736. */
  12737. get: function () {
  12738. return this._textureFormatInUse;
  12739. },
  12740. enumerable: true,
  12741. configurable: true
  12742. });
  12743. Object.defineProperty(Engine.prototype, "currentViewport", {
  12744. /**
  12745. * Gets the current viewport
  12746. */
  12747. get: function () {
  12748. return this._cachedViewport;
  12749. },
  12750. enumerable: true,
  12751. configurable: true
  12752. });
  12753. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12754. /**
  12755. * Gets the default empty texture
  12756. */
  12757. get: function () {
  12758. if (!this._emptyTexture) {
  12759. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12760. }
  12761. return this._emptyTexture;
  12762. },
  12763. enumerable: true,
  12764. configurable: true
  12765. });
  12766. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12767. /**
  12768. * Gets the default empty 3D texture
  12769. */
  12770. get: function () {
  12771. if (!this._emptyTexture3D) {
  12772. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12773. }
  12774. return this._emptyTexture3D;
  12775. },
  12776. enumerable: true,
  12777. configurable: true
  12778. });
  12779. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12780. /**
  12781. * Gets the default empty cube texture
  12782. */
  12783. get: function () {
  12784. if (!this._emptyCubeTexture) {
  12785. var faceData = new Uint8Array(4);
  12786. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12787. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12788. }
  12789. return this._emptyCubeTexture;
  12790. },
  12791. enumerable: true,
  12792. configurable: true
  12793. });
  12794. Engine.prototype._rebuildInternalTextures = function () {
  12795. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12796. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12797. var internalTexture = currentState_1[_i];
  12798. internalTexture._rebuild();
  12799. }
  12800. };
  12801. Engine.prototype._rebuildEffects = function () {
  12802. for (var key in this._compiledEffects) {
  12803. var effect = this._compiledEffects[key];
  12804. effect._prepareEffect();
  12805. }
  12806. BABYLON.Effect.ResetCache();
  12807. };
  12808. /**
  12809. * Gets a boolean indicating if all created effects are ready
  12810. * @returns true if all effects are ready
  12811. */
  12812. Engine.prototype.areAllEffectsReady = function () {
  12813. for (var key in this._compiledEffects) {
  12814. var effect = this._compiledEffects[key];
  12815. if (!effect.isReady()) {
  12816. return false;
  12817. }
  12818. }
  12819. return true;
  12820. };
  12821. Engine.prototype._rebuildBuffers = function () {
  12822. // Index / Vertex
  12823. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12824. var scene = _a[_i];
  12825. scene.resetCachedMaterial();
  12826. scene._rebuildGeometries();
  12827. scene._rebuildTextures();
  12828. }
  12829. // Uniforms
  12830. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12831. var uniformBuffer = _c[_b];
  12832. uniformBuffer._rebuild();
  12833. }
  12834. };
  12835. Engine.prototype._initGLContext = function () {
  12836. // Caps
  12837. this._caps = new EngineCapabilities();
  12838. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12839. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12840. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12841. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12842. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12843. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12844. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12845. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12846. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12847. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12848. // Infos
  12849. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12850. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12851. if (rendererInfo != null) {
  12852. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12853. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12854. }
  12855. if (!this._glVendor) {
  12856. this._glVendor = "Unknown vendor";
  12857. }
  12858. if (!this._glRenderer) {
  12859. this._glRenderer = "Unknown renderer";
  12860. }
  12861. // Constants
  12862. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12863. if (this._gl.RGBA16F !== 0x881A) {
  12864. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12865. }
  12866. if (this._gl.RGBA32F !== 0x8814) {
  12867. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12868. }
  12869. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12870. this._gl.DEPTH24_STENCIL8 = 35056;
  12871. }
  12872. // Extensions
  12873. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12874. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12875. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12876. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12877. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12878. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12879. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12880. 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');
  12881. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12882. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12883. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12884. this._caps.highPrecisionShaderSupported = true;
  12885. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12886. if (this._caps.timerQuery) {
  12887. if (this._webGLVersion === 1) {
  12888. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12889. }
  12890. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12891. }
  12892. // Checks if some of the format renders first to allow the use of webgl inspector.
  12893. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12894. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12895. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12896. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12897. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12898. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12899. if (this._webGLVersion > 1) {
  12900. this._gl.HALF_FLOAT_OES = 0x140B;
  12901. }
  12902. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12903. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12904. // Draw buffers
  12905. if (this._webGLVersion > 1) {
  12906. this._caps.drawBuffersExtension = true;
  12907. }
  12908. else {
  12909. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12910. if (drawBuffersExtension !== null) {
  12911. this._caps.drawBuffersExtension = true;
  12912. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12913. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12914. for (var i = 0; i < 16; i++) {
  12915. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12916. }
  12917. }
  12918. else {
  12919. this._caps.drawBuffersExtension = false;
  12920. }
  12921. }
  12922. // Shader compiler threads
  12923. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  12924. if (this._caps.parallelShaderCompile) {
  12925. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  12926. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  12927. }
  12928. // Depth Texture
  12929. if (this._webGLVersion > 1) {
  12930. this._caps.depthTextureExtension = true;
  12931. }
  12932. else {
  12933. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12934. if (depthTextureExtension != null) {
  12935. this._caps.depthTextureExtension = true;
  12936. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12937. }
  12938. }
  12939. // Vertex array object
  12940. if (this._webGLVersion > 1) {
  12941. this._caps.vertexArrayObject = true;
  12942. }
  12943. else {
  12944. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12945. if (vertexArrayObjectExtension != null) {
  12946. this._caps.vertexArrayObject = true;
  12947. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12948. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12949. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12950. }
  12951. else {
  12952. this._caps.vertexArrayObject = false;
  12953. }
  12954. }
  12955. // Instances count
  12956. if (this._webGLVersion > 1) {
  12957. this._caps.instancedArrays = true;
  12958. }
  12959. else {
  12960. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12961. if (instanceExtension != null) {
  12962. this._caps.instancedArrays = true;
  12963. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12964. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  12965. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  12966. }
  12967. else {
  12968. this._caps.instancedArrays = false;
  12969. }
  12970. }
  12971. // Intelligently add supported compressed formats in order to check for.
  12972. // Check for ASTC support first as it is most powerful and to be very cross platform.
  12973. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  12974. // Likely no hardware which supports both PVR & DXT, so order matters little.
  12975. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  12976. if (this._caps.astc) {
  12977. this.texturesSupported.push('-astc.ktx');
  12978. }
  12979. if (this._caps.s3tc) {
  12980. this.texturesSupported.push('-dxt.ktx');
  12981. }
  12982. if (this._caps.pvrtc) {
  12983. this.texturesSupported.push('-pvrtc.ktx');
  12984. }
  12985. if (this._caps.etc2) {
  12986. this.texturesSupported.push('-etc2.ktx');
  12987. }
  12988. if (this._caps.etc1) {
  12989. this.texturesSupported.push('-etc1.ktx');
  12990. }
  12991. if (this._gl.getShaderPrecisionFormat) {
  12992. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  12993. if (highp) {
  12994. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  12995. }
  12996. }
  12997. // Depth buffer
  12998. this.setDepthBuffer(true);
  12999. this.setDepthFunctionToLessOrEqual();
  13000. this.setDepthWrite(true);
  13001. // Texture maps
  13002. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13003. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13004. this._nextFreeTextureSlots.push(slot);
  13005. }
  13006. };
  13007. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13008. /**
  13009. * Gets version of the current webGL context
  13010. */
  13011. get: function () {
  13012. return this._webGLVersion;
  13013. },
  13014. enumerable: true,
  13015. configurable: true
  13016. });
  13017. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13018. /**
  13019. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13020. */
  13021. get: function () {
  13022. return this._isStencilEnable;
  13023. },
  13024. enumerable: true,
  13025. configurable: true
  13026. });
  13027. Engine.prototype._prepareWorkingCanvas = function () {
  13028. if (this._workingCanvas) {
  13029. return;
  13030. }
  13031. this._workingCanvas = document.createElement("canvas");
  13032. var context = this._workingCanvas.getContext("2d");
  13033. if (context) {
  13034. this._workingContext = context;
  13035. }
  13036. };
  13037. /**
  13038. * Reset the texture cache to empty state
  13039. */
  13040. Engine.prototype.resetTextureCache = function () {
  13041. for (var key in this._boundTexturesCache) {
  13042. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13043. continue;
  13044. }
  13045. var boundTexture = this._boundTexturesCache[key];
  13046. if (boundTexture) {
  13047. this._removeDesignatedSlot(boundTexture);
  13048. }
  13049. this._boundTexturesCache[key] = null;
  13050. }
  13051. if (!this.disableTextureBindingOptimization) {
  13052. this._nextFreeTextureSlots = [];
  13053. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13054. this._nextFreeTextureSlots.push(slot);
  13055. }
  13056. }
  13057. this._currentTextureChannel = -1;
  13058. };
  13059. /**
  13060. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13061. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13062. * @returns true if engine is in deterministic lock step mode
  13063. */
  13064. Engine.prototype.isDeterministicLockStep = function () {
  13065. return this._deterministicLockstep;
  13066. };
  13067. /**
  13068. * Gets the max steps when engine is running in deterministic lock step
  13069. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13070. * @returns the max steps
  13071. */
  13072. Engine.prototype.getLockstepMaxSteps = function () {
  13073. return this._lockstepMaxSteps;
  13074. };
  13075. /**
  13076. * Gets an object containing information about the current webGL context
  13077. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13078. */
  13079. Engine.prototype.getGlInfo = function () {
  13080. return {
  13081. vendor: this._glVendor,
  13082. renderer: this._glRenderer,
  13083. version: this._glVersion
  13084. };
  13085. };
  13086. /**
  13087. * Gets current aspect ratio
  13088. * @param camera defines the camera to use to get the aspect ratio
  13089. * @param useScreen defines if screen size must be used (or the current render target if any)
  13090. * @returns a number defining the aspect ratio
  13091. */
  13092. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13093. if (useScreen === void 0) { useScreen = false; }
  13094. var viewport = camera.viewport;
  13095. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13096. };
  13097. /**
  13098. * Gets current screen aspect ratio
  13099. * @returns a number defining the aspect ratio
  13100. */
  13101. Engine.prototype.getScreenAspectRatio = function () {
  13102. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13103. };
  13104. /**
  13105. * Gets the current render width
  13106. * @param useScreen defines if screen size must be used (or the current render target if any)
  13107. * @returns a number defining the current render width
  13108. */
  13109. Engine.prototype.getRenderWidth = function (useScreen) {
  13110. if (useScreen === void 0) { useScreen = false; }
  13111. if (!useScreen && this._currentRenderTarget) {
  13112. return this._currentRenderTarget.width;
  13113. }
  13114. return this._gl.drawingBufferWidth;
  13115. };
  13116. /**
  13117. * Gets the current render height
  13118. * @param useScreen defines if screen size must be used (or the current render target if any)
  13119. * @returns a number defining the current render height
  13120. */
  13121. Engine.prototype.getRenderHeight = function (useScreen) {
  13122. if (useScreen === void 0) { useScreen = false; }
  13123. if (!useScreen && this._currentRenderTarget) {
  13124. return this._currentRenderTarget.height;
  13125. }
  13126. return this._gl.drawingBufferHeight;
  13127. };
  13128. /**
  13129. * Gets the HTML canvas attached with the current webGL context
  13130. * @returns a HTML canvas
  13131. */
  13132. Engine.prototype.getRenderingCanvas = function () {
  13133. return this._renderingCanvas;
  13134. };
  13135. /**
  13136. * Gets the client rect of the HTML canvas attached with the current webGL context
  13137. * @returns a client rectanglee
  13138. */
  13139. Engine.prototype.getRenderingCanvasClientRect = function () {
  13140. if (!this._renderingCanvas) {
  13141. return null;
  13142. }
  13143. return this._renderingCanvas.getBoundingClientRect();
  13144. };
  13145. /**
  13146. * Defines the hardware scaling level.
  13147. * By default the hardware scaling level is computed from the window device ratio.
  13148. * 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.
  13149. * @param level defines the level to use
  13150. */
  13151. Engine.prototype.setHardwareScalingLevel = function (level) {
  13152. this._hardwareScalingLevel = level;
  13153. this.resize();
  13154. };
  13155. /**
  13156. * Gets the current hardware scaling level.
  13157. * By default the hardware scaling level is computed from the window device ratio.
  13158. * 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.
  13159. * @returns a number indicating the current hardware scaling level
  13160. */
  13161. Engine.prototype.getHardwareScalingLevel = function () {
  13162. return this._hardwareScalingLevel;
  13163. };
  13164. /**
  13165. * Gets the list of loaded textures
  13166. * @returns an array containing all loaded textures
  13167. */
  13168. Engine.prototype.getLoadedTexturesCache = function () {
  13169. return this._internalTexturesCache;
  13170. };
  13171. /**
  13172. * Gets the object containing all engine capabilities
  13173. * @returns the EngineCapabilities object
  13174. */
  13175. Engine.prototype.getCaps = function () {
  13176. return this._caps;
  13177. };
  13178. Object.defineProperty(Engine.prototype, "drawCalls", {
  13179. /** @hidden */
  13180. get: function () {
  13181. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  13182. return 0;
  13183. },
  13184. enumerable: true,
  13185. configurable: true
  13186. });
  13187. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  13188. /** @hidden */
  13189. get: function () {
  13190. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  13191. return null;
  13192. },
  13193. enumerable: true,
  13194. configurable: true
  13195. });
  13196. /**
  13197. * Gets the current depth function
  13198. * @returns a number defining the depth function
  13199. */
  13200. Engine.prototype.getDepthFunction = function () {
  13201. return this._depthCullingState.depthFunc;
  13202. };
  13203. /**
  13204. * Sets the current depth function
  13205. * @param depthFunc defines the function to use
  13206. */
  13207. Engine.prototype.setDepthFunction = function (depthFunc) {
  13208. this._depthCullingState.depthFunc = depthFunc;
  13209. };
  13210. /**
  13211. * Sets the current depth function to GREATER
  13212. */
  13213. Engine.prototype.setDepthFunctionToGreater = function () {
  13214. this._depthCullingState.depthFunc = this._gl.GREATER;
  13215. };
  13216. /**
  13217. * Sets the current depth function to GEQUAL
  13218. */
  13219. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13220. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13221. };
  13222. /**
  13223. * Sets the current depth function to LESS
  13224. */
  13225. Engine.prototype.setDepthFunctionToLess = function () {
  13226. this._depthCullingState.depthFunc = this._gl.LESS;
  13227. };
  13228. /**
  13229. * Sets the current depth function to LEQUAL
  13230. */
  13231. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13232. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13233. };
  13234. /**
  13235. * Gets a boolean indicating if stencil buffer is enabled
  13236. * @returns the current stencil buffer state
  13237. */
  13238. Engine.prototype.getStencilBuffer = function () {
  13239. return this._stencilState.stencilTest;
  13240. };
  13241. /**
  13242. * Enable or disable the stencil buffer
  13243. * @param enable defines if the stencil buffer must be enabled or disabled
  13244. */
  13245. Engine.prototype.setStencilBuffer = function (enable) {
  13246. this._stencilState.stencilTest = enable;
  13247. };
  13248. /**
  13249. * Gets the current stencil mask
  13250. * @returns a number defining the new stencil mask to use
  13251. */
  13252. Engine.prototype.getStencilMask = function () {
  13253. return this._stencilState.stencilMask;
  13254. };
  13255. /**
  13256. * Sets the current stencil mask
  13257. * @param mask defines the new stencil mask to use
  13258. */
  13259. Engine.prototype.setStencilMask = function (mask) {
  13260. this._stencilState.stencilMask = mask;
  13261. };
  13262. /**
  13263. * Gets the current stencil function
  13264. * @returns a number defining the stencil function to use
  13265. */
  13266. Engine.prototype.getStencilFunction = function () {
  13267. return this._stencilState.stencilFunc;
  13268. };
  13269. /**
  13270. * Gets the current stencil reference value
  13271. * @returns a number defining the stencil reference value to use
  13272. */
  13273. Engine.prototype.getStencilFunctionReference = function () {
  13274. return this._stencilState.stencilFuncRef;
  13275. };
  13276. /**
  13277. * Gets the current stencil mask
  13278. * @returns a number defining the stencil mask to use
  13279. */
  13280. Engine.prototype.getStencilFunctionMask = function () {
  13281. return this._stencilState.stencilFuncMask;
  13282. };
  13283. /**
  13284. * Sets the current stencil function
  13285. * @param stencilFunc defines the new stencil function to use
  13286. */
  13287. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13288. this._stencilState.stencilFunc = stencilFunc;
  13289. };
  13290. /**
  13291. * Sets the current stencil reference
  13292. * @param reference defines the new stencil reference to use
  13293. */
  13294. Engine.prototype.setStencilFunctionReference = function (reference) {
  13295. this._stencilState.stencilFuncRef = reference;
  13296. };
  13297. /**
  13298. * Sets the current stencil mask
  13299. * @param mask defines the new stencil mask to use
  13300. */
  13301. Engine.prototype.setStencilFunctionMask = function (mask) {
  13302. this._stencilState.stencilFuncMask = mask;
  13303. };
  13304. /**
  13305. * Gets the current stencil operation when stencil fails
  13306. * @returns a number defining stencil operation to use when stencil fails
  13307. */
  13308. Engine.prototype.getStencilOperationFail = function () {
  13309. return this._stencilState.stencilOpStencilFail;
  13310. };
  13311. /**
  13312. * Gets the current stencil operation when depth fails
  13313. * @returns a number defining stencil operation to use when depth fails
  13314. */
  13315. Engine.prototype.getStencilOperationDepthFail = function () {
  13316. return this._stencilState.stencilOpDepthFail;
  13317. };
  13318. /**
  13319. * Gets the current stencil operation when stencil passes
  13320. * @returns a number defining stencil operation to use when stencil passes
  13321. */
  13322. Engine.prototype.getStencilOperationPass = function () {
  13323. return this._stencilState.stencilOpStencilDepthPass;
  13324. };
  13325. /**
  13326. * Sets the stencil operation to use when stencil fails
  13327. * @param operation defines the stencil operation to use when stencil fails
  13328. */
  13329. Engine.prototype.setStencilOperationFail = function (operation) {
  13330. this._stencilState.stencilOpStencilFail = operation;
  13331. };
  13332. /**
  13333. * Sets the stencil operation to use when depth fails
  13334. * @param operation defines the stencil operation to use when depth fails
  13335. */
  13336. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13337. this._stencilState.stencilOpDepthFail = operation;
  13338. };
  13339. /**
  13340. * Sets the stencil operation to use when stencil passes
  13341. * @param operation defines the stencil operation to use when stencil passes
  13342. */
  13343. Engine.prototype.setStencilOperationPass = function (operation) {
  13344. this._stencilState.stencilOpStencilDepthPass = operation;
  13345. };
  13346. /**
  13347. * Sets a boolean indicating if the dithering state is enabled or disabled
  13348. * @param value defines the dithering state
  13349. */
  13350. Engine.prototype.setDitheringState = function (value) {
  13351. if (value) {
  13352. this._gl.enable(this._gl.DITHER);
  13353. }
  13354. else {
  13355. this._gl.disable(this._gl.DITHER);
  13356. }
  13357. };
  13358. /**
  13359. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13360. * @param value defines the rasterizer state
  13361. */
  13362. Engine.prototype.setRasterizerState = function (value) {
  13363. if (value) {
  13364. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13365. }
  13366. else {
  13367. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13368. }
  13369. };
  13370. /**
  13371. * stop executing a render loop function and remove it from the execution array
  13372. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13373. */
  13374. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13375. if (!renderFunction) {
  13376. this._activeRenderLoops = [];
  13377. return;
  13378. }
  13379. var index = this._activeRenderLoops.indexOf(renderFunction);
  13380. if (index >= 0) {
  13381. this._activeRenderLoops.splice(index, 1);
  13382. }
  13383. };
  13384. /** @hidden */
  13385. Engine.prototype._renderLoop = function () {
  13386. if (!this._contextWasLost) {
  13387. var shouldRender = true;
  13388. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13389. shouldRender = false;
  13390. }
  13391. if (shouldRender) {
  13392. // Start new frame
  13393. this.beginFrame();
  13394. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13395. var renderFunction = this._activeRenderLoops[index];
  13396. renderFunction();
  13397. }
  13398. // Present
  13399. this.endFrame();
  13400. }
  13401. }
  13402. if (this._activeRenderLoops.length > 0) {
  13403. // Register new frame
  13404. if (this.customAnimationFrameRequester) {
  13405. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13406. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13407. }
  13408. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13409. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13410. }
  13411. else {
  13412. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13413. }
  13414. }
  13415. else {
  13416. this._renderingQueueLaunched = false;
  13417. }
  13418. };
  13419. /**
  13420. * Register and execute a render loop. The engine can have more than one render function
  13421. * @param renderFunction defines the function to continuously execute
  13422. */
  13423. Engine.prototype.runRenderLoop = function (renderFunction) {
  13424. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13425. return;
  13426. }
  13427. this._activeRenderLoops.push(renderFunction);
  13428. if (!this._renderingQueueLaunched) {
  13429. this._renderingQueueLaunched = true;
  13430. this._bindedRenderFunction = this._renderLoop.bind(this);
  13431. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13432. }
  13433. };
  13434. /**
  13435. * Toggle full screen mode
  13436. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13437. */
  13438. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13439. if (this.isFullscreen) {
  13440. BABYLON.Tools.ExitFullscreen();
  13441. }
  13442. else {
  13443. this._pointerLockRequested = requestPointerLock;
  13444. if (this._renderingCanvas) {
  13445. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13446. }
  13447. }
  13448. };
  13449. /**
  13450. * Clear the current render buffer or the current render target (if any is set up)
  13451. * @param color defines the color to use
  13452. * @param backBuffer defines if the back buffer must be cleared
  13453. * @param depth defines if the depth buffer must be cleared
  13454. * @param stencil defines if the stencil buffer must be cleared
  13455. */
  13456. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13457. if (stencil === void 0) { stencil = false; }
  13458. this.applyStates();
  13459. var mode = 0;
  13460. if (backBuffer && color) {
  13461. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13462. mode |= this._gl.COLOR_BUFFER_BIT;
  13463. }
  13464. if (depth) {
  13465. this._gl.clearDepth(1.0);
  13466. mode |= this._gl.DEPTH_BUFFER_BIT;
  13467. }
  13468. if (stencil) {
  13469. this._gl.clearStencil(0);
  13470. mode |= this._gl.STENCIL_BUFFER_BIT;
  13471. }
  13472. this._gl.clear(mode);
  13473. };
  13474. /**
  13475. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13476. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13477. * @param y defines the y-coordinate of the corner of the clear rectangle
  13478. * @param width defines the width of the clear rectangle
  13479. * @param height defines the height of the clear rectangle
  13480. * @param clearColor defines the clear color
  13481. */
  13482. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13483. var gl = this._gl;
  13484. // Save state
  13485. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13486. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13487. // Change state
  13488. gl.enable(gl.SCISSOR_TEST);
  13489. gl.scissor(x, y, width, height);
  13490. // Clear
  13491. this.clear(clearColor, true, true, true);
  13492. // Restore state
  13493. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13494. if (curScissor === true) {
  13495. gl.enable(gl.SCISSOR_TEST);
  13496. }
  13497. else {
  13498. gl.disable(gl.SCISSOR_TEST);
  13499. }
  13500. };
  13501. /** @hidden */
  13502. Engine.prototype._viewport = function (x, y, width, height) {
  13503. if (x !== this._viewportCached.x ||
  13504. y !== this._viewportCached.y ||
  13505. width !== this._viewportCached.z ||
  13506. height !== this._viewportCached.w) {
  13507. this._viewportCached.x = x;
  13508. this._viewportCached.y = y;
  13509. this._viewportCached.z = width;
  13510. this._viewportCached.w = height;
  13511. this._gl.viewport(x, y, width, height);
  13512. }
  13513. };
  13514. /**
  13515. * Set the WebGL's viewport
  13516. * @param viewport defines the viewport element to be used
  13517. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13518. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13519. */
  13520. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13521. var width = requiredWidth || this.getRenderWidth();
  13522. var height = requiredHeight || this.getRenderHeight();
  13523. var x = viewport.x || 0;
  13524. var y = viewport.y || 0;
  13525. this._cachedViewport = viewport;
  13526. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13527. };
  13528. /**
  13529. * Directly set the WebGL Viewport
  13530. * @param x defines the x coordinate of the viewport (in screen space)
  13531. * @param y defines the y coordinate of the viewport (in screen space)
  13532. * @param width defines the width of the viewport (in screen space)
  13533. * @param height defines the height of the viewport (in screen space)
  13534. * @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
  13535. */
  13536. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13537. var currentViewport = this._cachedViewport;
  13538. this._cachedViewport = null;
  13539. this._viewport(x, y, width, height);
  13540. return currentViewport;
  13541. };
  13542. /**
  13543. * Begin a new frame
  13544. */
  13545. Engine.prototype.beginFrame = function () {
  13546. this.onBeginFrameObservable.notifyObservers(this);
  13547. this._measureFps();
  13548. };
  13549. /**
  13550. * Enf the current frame
  13551. */
  13552. Engine.prototype.endFrame = function () {
  13553. // Force a flush in case we are using a bad OS.
  13554. if (this._badOS) {
  13555. this.flushFramebuffer();
  13556. }
  13557. // Submit frame to the vr device, if enabled
  13558. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13559. // TODO: We should only submit the frame if we read frameData successfully.
  13560. this._vrDisplay.submitFrame();
  13561. }
  13562. this.onEndFrameObservable.notifyObservers(this);
  13563. };
  13564. /**
  13565. * Resize the view according to the canvas' size
  13566. */
  13567. Engine.prototype.resize = function () {
  13568. // We're not resizing the size of the canvas while in VR mode & presenting
  13569. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13570. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13571. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13572. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13573. }
  13574. };
  13575. /**
  13576. * Force a specific size of the canvas
  13577. * @param width defines the new canvas' width
  13578. * @param height defines the new canvas' height
  13579. */
  13580. Engine.prototype.setSize = function (width, height) {
  13581. if (!this._renderingCanvas) {
  13582. return;
  13583. }
  13584. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13585. return;
  13586. }
  13587. this._renderingCanvas.width = width;
  13588. this._renderingCanvas.height = height;
  13589. for (var index = 0; index < this.scenes.length; index++) {
  13590. var scene = this.scenes[index];
  13591. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13592. var cam = scene.cameras[camIndex];
  13593. cam._currentRenderId = 0;
  13594. }
  13595. }
  13596. if (this.onResizeObservable.hasObservers) {
  13597. this.onResizeObservable.notifyObservers(this);
  13598. }
  13599. };
  13600. // WebVR functions
  13601. /**
  13602. * Gets a boolean indicating if a webVR device was detected
  13603. * @returns true if a webVR device was detected
  13604. */
  13605. Engine.prototype.isVRDevicePresent = function () {
  13606. return !!this._vrDisplay;
  13607. };
  13608. /**
  13609. * Gets the current webVR device
  13610. * @returns the current webVR device (or null)
  13611. */
  13612. Engine.prototype.getVRDevice = function () {
  13613. return this._vrDisplay;
  13614. };
  13615. /**
  13616. * Initializes a webVR display and starts listening to display change events
  13617. * The onVRDisplayChangedObservable will be notified upon these changes
  13618. * @returns The onVRDisplayChangedObservable
  13619. */
  13620. Engine.prototype.initWebVR = function () {
  13621. this.initWebVRAsync();
  13622. return this.onVRDisplayChangedObservable;
  13623. };
  13624. /**
  13625. * Initializes a webVR display and starts listening to display change events
  13626. * The onVRDisplayChangedObservable will be notified upon these changes
  13627. * @returns A promise containing a VRDisplay and if vr is supported
  13628. */
  13629. Engine.prototype.initWebVRAsync = function () {
  13630. var _this = this;
  13631. var notifyObservers = function () {
  13632. var eventArgs = {
  13633. vrDisplay: _this._vrDisplay,
  13634. vrSupported: _this._vrSupported
  13635. };
  13636. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13637. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13638. };
  13639. if (!this._onVrDisplayConnect) {
  13640. this._onVrDisplayConnect = function (event) {
  13641. _this._vrDisplay = event.display;
  13642. notifyObservers();
  13643. };
  13644. this._onVrDisplayDisconnect = function () {
  13645. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13646. _this._vrDisplay = undefined;
  13647. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13648. notifyObservers();
  13649. };
  13650. this._onVrDisplayPresentChange = function () {
  13651. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13652. };
  13653. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13654. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13655. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13656. }
  13657. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13658. this._webVRInitPromise.then(notifyObservers);
  13659. return this._webVRInitPromise;
  13660. };
  13661. /**
  13662. * Call this function to switch to webVR mode
  13663. * Will do nothing if webVR is not supported or if there is no webVR device
  13664. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13665. */
  13666. Engine.prototype.enableVR = function () {
  13667. var _this = this;
  13668. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13669. var onResolved = function () {
  13670. _this.onVRRequestPresentComplete.notifyObservers(true);
  13671. _this._onVRFullScreenTriggered();
  13672. };
  13673. var onRejected = function () {
  13674. _this.onVRRequestPresentComplete.notifyObservers(false);
  13675. };
  13676. this.onVRRequestPresentStart.notifyObservers(this);
  13677. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13678. }
  13679. };
  13680. /**
  13681. * Call this function to leave webVR mode
  13682. * Will do nothing if webVR is not supported or if there is no webVR device
  13683. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13684. */
  13685. Engine.prototype.disableVR = function () {
  13686. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13687. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13688. }
  13689. };
  13690. Engine.prototype._getVRDisplaysAsync = function () {
  13691. var _this = this;
  13692. return new Promise(function (res, rej) {
  13693. if (navigator.getVRDisplays) {
  13694. navigator.getVRDisplays().then(function (devices) {
  13695. _this._vrSupported = true;
  13696. // note that devices may actually be an empty array. This is fine;
  13697. // we expect this._vrDisplay to be undefined in this case.
  13698. _this._vrDisplay = devices[0];
  13699. res({
  13700. vrDisplay: _this._vrDisplay,
  13701. vrSupported: _this._vrSupported
  13702. });
  13703. });
  13704. }
  13705. else {
  13706. _this._vrDisplay = undefined;
  13707. _this._vrSupported = false;
  13708. res({
  13709. vrDisplay: _this._vrDisplay,
  13710. vrSupported: _this._vrSupported
  13711. });
  13712. }
  13713. });
  13714. };
  13715. /**
  13716. * Binds the frame buffer to the specified texture.
  13717. * @param texture The texture to render to or null for the default canvas
  13718. * @param faceIndex The face of the texture to render to in case of cube texture
  13719. * @param requiredWidth The width of the target to render to
  13720. * @param requiredHeight The height of the target to render to
  13721. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13722. * @param depthStencilTexture The depth stencil texture to use to render
  13723. * @param lodLevel defines le lod level to bind to the frame buffer
  13724. */
  13725. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13726. if (lodLevel === void 0) { lodLevel = 0; }
  13727. if (this._currentRenderTarget) {
  13728. this.unBindFramebuffer(this._currentRenderTarget);
  13729. }
  13730. this._currentRenderTarget = texture;
  13731. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13732. var gl = this._gl;
  13733. if (texture.isCube) {
  13734. if (faceIndex === undefined) {
  13735. faceIndex = 0;
  13736. }
  13737. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13738. if (depthStencilTexture) {
  13739. if (depthStencilTexture._generateStencilBuffer) {
  13740. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13741. }
  13742. else {
  13743. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13744. }
  13745. }
  13746. }
  13747. if (this._cachedViewport && !forceFullscreenViewport) {
  13748. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13749. }
  13750. else {
  13751. if (!requiredWidth) {
  13752. requiredWidth = texture.width;
  13753. if (lodLevel) {
  13754. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13755. }
  13756. }
  13757. if (!requiredHeight) {
  13758. requiredHeight = texture.height;
  13759. if (lodLevel) {
  13760. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13761. }
  13762. }
  13763. this._viewport(0, 0, requiredWidth, requiredHeight);
  13764. }
  13765. this.wipeCaches();
  13766. };
  13767. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13768. if (this._currentFramebuffer !== framebuffer) {
  13769. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13770. this._currentFramebuffer = framebuffer;
  13771. }
  13772. };
  13773. /**
  13774. * Unbind the current render target texture from the webGL context
  13775. * @param texture defines the render target texture to unbind
  13776. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13777. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13778. */
  13779. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13780. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13781. this._currentRenderTarget = null;
  13782. // If MSAA, we need to bitblt back to main texture
  13783. var gl = this._gl;
  13784. if (texture._MSAAFramebuffer) {
  13785. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13786. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13787. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13788. }
  13789. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13790. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13791. gl.generateMipmap(gl.TEXTURE_2D);
  13792. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13793. }
  13794. if (onBeforeUnbind) {
  13795. if (texture._MSAAFramebuffer) {
  13796. // Bind the correct framebuffer
  13797. this.bindUnboundFramebuffer(texture._framebuffer);
  13798. }
  13799. onBeforeUnbind();
  13800. }
  13801. this.bindUnboundFramebuffer(null);
  13802. };
  13803. /**
  13804. * Unbind a list of render target textures from the webGL context
  13805. * This is used only when drawBuffer extension or webGL2 are active
  13806. * @param textures defines the render target textures to unbind
  13807. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13808. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13809. */
  13810. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13811. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13812. this._currentRenderTarget = null;
  13813. // If MSAA, we need to bitblt back to main texture
  13814. var gl = this._gl;
  13815. if (textures[0]._MSAAFramebuffer) {
  13816. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13817. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13818. var attachments = textures[0]._attachments;
  13819. if (!attachments) {
  13820. attachments = new Array(textures.length);
  13821. textures[0]._attachments = attachments;
  13822. }
  13823. for (var i = 0; i < textures.length; i++) {
  13824. var texture = textures[i];
  13825. for (var j = 0; j < attachments.length; j++) {
  13826. attachments[j] = gl.NONE;
  13827. }
  13828. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13829. gl.readBuffer(attachments[i]);
  13830. gl.drawBuffers(attachments);
  13831. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13832. }
  13833. for (var i = 0; i < attachments.length; i++) {
  13834. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13835. }
  13836. gl.drawBuffers(attachments);
  13837. }
  13838. for (var i = 0; i < textures.length; i++) {
  13839. var texture = textures[i];
  13840. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13841. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13842. gl.generateMipmap(gl.TEXTURE_2D);
  13843. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13844. }
  13845. }
  13846. if (onBeforeUnbind) {
  13847. if (textures[0]._MSAAFramebuffer) {
  13848. // Bind the correct framebuffer
  13849. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13850. }
  13851. onBeforeUnbind();
  13852. }
  13853. this.bindUnboundFramebuffer(null);
  13854. };
  13855. /**
  13856. * Force the mipmap generation for the given render target texture
  13857. * @param texture defines the render target texture to use
  13858. */
  13859. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13860. if (texture.generateMipMaps) {
  13861. var gl = this._gl;
  13862. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13863. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13864. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13865. }
  13866. };
  13867. /**
  13868. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13869. */
  13870. Engine.prototype.flushFramebuffer = function () {
  13871. this._gl.flush();
  13872. };
  13873. /**
  13874. * Unbind the current render target and bind the default framebuffer
  13875. */
  13876. Engine.prototype.restoreDefaultFramebuffer = function () {
  13877. if (this._currentRenderTarget) {
  13878. this.unBindFramebuffer(this._currentRenderTarget);
  13879. }
  13880. else {
  13881. this.bindUnboundFramebuffer(null);
  13882. }
  13883. if (this._cachedViewport) {
  13884. this.setViewport(this._cachedViewport);
  13885. }
  13886. this.wipeCaches();
  13887. };
  13888. // UBOs
  13889. /**
  13890. * Create an uniform buffer
  13891. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13892. * @param elements defines the content of the uniform buffer
  13893. * @returns the webGL uniform buffer
  13894. */
  13895. Engine.prototype.createUniformBuffer = function (elements) {
  13896. var ubo = this._gl.createBuffer();
  13897. if (!ubo) {
  13898. throw new Error("Unable to create uniform buffer");
  13899. }
  13900. this.bindUniformBuffer(ubo);
  13901. if (elements instanceof Float32Array) {
  13902. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13903. }
  13904. else {
  13905. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13906. }
  13907. this.bindUniformBuffer(null);
  13908. ubo.references = 1;
  13909. return ubo;
  13910. };
  13911. /**
  13912. * Create a dynamic uniform buffer
  13913. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13914. * @param elements defines the content of the uniform buffer
  13915. * @returns the webGL uniform buffer
  13916. */
  13917. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13918. var ubo = this._gl.createBuffer();
  13919. if (!ubo) {
  13920. throw new Error("Unable to create dynamic uniform buffer");
  13921. }
  13922. this.bindUniformBuffer(ubo);
  13923. if (elements instanceof Float32Array) {
  13924. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13925. }
  13926. else {
  13927. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13928. }
  13929. this.bindUniformBuffer(null);
  13930. ubo.references = 1;
  13931. return ubo;
  13932. };
  13933. /**
  13934. * Update an existing uniform buffer
  13935. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13936. * @param uniformBuffer defines the target uniform buffer
  13937. * @param elements defines the content to update
  13938. * @param offset defines the offset in the uniform buffer where update should start
  13939. * @param count defines the size of the data to update
  13940. */
  13941. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13942. this.bindUniformBuffer(uniformBuffer);
  13943. if (offset === undefined) {
  13944. offset = 0;
  13945. }
  13946. if (count === undefined) {
  13947. if (elements instanceof Float32Array) {
  13948. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13949. }
  13950. else {
  13951. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13952. }
  13953. }
  13954. else {
  13955. if (elements instanceof Float32Array) {
  13956. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13957. }
  13958. else {
  13959. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13960. }
  13961. }
  13962. this.bindUniformBuffer(null);
  13963. };
  13964. // VBOs
  13965. Engine.prototype._resetVertexBufferBinding = function () {
  13966. this.bindArrayBuffer(null);
  13967. this._cachedVertexBuffers = null;
  13968. };
  13969. /**
  13970. * Creates a vertex buffer
  13971. * @param data the data for the vertex buffer
  13972. * @returns the new WebGL static buffer
  13973. */
  13974. Engine.prototype.createVertexBuffer = function (data) {
  13975. var vbo = this._gl.createBuffer();
  13976. if (!vbo) {
  13977. throw new Error("Unable to create vertex buffer");
  13978. }
  13979. this.bindArrayBuffer(vbo);
  13980. if (data instanceof Array) {
  13981. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  13982. }
  13983. else {
  13984. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  13985. }
  13986. this._resetVertexBufferBinding();
  13987. vbo.references = 1;
  13988. return vbo;
  13989. };
  13990. /**
  13991. * Creates a dynamic vertex buffer
  13992. * @param data the data for the dynamic vertex buffer
  13993. * @returns the new WebGL dynamic buffer
  13994. */
  13995. Engine.prototype.createDynamicVertexBuffer = function (data) {
  13996. var vbo = this._gl.createBuffer();
  13997. if (!vbo) {
  13998. throw new Error("Unable to create dynamic vertex buffer");
  13999. }
  14000. this.bindArrayBuffer(vbo);
  14001. if (data instanceof Array) {
  14002. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14003. }
  14004. else {
  14005. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14006. }
  14007. this._resetVertexBufferBinding();
  14008. vbo.references = 1;
  14009. return vbo;
  14010. };
  14011. /**
  14012. * Update a dynamic index buffer
  14013. * @param indexBuffer defines the target index buffer
  14014. * @param indices defines the data to update
  14015. * @param offset defines the offset in the target index buffer where update should start
  14016. */
  14017. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14018. if (offset === void 0) { offset = 0; }
  14019. // Force cache update
  14020. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14021. this.bindIndexBuffer(indexBuffer);
  14022. var arrayBuffer;
  14023. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14024. arrayBuffer = indices;
  14025. }
  14026. else {
  14027. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14028. }
  14029. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14030. this._resetIndexBufferBinding();
  14031. };
  14032. /**
  14033. * Updates a dynamic vertex buffer.
  14034. * @param vertexBuffer the vertex buffer to update
  14035. * @param data the data used to update the vertex buffer
  14036. * @param byteOffset the byte offset of the data
  14037. * @param byteLength the byte length of the data
  14038. */
  14039. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14040. this.bindArrayBuffer(vertexBuffer);
  14041. if (byteOffset === undefined) {
  14042. byteOffset = 0;
  14043. }
  14044. if (byteLength === undefined) {
  14045. if (data instanceof Array) {
  14046. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14047. }
  14048. else {
  14049. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14050. }
  14051. }
  14052. else {
  14053. if (data instanceof Array) {
  14054. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14055. }
  14056. else {
  14057. if (data instanceof ArrayBuffer) {
  14058. data = new Uint8Array(data, byteOffset, byteLength);
  14059. }
  14060. else {
  14061. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14062. }
  14063. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14064. }
  14065. }
  14066. this._resetVertexBufferBinding();
  14067. };
  14068. Engine.prototype._resetIndexBufferBinding = function () {
  14069. this.bindIndexBuffer(null);
  14070. this._cachedIndexBuffer = null;
  14071. };
  14072. /**
  14073. * Creates a new index buffer
  14074. * @param indices defines the content of the index buffer
  14075. * @param updatable defines if the index buffer must be updatable
  14076. * @returns a new webGL buffer
  14077. */
  14078. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14079. var vbo = this._gl.createBuffer();
  14080. if (!vbo) {
  14081. throw new Error("Unable to create index buffer");
  14082. }
  14083. this.bindIndexBuffer(vbo);
  14084. // Check for 32 bits indices
  14085. var arrayBuffer;
  14086. var need32Bits = false;
  14087. if (indices instanceof Uint16Array) {
  14088. arrayBuffer = indices;
  14089. }
  14090. else {
  14091. //check 32 bit support
  14092. if (this._caps.uintIndices) {
  14093. if (indices instanceof Uint32Array) {
  14094. arrayBuffer = indices;
  14095. need32Bits = true;
  14096. }
  14097. else {
  14098. //number[] or Int32Array, check if 32 bit is necessary
  14099. for (var index = 0; index < indices.length; index++) {
  14100. if (indices[index] > 65535) {
  14101. need32Bits = true;
  14102. break;
  14103. }
  14104. }
  14105. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14106. }
  14107. }
  14108. else {
  14109. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14110. arrayBuffer = new Uint16Array(indices);
  14111. }
  14112. }
  14113. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14114. this._resetIndexBufferBinding();
  14115. vbo.references = 1;
  14116. vbo.is32Bits = need32Bits;
  14117. return vbo;
  14118. };
  14119. /**
  14120. * Bind a webGL buffer to the webGL context
  14121. * @param buffer defines the buffer to bind
  14122. */
  14123. Engine.prototype.bindArrayBuffer = function (buffer) {
  14124. if (!this._vaoRecordInProgress) {
  14125. this._unbindVertexArrayObject();
  14126. }
  14127. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14128. };
  14129. /**
  14130. * Bind an uniform buffer to the current webGL context
  14131. * @param buffer defines the buffer to bind
  14132. */
  14133. Engine.prototype.bindUniformBuffer = function (buffer) {
  14134. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14135. };
  14136. /**
  14137. * Bind a buffer to the current webGL context at a given location
  14138. * @param buffer defines the buffer to bind
  14139. * @param location defines the index where to bind the buffer
  14140. */
  14141. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14142. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14143. };
  14144. /**
  14145. * Bind a specific block at a given index in a specific shader program
  14146. * @param shaderProgram defines the shader program
  14147. * @param blockName defines the block name
  14148. * @param index defines the index where to bind the block
  14149. */
  14150. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14151. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14152. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14153. };
  14154. Engine.prototype.bindIndexBuffer = function (buffer) {
  14155. if (!this._vaoRecordInProgress) {
  14156. this._unbindVertexArrayObject();
  14157. }
  14158. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14159. };
  14160. Engine.prototype.bindBuffer = function (buffer, target) {
  14161. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14162. this._gl.bindBuffer(target, buffer);
  14163. this._currentBoundBuffer[target] = buffer;
  14164. }
  14165. };
  14166. /**
  14167. * update the bound buffer with the given data
  14168. * @param data defines the data to update
  14169. */
  14170. Engine.prototype.updateArrayBuffer = function (data) {
  14171. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14172. };
  14173. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14174. var pointer = this._currentBufferPointers[indx];
  14175. var changed = false;
  14176. if (!pointer.active) {
  14177. changed = true;
  14178. pointer.active = true;
  14179. pointer.index = indx;
  14180. pointer.size = size;
  14181. pointer.type = type;
  14182. pointer.normalized = normalized;
  14183. pointer.stride = stride;
  14184. pointer.offset = offset;
  14185. pointer.buffer = buffer;
  14186. }
  14187. else {
  14188. if (pointer.buffer !== buffer) {
  14189. pointer.buffer = buffer;
  14190. changed = true;
  14191. }
  14192. if (pointer.size !== size) {
  14193. pointer.size = size;
  14194. changed = true;
  14195. }
  14196. if (pointer.type !== type) {
  14197. pointer.type = type;
  14198. changed = true;
  14199. }
  14200. if (pointer.normalized !== normalized) {
  14201. pointer.normalized = normalized;
  14202. changed = true;
  14203. }
  14204. if (pointer.stride !== stride) {
  14205. pointer.stride = stride;
  14206. changed = true;
  14207. }
  14208. if (pointer.offset !== offset) {
  14209. pointer.offset = offset;
  14210. changed = true;
  14211. }
  14212. }
  14213. if (changed || this._vaoRecordInProgress) {
  14214. this.bindArrayBuffer(buffer);
  14215. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14216. }
  14217. };
  14218. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14219. if (indexBuffer == null) {
  14220. return;
  14221. }
  14222. if (this._cachedIndexBuffer !== indexBuffer) {
  14223. this._cachedIndexBuffer = indexBuffer;
  14224. this.bindIndexBuffer(indexBuffer);
  14225. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14226. }
  14227. };
  14228. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14229. var attributes = effect.getAttributesNames();
  14230. if (!this._vaoRecordInProgress) {
  14231. this._unbindVertexArrayObject();
  14232. }
  14233. this.unbindAllAttributes();
  14234. for (var index = 0; index < attributes.length; index++) {
  14235. var order = effect.getAttributeLocation(index);
  14236. if (order >= 0) {
  14237. var vertexBuffer = vertexBuffers[attributes[index]];
  14238. if (!vertexBuffer) {
  14239. continue;
  14240. }
  14241. this._gl.enableVertexAttribArray(order);
  14242. if (!this._vaoRecordInProgress) {
  14243. this._vertexAttribArraysEnabled[order] = true;
  14244. }
  14245. var buffer = vertexBuffer.getBuffer();
  14246. if (buffer) {
  14247. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14248. if (vertexBuffer.getIsInstanced()) {
  14249. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14250. if (!this._vaoRecordInProgress) {
  14251. this._currentInstanceLocations.push(order);
  14252. this._currentInstanceBuffers.push(buffer);
  14253. }
  14254. }
  14255. }
  14256. }
  14257. }
  14258. };
  14259. /**
  14260. * Records a vertex array object
  14261. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14262. * @param vertexBuffers defines the list of vertex buffers to store
  14263. * @param indexBuffer defines the index buffer to store
  14264. * @param effect defines the effect to store
  14265. * @returns the new vertex array object
  14266. */
  14267. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14268. var vao = this._gl.createVertexArray();
  14269. this._vaoRecordInProgress = true;
  14270. this._gl.bindVertexArray(vao);
  14271. this._mustWipeVertexAttributes = true;
  14272. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14273. this.bindIndexBuffer(indexBuffer);
  14274. this._vaoRecordInProgress = false;
  14275. this._gl.bindVertexArray(null);
  14276. return vao;
  14277. };
  14278. /**
  14279. * Bind a specific vertex array object
  14280. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14281. * @param vertexArrayObject defines the vertex array object to bind
  14282. * @param indexBuffer defines the index buffer to bind
  14283. */
  14284. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14285. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14286. this._cachedVertexArrayObject = vertexArrayObject;
  14287. this._gl.bindVertexArray(vertexArrayObject);
  14288. this._cachedVertexBuffers = null;
  14289. this._cachedIndexBuffer = null;
  14290. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14291. this._mustWipeVertexAttributes = true;
  14292. }
  14293. };
  14294. /**
  14295. * Bind webGl buffers directly to the webGL context
  14296. * @param vertexBuffer defines the vertex buffer to bind
  14297. * @param indexBuffer defines the index buffer to bind
  14298. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14299. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14300. * @param effect defines the effect associated with the vertex buffer
  14301. */
  14302. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14303. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14304. this._cachedVertexBuffers = vertexBuffer;
  14305. this._cachedEffectForVertexBuffers = effect;
  14306. var attributesCount = effect.getAttributesCount();
  14307. this._unbindVertexArrayObject();
  14308. this.unbindAllAttributes();
  14309. var offset = 0;
  14310. for (var index = 0; index < attributesCount; index++) {
  14311. if (index < vertexDeclaration.length) {
  14312. var order = effect.getAttributeLocation(index);
  14313. if (order >= 0) {
  14314. this._gl.enableVertexAttribArray(order);
  14315. this._vertexAttribArraysEnabled[order] = true;
  14316. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14317. }
  14318. offset += vertexDeclaration[index] * 4;
  14319. }
  14320. }
  14321. }
  14322. this._bindIndexBufferWithCache(indexBuffer);
  14323. };
  14324. Engine.prototype._unbindVertexArrayObject = function () {
  14325. if (!this._cachedVertexArrayObject) {
  14326. return;
  14327. }
  14328. this._cachedVertexArrayObject = null;
  14329. this._gl.bindVertexArray(null);
  14330. };
  14331. /**
  14332. * Bind a list of vertex buffers to the webGL context
  14333. * @param vertexBuffers defines the list of vertex buffers to bind
  14334. * @param indexBuffer defines the index buffer to bind
  14335. * @param effect defines the effect associated with the vertex buffers
  14336. */
  14337. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14338. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14339. this._cachedVertexBuffers = vertexBuffers;
  14340. this._cachedEffectForVertexBuffers = effect;
  14341. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14342. }
  14343. this._bindIndexBufferWithCache(indexBuffer);
  14344. };
  14345. /**
  14346. * Unbind all instance attributes
  14347. */
  14348. Engine.prototype.unbindInstanceAttributes = function () {
  14349. var boundBuffer;
  14350. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14351. var instancesBuffer = this._currentInstanceBuffers[i];
  14352. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14353. boundBuffer = instancesBuffer;
  14354. this.bindArrayBuffer(instancesBuffer);
  14355. }
  14356. var offsetLocation = this._currentInstanceLocations[i];
  14357. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14358. }
  14359. this._currentInstanceBuffers.length = 0;
  14360. this._currentInstanceLocations.length = 0;
  14361. };
  14362. /**
  14363. * Release and free the memory of a vertex array object
  14364. * @param vao defines the vertex array object to delete
  14365. */
  14366. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14367. this._gl.deleteVertexArray(vao);
  14368. };
  14369. /** @hidden */
  14370. Engine.prototype._releaseBuffer = function (buffer) {
  14371. buffer.references--;
  14372. if (buffer.references === 0) {
  14373. this._gl.deleteBuffer(buffer);
  14374. return true;
  14375. }
  14376. return false;
  14377. };
  14378. /**
  14379. * Creates a webGL buffer to use with instanciation
  14380. * @param capacity defines the size of the buffer
  14381. * @returns the webGL buffer
  14382. */
  14383. Engine.prototype.createInstancesBuffer = function (capacity) {
  14384. var buffer = this._gl.createBuffer();
  14385. if (!buffer) {
  14386. throw new Error("Unable to create instance buffer");
  14387. }
  14388. buffer.capacity = capacity;
  14389. this.bindArrayBuffer(buffer);
  14390. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14391. return buffer;
  14392. };
  14393. /**
  14394. * Delete a webGL buffer used with instanciation
  14395. * @param buffer defines the webGL buffer to delete
  14396. */
  14397. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14398. this._gl.deleteBuffer(buffer);
  14399. };
  14400. /**
  14401. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14402. * @param instancesBuffer defines the webGL buffer to update and bind
  14403. * @param data defines the data to store in the buffer
  14404. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14405. */
  14406. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14407. this.bindArrayBuffer(instancesBuffer);
  14408. if (data) {
  14409. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14410. }
  14411. if (offsetLocations[0].index !== undefined) {
  14412. var stride = 0;
  14413. for (var i = 0; i < offsetLocations.length; i++) {
  14414. var ai = offsetLocations[i];
  14415. stride += ai.attributeSize * 4;
  14416. }
  14417. for (var i = 0; i < offsetLocations.length; i++) {
  14418. var ai = offsetLocations[i];
  14419. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14420. this._gl.enableVertexAttribArray(ai.index);
  14421. this._vertexAttribArraysEnabled[ai.index] = true;
  14422. }
  14423. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14424. this._gl.vertexAttribDivisor(ai.index, 1);
  14425. this._currentInstanceLocations.push(ai.index);
  14426. this._currentInstanceBuffers.push(instancesBuffer);
  14427. }
  14428. }
  14429. else {
  14430. for (var index = 0; index < 4; index++) {
  14431. var offsetLocation = offsetLocations[index];
  14432. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14433. this._gl.enableVertexAttribArray(offsetLocation);
  14434. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14435. }
  14436. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14437. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14438. this._currentInstanceLocations.push(offsetLocation);
  14439. this._currentInstanceBuffers.push(instancesBuffer);
  14440. }
  14441. }
  14442. };
  14443. /**
  14444. * Apply all cached states (depth, culling, stencil and alpha)
  14445. */
  14446. Engine.prototype.applyStates = function () {
  14447. this._depthCullingState.apply(this._gl);
  14448. this._stencilState.apply(this._gl);
  14449. this._alphaState.apply(this._gl);
  14450. };
  14451. /**
  14452. * Send a draw order
  14453. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14454. * @param indexStart defines the starting index
  14455. * @param indexCount defines the number of index to draw
  14456. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14457. */
  14458. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14459. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14460. };
  14461. /**
  14462. * Draw a list of points
  14463. * @param verticesStart defines the index of first vertex to draw
  14464. * @param verticesCount defines the count of vertices to draw
  14465. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14466. */
  14467. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14468. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14469. };
  14470. /**
  14471. * Draw a list of unindexed primitives
  14472. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14473. * @param verticesStart defines the index of first vertex to draw
  14474. * @param verticesCount defines the count of vertices to draw
  14475. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14476. */
  14477. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14478. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14479. };
  14480. /**
  14481. * Draw a list of indexed primitives
  14482. * @param fillMode defines the primitive to use
  14483. * @param indexStart defines the starting index
  14484. * @param indexCount defines the number of index to draw
  14485. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14486. */
  14487. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14488. // Apply states
  14489. this.applyStates();
  14490. this._drawCalls.addCount(1, false);
  14491. // Render
  14492. var drawMode = this._drawMode(fillMode);
  14493. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14494. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14495. if (instancesCount) {
  14496. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14497. }
  14498. else {
  14499. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14500. }
  14501. };
  14502. /**
  14503. * Draw a list of unindexed primitives
  14504. * @param fillMode defines the primitive to use
  14505. * @param verticesStart defines the index of first vertex to draw
  14506. * @param verticesCount defines the count of vertices to draw
  14507. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14508. */
  14509. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14510. // Apply states
  14511. this.applyStates();
  14512. this._drawCalls.addCount(1, false);
  14513. var drawMode = this._drawMode(fillMode);
  14514. if (instancesCount) {
  14515. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14516. }
  14517. else {
  14518. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14519. }
  14520. };
  14521. Engine.prototype._drawMode = function (fillMode) {
  14522. switch (fillMode) {
  14523. // Triangle views
  14524. case BABYLON.Material.TriangleFillMode:
  14525. return this._gl.TRIANGLES;
  14526. case BABYLON.Material.PointFillMode:
  14527. return this._gl.POINTS;
  14528. case BABYLON.Material.WireFrameFillMode:
  14529. return this._gl.LINES;
  14530. // Draw modes
  14531. case BABYLON.Material.PointListDrawMode:
  14532. return this._gl.POINTS;
  14533. case BABYLON.Material.LineListDrawMode:
  14534. return this._gl.LINES;
  14535. case BABYLON.Material.LineLoopDrawMode:
  14536. return this._gl.LINE_LOOP;
  14537. case BABYLON.Material.LineStripDrawMode:
  14538. return this._gl.LINE_STRIP;
  14539. case BABYLON.Material.TriangleStripDrawMode:
  14540. return this._gl.TRIANGLE_STRIP;
  14541. case BABYLON.Material.TriangleFanDrawMode:
  14542. return this._gl.TRIANGLE_FAN;
  14543. default:
  14544. return this._gl.TRIANGLES;
  14545. }
  14546. };
  14547. // Shaders
  14548. /** @hidden */
  14549. Engine.prototype._releaseEffect = function (effect) {
  14550. if (this._compiledEffects[effect._key]) {
  14551. delete this._compiledEffects[effect._key];
  14552. this._deleteProgram(effect.getProgram());
  14553. }
  14554. };
  14555. /** @hidden */
  14556. Engine.prototype._deleteProgram = function (program) {
  14557. if (program) {
  14558. program.__SPECTOR_rebuildProgram = null;
  14559. if (program.transformFeedback) {
  14560. this.deleteTransformFeedback(program.transformFeedback);
  14561. program.transformFeedback = null;
  14562. }
  14563. this._gl.deleteProgram(program);
  14564. }
  14565. };
  14566. /**
  14567. * Create a new effect (used to store vertex/fragment shaders)
  14568. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14569. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14570. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14571. * @param samplers defines an array of string used to represent textures
  14572. * @param defines defines the string containing the defines to use to compile the shaders
  14573. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14574. * @param onCompiled defines a function to call when the effect creation is successful
  14575. * @param onError defines a function to call when the effect creation has failed
  14576. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14577. * @returns the new Effect
  14578. */
  14579. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14580. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14581. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14582. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14583. if (this._compiledEffects[name]) {
  14584. var compiledEffect = this._compiledEffects[name];
  14585. if (onCompiled && compiledEffect.isReady()) {
  14586. onCompiled(compiledEffect);
  14587. }
  14588. return compiledEffect;
  14589. }
  14590. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14591. effect._key = name;
  14592. this._compiledEffects[name] = effect;
  14593. return effect;
  14594. };
  14595. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14596. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14597. };
  14598. Engine.prototype._compileRawShader = function (source, type) {
  14599. var gl = this._gl;
  14600. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14601. if (!shader) {
  14602. throw new Error("Something went wrong while compile the shader.");
  14603. }
  14604. gl.shaderSource(shader, source);
  14605. gl.compileShader(shader);
  14606. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14607. var log = gl.getShaderInfoLog(shader);
  14608. if (log) {
  14609. throw new Error(log);
  14610. }
  14611. }
  14612. return shader;
  14613. };
  14614. /**
  14615. * Directly creates a webGL program
  14616. * @param vertexCode defines the vertex shader code to use
  14617. * @param fragmentCode defines the fragment shader code to use
  14618. * @param context defines the webGL context to use (if not set, the current one will be used)
  14619. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14620. * @returns the new webGL program
  14621. */
  14622. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14623. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14624. context = context || this._gl;
  14625. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14626. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14627. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14628. };
  14629. /**
  14630. * Creates a webGL program
  14631. * @param vertexCode defines the vertex shader code to use
  14632. * @param fragmentCode defines the fragment shader code to use
  14633. * @param defines defines the string containing the defines to use to compile the shaders
  14634. * @param context defines the webGL context to use (if not set, the current one will be used)
  14635. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14636. * @returns the new webGL program
  14637. */
  14638. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14639. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14640. context = context || this._gl;
  14641. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14642. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14643. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14644. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14645. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14646. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14647. return program;
  14648. };
  14649. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14650. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14651. var shaderProgram = context.createProgram();
  14652. if (!shaderProgram) {
  14653. throw new Error("Unable to create program");
  14654. }
  14655. context.attachShader(shaderProgram, vertexShader);
  14656. context.attachShader(shaderProgram, fragmentShader);
  14657. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14658. var transformFeedback = this.createTransformFeedback();
  14659. this.bindTransformFeedback(transformFeedback);
  14660. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14661. shaderProgram.transformFeedback = transformFeedback;
  14662. }
  14663. context.linkProgram(shaderProgram);
  14664. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14665. this.bindTransformFeedback(null);
  14666. }
  14667. shaderProgram.context = context;
  14668. shaderProgram.vertexShader = vertexShader;
  14669. shaderProgram.fragmentShader = fragmentShader;
  14670. if (!this._caps.parallelShaderCompile) {
  14671. this._finalizeProgram(shaderProgram);
  14672. }
  14673. else {
  14674. shaderProgram.isParallelCompiled = true;
  14675. }
  14676. return shaderProgram;
  14677. };
  14678. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14679. var context = shaderProgram.context;
  14680. var vertexShader = shaderProgram.vertexShader;
  14681. var fragmentShader = shaderProgram.fragmentShader;
  14682. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14683. if (!linked) {
  14684. var error = context.getProgramInfoLog(shaderProgram);
  14685. if (error) {
  14686. throw new Error(error);
  14687. }
  14688. }
  14689. if (this.validateShaderPrograms) {
  14690. context.validateProgram(shaderProgram);
  14691. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14692. if (!validated) {
  14693. var error = context.getProgramInfoLog(shaderProgram);
  14694. if (error) {
  14695. throw new Error(error);
  14696. }
  14697. }
  14698. }
  14699. context.deleteShader(vertexShader);
  14700. context.deleteShader(fragmentShader);
  14701. shaderProgram.context = undefined;
  14702. shaderProgram.vertexShader = undefined;
  14703. shaderProgram.fragmentShader = undefined;
  14704. if (shaderProgram.onCompiled) {
  14705. shaderProgram.onCompiled();
  14706. shaderProgram.onCompiled = undefined;
  14707. }
  14708. };
  14709. /** @hidden */
  14710. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14711. if (!shaderProgram.isParallelCompiled) {
  14712. return true;
  14713. }
  14714. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14715. this._finalizeProgram(shaderProgram);
  14716. return true;
  14717. }
  14718. return false;
  14719. };
  14720. /** @hidden */
  14721. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14722. if (!shaderProgram.isParallelCompiled) {
  14723. action();
  14724. return;
  14725. }
  14726. shaderProgram.onCompiled = action;
  14727. };
  14728. /**
  14729. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14730. * @param shaderProgram defines the webGL program to use
  14731. * @param uniformsNames defines the list of uniform names
  14732. * @returns an array of webGL uniform locations
  14733. */
  14734. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14735. var results = new Array();
  14736. for (var index = 0; index < uniformsNames.length; index++) {
  14737. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14738. }
  14739. return results;
  14740. };
  14741. /**
  14742. * Gets the lsit of active attributes for a given webGL program
  14743. * @param shaderProgram defines the webGL program to use
  14744. * @param attributesNames defines the list of attribute names to get
  14745. * @returns an array of indices indicating the offset of each attribute
  14746. */
  14747. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14748. var results = [];
  14749. for (var index = 0; index < attributesNames.length; index++) {
  14750. try {
  14751. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14752. }
  14753. catch (e) {
  14754. results.push(-1);
  14755. }
  14756. }
  14757. return results;
  14758. };
  14759. /**
  14760. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14761. * @param effect defines the effect to activate
  14762. */
  14763. Engine.prototype.enableEffect = function (effect) {
  14764. if (!effect || effect === this._currentEffect) {
  14765. return;
  14766. }
  14767. // Use program
  14768. this.bindSamplers(effect);
  14769. this._currentEffect = effect;
  14770. if (effect.onBind) {
  14771. effect.onBind(effect);
  14772. }
  14773. if (effect._onBindObservable) {
  14774. effect._onBindObservable.notifyObservers(effect);
  14775. }
  14776. };
  14777. /**
  14778. * Set the value of an uniform to an array of int32
  14779. * @param uniform defines the webGL uniform location where to store the value
  14780. * @param array defines the array of int32 to store
  14781. */
  14782. Engine.prototype.setIntArray = function (uniform, array) {
  14783. if (!uniform) {
  14784. return;
  14785. }
  14786. this._gl.uniform1iv(uniform, array);
  14787. };
  14788. /**
  14789. * Set the value of an uniform to an array of int32 (stored as vec2)
  14790. * @param uniform defines the webGL uniform location where to store the value
  14791. * @param array defines the array of int32 to store
  14792. */
  14793. Engine.prototype.setIntArray2 = function (uniform, array) {
  14794. if (!uniform || array.length % 2 !== 0) {
  14795. return;
  14796. }
  14797. this._gl.uniform2iv(uniform, array);
  14798. };
  14799. /**
  14800. * Set the value of an uniform to an array of int32 (stored as vec3)
  14801. * @param uniform defines the webGL uniform location where to store the value
  14802. * @param array defines the array of int32 to store
  14803. */
  14804. Engine.prototype.setIntArray3 = function (uniform, array) {
  14805. if (!uniform || array.length % 3 !== 0) {
  14806. return;
  14807. }
  14808. this._gl.uniform3iv(uniform, array);
  14809. };
  14810. /**
  14811. * Set the value of an uniform to an array of int32 (stored as vec4)
  14812. * @param uniform defines the webGL uniform location where to store the value
  14813. * @param array defines the array of int32 to store
  14814. */
  14815. Engine.prototype.setIntArray4 = function (uniform, array) {
  14816. if (!uniform || array.length % 4 !== 0) {
  14817. return;
  14818. }
  14819. this._gl.uniform4iv(uniform, array);
  14820. };
  14821. /**
  14822. * Set the value of an uniform to an array of float32
  14823. * @param uniform defines the webGL uniform location where to store the value
  14824. * @param array defines the array of float32 to store
  14825. */
  14826. Engine.prototype.setFloatArray = function (uniform, array) {
  14827. if (!uniform) {
  14828. return;
  14829. }
  14830. this._gl.uniform1fv(uniform, array);
  14831. };
  14832. /**
  14833. * Set the value of an uniform to an array of float32 (stored as vec2)
  14834. * @param uniform defines the webGL uniform location where to store the value
  14835. * @param array defines the array of float32 to store
  14836. */
  14837. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14838. if (!uniform || array.length % 2 !== 0) {
  14839. return;
  14840. }
  14841. this._gl.uniform2fv(uniform, array);
  14842. };
  14843. /**
  14844. * Set the value of an uniform to an array of float32 (stored as vec3)
  14845. * @param uniform defines the webGL uniform location where to store the value
  14846. * @param array defines the array of float32 to store
  14847. */
  14848. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14849. if (!uniform || array.length % 3 !== 0) {
  14850. return;
  14851. }
  14852. this._gl.uniform3fv(uniform, array);
  14853. };
  14854. /**
  14855. * Set the value of an uniform to an array of float32 (stored as vec4)
  14856. * @param uniform defines the webGL uniform location where to store the value
  14857. * @param array defines the array of float32 to store
  14858. */
  14859. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14860. if (!uniform || array.length % 4 !== 0) {
  14861. return;
  14862. }
  14863. this._gl.uniform4fv(uniform, array);
  14864. };
  14865. /**
  14866. * Set the value of an uniform to an array of number
  14867. * @param uniform defines the webGL uniform location where to store the value
  14868. * @param array defines the array of number to store
  14869. */
  14870. Engine.prototype.setArray = function (uniform, array) {
  14871. if (!uniform) {
  14872. return;
  14873. }
  14874. this._gl.uniform1fv(uniform, array);
  14875. };
  14876. /**
  14877. * Set the value of an uniform to an array of number (stored as vec2)
  14878. * @param uniform defines the webGL uniform location where to store the value
  14879. * @param array defines the array of number to store
  14880. */
  14881. Engine.prototype.setArray2 = function (uniform, array) {
  14882. if (!uniform || array.length % 2 !== 0) {
  14883. return;
  14884. }
  14885. this._gl.uniform2fv(uniform, array);
  14886. };
  14887. /**
  14888. * Set the value of an uniform to an array of number (stored as vec3)
  14889. * @param uniform defines the webGL uniform location where to store the value
  14890. * @param array defines the array of number to store
  14891. */
  14892. Engine.prototype.setArray3 = function (uniform, array) {
  14893. if (!uniform || array.length % 3 !== 0) {
  14894. return;
  14895. }
  14896. this._gl.uniform3fv(uniform, array);
  14897. };
  14898. /**
  14899. * Set the value of an uniform to an array of number (stored as vec4)
  14900. * @param uniform defines the webGL uniform location where to store the value
  14901. * @param array defines the array of number to store
  14902. */
  14903. Engine.prototype.setArray4 = function (uniform, array) {
  14904. if (!uniform || array.length % 4 !== 0) {
  14905. return;
  14906. }
  14907. this._gl.uniform4fv(uniform, array);
  14908. };
  14909. /**
  14910. * Set the value of an uniform to an array of float32 (stored as matrices)
  14911. * @param uniform defines the webGL uniform location where to store the value
  14912. * @param matrices defines the array of float32 to store
  14913. */
  14914. Engine.prototype.setMatrices = function (uniform, matrices) {
  14915. if (!uniform) {
  14916. return;
  14917. }
  14918. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14919. };
  14920. /**
  14921. * Set the value of an uniform to a matrix
  14922. * @param uniform defines the webGL uniform location where to store the value
  14923. * @param matrix defines the matrix to store
  14924. */
  14925. Engine.prototype.setMatrix = function (uniform, matrix) {
  14926. if (!uniform) {
  14927. return;
  14928. }
  14929. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14930. };
  14931. /**
  14932. * Set the value of an uniform to a matrix (3x3)
  14933. * @param uniform defines the webGL uniform location where to store the value
  14934. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14935. */
  14936. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14937. if (!uniform) {
  14938. return;
  14939. }
  14940. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14941. };
  14942. /**
  14943. * Set the value of an uniform to a matrix (2x2)
  14944. * @param uniform defines the webGL uniform location where to store the value
  14945. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14946. */
  14947. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14948. if (!uniform) {
  14949. return;
  14950. }
  14951. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14952. };
  14953. /**
  14954. * Set the value of an uniform to a number (int)
  14955. * @param uniform defines the webGL uniform location where to store the value
  14956. * @param value defines the int number to store
  14957. */
  14958. Engine.prototype.setInt = function (uniform, value) {
  14959. if (!uniform) {
  14960. return;
  14961. }
  14962. this._gl.uniform1i(uniform, value);
  14963. };
  14964. /**
  14965. * Set the value of an uniform to a number (float)
  14966. * @param uniform defines the webGL uniform location where to store the value
  14967. * @param value defines the float number to store
  14968. */
  14969. Engine.prototype.setFloat = function (uniform, value) {
  14970. if (!uniform) {
  14971. return;
  14972. }
  14973. this._gl.uniform1f(uniform, value);
  14974. };
  14975. /**
  14976. * Set the value of an uniform to a vec2
  14977. * @param uniform defines the webGL uniform location where to store the value
  14978. * @param x defines the 1st component of the value
  14979. * @param y defines the 2nd component of the value
  14980. */
  14981. Engine.prototype.setFloat2 = function (uniform, x, y) {
  14982. if (!uniform) {
  14983. return;
  14984. }
  14985. this._gl.uniform2f(uniform, x, y);
  14986. };
  14987. /**
  14988. * Set the value of an uniform to a vec3
  14989. * @param uniform defines the webGL uniform location where to store the value
  14990. * @param x defines the 1st component of the value
  14991. * @param y defines the 2nd component of the value
  14992. * @param z defines the 3rd component of the value
  14993. */
  14994. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  14995. if (!uniform) {
  14996. return;
  14997. }
  14998. this._gl.uniform3f(uniform, x, y, z);
  14999. };
  15000. /**
  15001. * Set the value of an uniform to a boolean
  15002. * @param uniform defines the webGL uniform location where to store the value
  15003. * @param bool defines the boolean to store
  15004. */
  15005. Engine.prototype.setBool = function (uniform, bool) {
  15006. if (!uniform) {
  15007. return;
  15008. }
  15009. this._gl.uniform1i(uniform, bool);
  15010. };
  15011. /**
  15012. * Set the value of an uniform to a vec4
  15013. * @param uniform defines the webGL uniform location where to store the value
  15014. * @param x defines the 1st component of the value
  15015. * @param y defines the 2nd component of the value
  15016. * @param z defines the 3rd component of the value
  15017. * @param w defines the 4th component of the value
  15018. */
  15019. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15020. if (!uniform) {
  15021. return;
  15022. }
  15023. this._gl.uniform4f(uniform, x, y, z, w);
  15024. };
  15025. /**
  15026. * Set the value of an uniform to a Color3
  15027. * @param uniform defines the webGL uniform location where to store the value
  15028. * @param color3 defines the color to store
  15029. */
  15030. Engine.prototype.setColor3 = function (uniform, color3) {
  15031. if (!uniform) {
  15032. return;
  15033. }
  15034. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15035. };
  15036. /**
  15037. * Set the value of an uniform to a Color3 and an alpha value
  15038. * @param uniform defines the webGL uniform location where to store the value
  15039. * @param color3 defines the color to store
  15040. * @param alpha defines the alpha component to store
  15041. */
  15042. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15043. if (!uniform) {
  15044. return;
  15045. }
  15046. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15047. };
  15048. /**
  15049. * Sets a Color4 on a uniform variable
  15050. * @param uniform defines the uniform location
  15051. * @param color4 defines the value to be set
  15052. */
  15053. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15054. if (!uniform) {
  15055. return;
  15056. }
  15057. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15058. };
  15059. // States
  15060. /**
  15061. * Set various states to the webGL context
  15062. * @param culling defines backface culling state
  15063. * @param zOffset defines the value to apply to zOffset (0 by default)
  15064. * @param force defines if states must be applied even if cache is up to date
  15065. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15066. */
  15067. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15068. if (zOffset === void 0) { zOffset = 0; }
  15069. if (reverseSide === void 0) { reverseSide = false; }
  15070. // Culling
  15071. if (this._depthCullingState.cull !== culling || force) {
  15072. this._depthCullingState.cull = culling;
  15073. }
  15074. // Cull face
  15075. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15076. if (this._depthCullingState.cullFace !== cullFace || force) {
  15077. this._depthCullingState.cullFace = cullFace;
  15078. }
  15079. // Z offset
  15080. this.setZOffset(zOffset);
  15081. // Front face
  15082. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15083. if (this._depthCullingState.frontFace !== frontFace || force) {
  15084. this._depthCullingState.frontFace = frontFace;
  15085. }
  15086. };
  15087. /**
  15088. * Set the z offset to apply to current rendering
  15089. * @param value defines the offset to apply
  15090. */
  15091. Engine.prototype.setZOffset = function (value) {
  15092. this._depthCullingState.zOffset = value;
  15093. };
  15094. /**
  15095. * Gets the current value of the zOffset
  15096. * @returns the current zOffset state
  15097. */
  15098. Engine.prototype.getZOffset = function () {
  15099. return this._depthCullingState.zOffset;
  15100. };
  15101. /**
  15102. * Enable or disable depth buffering
  15103. * @param enable defines the state to set
  15104. */
  15105. Engine.prototype.setDepthBuffer = function (enable) {
  15106. this._depthCullingState.depthTest = enable;
  15107. };
  15108. /**
  15109. * Gets a boolean indicating if depth writing is enabled
  15110. * @returns the current depth writing state
  15111. */
  15112. Engine.prototype.getDepthWrite = function () {
  15113. return this._depthCullingState.depthMask;
  15114. };
  15115. /**
  15116. * Enable or disable depth writing
  15117. * @param enable defines the state to set
  15118. */
  15119. Engine.prototype.setDepthWrite = function (enable) {
  15120. this._depthCullingState.depthMask = enable;
  15121. };
  15122. /**
  15123. * Enable or disable color writing
  15124. * @param enable defines the state to set
  15125. */
  15126. Engine.prototype.setColorWrite = function (enable) {
  15127. this._gl.colorMask(enable, enable, enable, enable);
  15128. this._colorWrite = enable;
  15129. };
  15130. /**
  15131. * Gets a boolean indicating if color writing is enabled
  15132. * @returns the current color writing state
  15133. */
  15134. Engine.prototype.getColorWrite = function () {
  15135. return this._colorWrite;
  15136. };
  15137. /**
  15138. * Sets alpha constants used by some alpha blending modes
  15139. * @param r defines the red component
  15140. * @param g defines the green component
  15141. * @param b defines the blue component
  15142. * @param a defines the alpha component
  15143. */
  15144. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15145. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15146. };
  15147. /**
  15148. * Sets the current alpha mode
  15149. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15150. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15151. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15152. */
  15153. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15154. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15155. if (this._alphaMode === mode) {
  15156. return;
  15157. }
  15158. switch (mode) {
  15159. case Engine.ALPHA_DISABLE:
  15160. this._alphaState.alphaBlend = false;
  15161. break;
  15162. case Engine.ALPHA_PREMULTIPLIED:
  15163. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15164. this._alphaState.alphaBlend = true;
  15165. break;
  15166. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15167. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15168. this._alphaState.alphaBlend = true;
  15169. break;
  15170. case Engine.ALPHA_COMBINE:
  15171. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15172. this._alphaState.alphaBlend = true;
  15173. break;
  15174. case Engine.ALPHA_ONEONE:
  15175. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15176. this._alphaState.alphaBlend = true;
  15177. break;
  15178. case Engine.ALPHA_ADD:
  15179. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15180. this._alphaState.alphaBlend = true;
  15181. break;
  15182. case Engine.ALPHA_SUBTRACT:
  15183. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15184. this._alphaState.alphaBlend = true;
  15185. break;
  15186. case Engine.ALPHA_MULTIPLY:
  15187. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15188. this._alphaState.alphaBlend = true;
  15189. break;
  15190. case Engine.ALPHA_MAXIMIZED:
  15191. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15192. this._alphaState.alphaBlend = true;
  15193. break;
  15194. case Engine.ALPHA_INTERPOLATE:
  15195. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15196. this._alphaState.alphaBlend = true;
  15197. break;
  15198. case Engine.ALPHA_SCREENMODE:
  15199. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15200. this._alphaState.alphaBlend = true;
  15201. break;
  15202. }
  15203. if (!noDepthWriteChange) {
  15204. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15205. }
  15206. this._alphaMode = mode;
  15207. };
  15208. /**
  15209. * Gets the current alpha mode
  15210. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15211. * @returns the current alpha mode
  15212. */
  15213. Engine.prototype.getAlphaMode = function () {
  15214. return this._alphaMode;
  15215. };
  15216. // Textures
  15217. /**
  15218. * Clears the list of texture accessible through engine.
  15219. * This can help preventing texture load conflict due to name collision.
  15220. */
  15221. Engine.prototype.clearInternalTexturesCache = function () {
  15222. this._internalTexturesCache = [];
  15223. };
  15224. /**
  15225. * Force the entire cache to be cleared
  15226. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15227. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15228. */
  15229. Engine.prototype.wipeCaches = function (bruteForce) {
  15230. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15231. return;
  15232. }
  15233. this._currentEffect = null;
  15234. this._viewportCached.x = 0;
  15235. this._viewportCached.y = 0;
  15236. this._viewportCached.z = 0;
  15237. this._viewportCached.w = 0;
  15238. if (bruteForce) {
  15239. this.resetTextureCache();
  15240. this._currentProgram = null;
  15241. this._stencilState.reset();
  15242. this._depthCullingState.reset();
  15243. this.setDepthFunctionToLessOrEqual();
  15244. this._alphaState.reset();
  15245. this._unpackFlipYCached = null;
  15246. }
  15247. this._resetVertexBufferBinding();
  15248. this._cachedIndexBuffer = null;
  15249. this._cachedEffectForVertexBuffers = null;
  15250. this._unbindVertexArrayObject();
  15251. this.bindIndexBuffer(null);
  15252. };
  15253. /**
  15254. * Set the compressed texture format to use, based on the formats you have, and the formats
  15255. * supported by the hardware / browser.
  15256. *
  15257. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15258. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15259. * to API arguments needed to compressed textures. This puts the burden on the container
  15260. * generator to house the arcane code for determining these for current & future formats.
  15261. *
  15262. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15263. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15264. *
  15265. * Note: The result of this call is not taken into account when a texture is base64.
  15266. *
  15267. * @param formatsAvailable defines the list of those format families you have created
  15268. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15269. *
  15270. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15271. * @returns The extension selected.
  15272. */
  15273. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15274. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15275. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15276. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15277. return this._textureFormatInUse = this._texturesSupported[i];
  15278. }
  15279. }
  15280. }
  15281. // actively set format to nothing, to allow this to be called more than once
  15282. // and possibly fail the 2nd time
  15283. this._textureFormatInUse = null;
  15284. return null;
  15285. };
  15286. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15287. var gl = this._gl;
  15288. var magFilter = gl.NEAREST;
  15289. var minFilter = gl.NEAREST;
  15290. switch (samplingMode) {
  15291. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15292. magFilter = gl.LINEAR;
  15293. if (generateMipMaps) {
  15294. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15295. }
  15296. else {
  15297. minFilter = gl.LINEAR;
  15298. }
  15299. break;
  15300. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15301. magFilter = gl.LINEAR;
  15302. if (generateMipMaps) {
  15303. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15304. }
  15305. else {
  15306. minFilter = gl.LINEAR;
  15307. }
  15308. break;
  15309. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15310. magFilter = gl.NEAREST;
  15311. if (generateMipMaps) {
  15312. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15313. }
  15314. else {
  15315. minFilter = gl.NEAREST;
  15316. }
  15317. break;
  15318. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15319. magFilter = gl.NEAREST;
  15320. if (generateMipMaps) {
  15321. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15322. }
  15323. else {
  15324. minFilter = gl.NEAREST;
  15325. }
  15326. break;
  15327. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15328. magFilter = gl.NEAREST;
  15329. if (generateMipMaps) {
  15330. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15331. }
  15332. else {
  15333. minFilter = gl.LINEAR;
  15334. }
  15335. break;
  15336. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15337. magFilter = gl.NEAREST;
  15338. if (generateMipMaps) {
  15339. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15340. }
  15341. else {
  15342. minFilter = gl.LINEAR;
  15343. }
  15344. break;
  15345. case Engine.TEXTURE_NEAREST_LINEAR:
  15346. magFilter = gl.NEAREST;
  15347. minFilter = gl.LINEAR;
  15348. break;
  15349. case Engine.TEXTURE_NEAREST_NEAREST:
  15350. magFilter = gl.NEAREST;
  15351. minFilter = gl.NEAREST;
  15352. break;
  15353. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15354. magFilter = gl.LINEAR;
  15355. if (generateMipMaps) {
  15356. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15357. }
  15358. else {
  15359. minFilter = gl.NEAREST;
  15360. }
  15361. break;
  15362. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15363. magFilter = gl.LINEAR;
  15364. if (generateMipMaps) {
  15365. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15366. }
  15367. else {
  15368. minFilter = gl.NEAREST;
  15369. }
  15370. break;
  15371. case Engine.TEXTURE_LINEAR_LINEAR:
  15372. magFilter = gl.LINEAR;
  15373. minFilter = gl.LINEAR;
  15374. break;
  15375. case Engine.TEXTURE_LINEAR_NEAREST:
  15376. magFilter = gl.LINEAR;
  15377. minFilter = gl.NEAREST;
  15378. break;
  15379. }
  15380. return {
  15381. min: minFilter,
  15382. mag: magFilter
  15383. };
  15384. };
  15385. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15386. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15387. var img;
  15388. var onload = function () {
  15389. loadedImages[index] = img;
  15390. loadedImages._internalCount++;
  15391. if (scene) {
  15392. scene._removePendingData(img);
  15393. }
  15394. if (loadedImages._internalCount === 6) {
  15395. onfinish(loadedImages);
  15396. }
  15397. };
  15398. var onerror = function (message, exception) {
  15399. if (scene) {
  15400. scene._removePendingData(img);
  15401. }
  15402. if (onErrorCallBack) {
  15403. onErrorCallBack(message, exception);
  15404. }
  15405. };
  15406. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15407. if (scene) {
  15408. scene._addPendingData(img);
  15409. }
  15410. };
  15411. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15412. if (onError === void 0) { onError = null; }
  15413. var loadedImages = [];
  15414. loadedImages._internalCount = 0;
  15415. for (var index = 0; index < 6; index++) {
  15416. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15417. }
  15418. };
  15419. /** @hidden */
  15420. Engine.prototype._createTexture = function () {
  15421. var texture = this._gl.createTexture();
  15422. if (!texture) {
  15423. throw new Error("Unable to create texture");
  15424. }
  15425. return texture;
  15426. };
  15427. /**
  15428. * Usually called from BABYLON.Texture.ts.
  15429. * Passed information to create a WebGLTexture
  15430. * @param urlArg defines a value which contains one of the following:
  15431. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15432. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15433. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15434. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15435. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15436. * @param scene needed for loading to the correct scene
  15437. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15438. * @param onLoad optional callback to be called upon successful completion
  15439. * @param onError optional callback to be called upon failure
  15440. * @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
  15441. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15442. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15443. * @param forcedExtension defines the extension to use to pick the right loader
  15444. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15445. */
  15446. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15447. var _this = this;
  15448. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15449. if (onLoad === void 0) { onLoad = null; }
  15450. if (onError === void 0) { onError = null; }
  15451. if (buffer === void 0) { buffer = null; }
  15452. if (fallback === void 0) { fallback = null; }
  15453. if (format === void 0) { format = null; }
  15454. if (forcedExtension === void 0) { forcedExtension = null; }
  15455. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15456. var fromData = url.substr(0, 5) === "data:";
  15457. var fromBlob = url.substr(0, 5) === "blob:";
  15458. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15459. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15460. // establish the file extension, if possible
  15461. var lastDot = url.lastIndexOf('.');
  15462. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15463. var loader = null;
  15464. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15465. var availableLoader = _a[_i];
  15466. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15467. loader = availableLoader;
  15468. break;
  15469. }
  15470. }
  15471. if (loader) {
  15472. url = loader.transformUrl(url, this._textureFormatInUse);
  15473. }
  15474. if (scene) {
  15475. scene._addPendingData(texture);
  15476. }
  15477. texture.url = url;
  15478. texture.generateMipMaps = !noMipmap;
  15479. texture.samplingMode = samplingMode;
  15480. texture.invertY = invertY;
  15481. if (!this._doNotHandleContextLost) {
  15482. // Keep a link to the buffer only if we plan to handle context lost
  15483. texture._buffer = buffer;
  15484. }
  15485. var onLoadObserver = null;
  15486. if (onLoad && !fallback) {
  15487. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15488. }
  15489. if (!fallback) {
  15490. this._internalTexturesCache.push(texture);
  15491. }
  15492. var onInternalError = function (message, exception) {
  15493. if (scene) {
  15494. scene._removePendingData(texture);
  15495. }
  15496. var customFallback = false;
  15497. if (loader) {
  15498. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15499. if (fallbackUrl) {
  15500. // Add Back
  15501. customFallback = true;
  15502. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15503. }
  15504. }
  15505. if (!customFallback) {
  15506. if (onLoadObserver) {
  15507. texture.onLoadedObservable.remove(onLoadObserver);
  15508. }
  15509. if (BABYLON.Tools.UseFallbackTexture) {
  15510. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15511. }
  15512. }
  15513. if (onError) {
  15514. onError(message || "Unknown error", exception);
  15515. }
  15516. };
  15517. // processing for non-image formats
  15518. if (loader) {
  15519. var callback = function (data) {
  15520. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15521. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15522. done();
  15523. return false;
  15524. }, samplingMode);
  15525. });
  15526. };
  15527. if (!buffer) {
  15528. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15529. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15530. });
  15531. }
  15532. else {
  15533. callback(buffer);
  15534. }
  15535. }
  15536. else {
  15537. var onload = function (img) {
  15538. if (fromBlob && !_this._doNotHandleContextLost) {
  15539. // We need to store the image if we need to rebuild the texture
  15540. // in case of a webgl context lost
  15541. texture._buffer = img;
  15542. }
  15543. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15544. var gl = _this._gl;
  15545. var isPot = (img.width === potWidth && img.height === potHeight);
  15546. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15547. if (isPot) {
  15548. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15549. return false;
  15550. }
  15551. var maxTextureSize = _this._caps.maxTextureSize;
  15552. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15553. _this._prepareWorkingCanvas();
  15554. if (!_this._workingCanvas || !_this._workingContext) {
  15555. return false;
  15556. }
  15557. _this._workingCanvas.width = potWidth;
  15558. _this._workingCanvas.height = potHeight;
  15559. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15560. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15561. texture.width = potWidth;
  15562. texture.height = potHeight;
  15563. return false;
  15564. }
  15565. else {
  15566. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15567. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15568. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15569. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15570. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15571. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15572. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15573. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15574. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15575. _this._releaseTexture(source_1);
  15576. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15577. continuationCallback();
  15578. });
  15579. }
  15580. return true;
  15581. }, samplingMode);
  15582. };
  15583. if (!fromData || isBase64) {
  15584. if (buffer instanceof HTMLImageElement) {
  15585. onload(buffer);
  15586. }
  15587. else {
  15588. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15589. }
  15590. }
  15591. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15592. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15593. }
  15594. else {
  15595. onload(buffer);
  15596. }
  15597. }
  15598. return texture;
  15599. };
  15600. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15601. var _this = this;
  15602. var rtt = this.createRenderTargetTexture({
  15603. width: destination.width,
  15604. height: destination.height,
  15605. }, {
  15606. generateMipMaps: false,
  15607. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15608. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15609. generateDepthBuffer: false,
  15610. generateStencilBuffer: false
  15611. });
  15612. if (!this._rescalePostProcess) {
  15613. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15614. }
  15615. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15616. _this._rescalePostProcess.onApply = function (effect) {
  15617. effect._bindTexture("textureSampler", source);
  15618. };
  15619. var hostingScene = scene;
  15620. if (!hostingScene) {
  15621. hostingScene = _this.scenes[_this.scenes.length - 1];
  15622. }
  15623. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15624. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15625. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15626. _this.unBindFramebuffer(rtt);
  15627. _this._releaseTexture(rtt);
  15628. if (onComplete) {
  15629. onComplete();
  15630. }
  15631. });
  15632. };
  15633. /**
  15634. * Update a raw texture
  15635. * @param texture defines the texture to update
  15636. * @param data defines the data to store in the texture
  15637. * @param format defines the format of the data
  15638. * @param invertY defines if data must be stored with Y axis inverted
  15639. * @param compression defines the compression used (null by default)
  15640. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15641. */
  15642. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15643. if (compression === void 0) { compression = null; }
  15644. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15645. if (!texture) {
  15646. return;
  15647. }
  15648. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15649. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15650. // babylon's internalFormat but gl's texImage2D format
  15651. var internalFormat = this._getInternalFormat(format);
  15652. var textureType = this._getWebGLTextureType(type);
  15653. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15654. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15655. if (!this._doNotHandleContextLost) {
  15656. texture._bufferView = data;
  15657. texture.format = format;
  15658. texture.type = type;
  15659. texture.invertY = invertY;
  15660. texture._compression = compression;
  15661. }
  15662. if (texture.width % 4 !== 0) {
  15663. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15664. }
  15665. if (compression && data) {
  15666. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15667. }
  15668. else {
  15669. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15670. }
  15671. if (texture.generateMipMaps) {
  15672. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15673. }
  15674. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15675. // this.resetTextureCache();
  15676. texture.isReady = true;
  15677. };
  15678. /**
  15679. * Creates a raw texture
  15680. * @param data defines the data to store in the texture
  15681. * @param width defines the width of the texture
  15682. * @param height defines the height of the texture
  15683. * @param format defines the format of the data
  15684. * @param generateMipMaps defines if the engine should generate the mip levels
  15685. * @param invertY defines if data must be stored with Y axis inverted
  15686. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15687. * @param compression defines the compression used (null by default)
  15688. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15689. * @returns the raw texture inside an InternalTexture
  15690. */
  15691. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15692. if (compression === void 0) { compression = null; }
  15693. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15694. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15695. texture.baseWidth = width;
  15696. texture.baseHeight = height;
  15697. texture.width = width;
  15698. texture.height = height;
  15699. texture.format = format;
  15700. texture.generateMipMaps = generateMipMaps;
  15701. texture.samplingMode = samplingMode;
  15702. texture.invertY = invertY;
  15703. texture._compression = compression;
  15704. texture.type = type;
  15705. if (!this._doNotHandleContextLost) {
  15706. texture._bufferView = data;
  15707. }
  15708. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15709. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15710. // Filters
  15711. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15712. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15713. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15714. if (generateMipMaps) {
  15715. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15716. }
  15717. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15718. this._internalTexturesCache.push(texture);
  15719. return texture;
  15720. };
  15721. /** @hidden */
  15722. Engine.prototype._unpackFlipY = function (value) {
  15723. if (this._unpackFlipYCached !== value) {
  15724. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15725. if (this.enableUnpackFlipYCached) {
  15726. this._unpackFlipYCached = value;
  15727. }
  15728. }
  15729. };
  15730. /** @hidden */
  15731. Engine.prototype._getUnpackAlignement = function () {
  15732. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15733. };
  15734. /**
  15735. * Creates a dynamic texture
  15736. * @param width defines the width of the texture
  15737. * @param height defines the height of the texture
  15738. * @param generateMipMaps defines if the engine should generate the mip levels
  15739. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15740. * @returns the dynamic texture inside an InternalTexture
  15741. */
  15742. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15743. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15744. texture.baseWidth = width;
  15745. texture.baseHeight = height;
  15746. if (generateMipMaps) {
  15747. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15748. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15749. }
  15750. // this.resetTextureCache();
  15751. texture.width = width;
  15752. texture.height = height;
  15753. texture.isReady = false;
  15754. texture.generateMipMaps = generateMipMaps;
  15755. texture.samplingMode = samplingMode;
  15756. this.updateTextureSamplingMode(samplingMode, texture);
  15757. this._internalTexturesCache.push(texture);
  15758. return texture;
  15759. };
  15760. /**
  15761. * Update the sampling mode of a given texture
  15762. * @param samplingMode defines the required sampling mode
  15763. * @param texture defines the texture to update
  15764. */
  15765. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15766. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15767. if (texture.isCube) {
  15768. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15769. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15770. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15771. }
  15772. else if (texture.is3D) {
  15773. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15774. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15775. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15776. }
  15777. else {
  15778. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15779. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15780. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15781. }
  15782. texture.samplingMode = samplingMode;
  15783. };
  15784. /**
  15785. * Update the content of a dynamic texture
  15786. * @param texture defines the texture to update
  15787. * @param canvas defines the canvas containing the source
  15788. * @param invertY defines if data must be stored with Y axis inverted
  15789. * @param premulAlpha defines if alpha is stored as premultiplied
  15790. * @param format defines the format of the data
  15791. */
  15792. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  15793. if (premulAlpha === void 0) { premulAlpha = false; }
  15794. if (!texture) {
  15795. return;
  15796. }
  15797. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15798. this._unpackFlipY(invertY);
  15799. if (premulAlpha) {
  15800. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15801. }
  15802. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15803. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15804. if (texture.generateMipMaps) {
  15805. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15806. }
  15807. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15808. if (premulAlpha) {
  15809. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15810. }
  15811. texture.isReady = true;
  15812. };
  15813. /**
  15814. * Update a video texture
  15815. * @param texture defines the texture to update
  15816. * @param video defines the video element to use
  15817. * @param invertY defines if data must be stored with Y axis inverted
  15818. */
  15819. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15820. if (!texture || texture._isDisabled) {
  15821. return;
  15822. }
  15823. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15824. this._unpackFlipY(!invertY); // Video are upside down by default
  15825. try {
  15826. // Testing video texture support
  15827. if (this._videoTextureSupported === undefined) {
  15828. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15829. if (this._gl.getError() !== 0) {
  15830. this._videoTextureSupported = false;
  15831. }
  15832. else {
  15833. this._videoTextureSupported = true;
  15834. }
  15835. }
  15836. // Copy video through the current working canvas if video texture is not supported
  15837. if (!this._videoTextureSupported) {
  15838. if (!texture._workingCanvas) {
  15839. texture._workingCanvas = document.createElement("canvas");
  15840. var context = texture._workingCanvas.getContext("2d");
  15841. if (!context) {
  15842. throw new Error("Unable to get 2d context");
  15843. }
  15844. texture._workingContext = context;
  15845. texture._workingCanvas.width = texture.width;
  15846. texture._workingCanvas.height = texture.height;
  15847. }
  15848. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15849. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15850. }
  15851. else {
  15852. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15853. }
  15854. if (texture.generateMipMaps) {
  15855. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15856. }
  15857. if (!wasPreviouslyBound) {
  15858. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15859. }
  15860. // this.resetTextureCache();
  15861. texture.isReady = true;
  15862. }
  15863. catch (ex) {
  15864. // Something unexpected
  15865. // Let's disable the texture
  15866. texture._isDisabled = true;
  15867. }
  15868. };
  15869. /**
  15870. * Updates a depth texture Comparison Mode and Function.
  15871. * If the comparison Function is equal to 0, the mode will be set to none.
  15872. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15873. * @param texture The texture to set the comparison function for
  15874. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15875. */
  15876. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15877. if (this.webGLVersion === 1) {
  15878. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15879. return;
  15880. }
  15881. var gl = this._gl;
  15882. if (texture.isCube) {
  15883. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15884. if (comparisonFunction === 0) {
  15885. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15886. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15887. }
  15888. else {
  15889. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15890. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15891. }
  15892. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15893. }
  15894. else {
  15895. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15896. if (comparisonFunction === 0) {
  15897. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15898. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15899. }
  15900. else {
  15901. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15902. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15903. }
  15904. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15905. }
  15906. texture._comparisonFunction = comparisonFunction;
  15907. };
  15908. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  15909. var width = size.width || size;
  15910. var height = size.height || size;
  15911. internalTexture.baseWidth = width;
  15912. internalTexture.baseHeight = height;
  15913. internalTexture.width = width;
  15914. internalTexture.height = height;
  15915. internalTexture.isReady = true;
  15916. internalTexture.samples = 1;
  15917. internalTexture.generateMipMaps = false;
  15918. internalTexture._generateDepthBuffer = true;
  15919. internalTexture._generateStencilBuffer = generateStencil;
  15920. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15921. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15922. internalTexture._comparisonFunction = comparisonFunction;
  15923. var gl = this._gl;
  15924. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15925. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  15926. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15927. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15928. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15929. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15930. if (comparisonFunction === 0) {
  15931. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15932. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15933. }
  15934. else {
  15935. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15936. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15937. }
  15938. };
  15939. /**
  15940. * Creates a depth stencil texture.
  15941. * This is only available in WebGL 2 or with the depth texture extension available.
  15942. * @param size The size of face edge in the texture.
  15943. * @param options The options defining the texture.
  15944. * @returns The texture
  15945. */
  15946. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15947. if (options.isCube) {
  15948. var width = size.width || size;
  15949. return this._createDepthStencilCubeTexture(width, options);
  15950. }
  15951. else {
  15952. return this._createDepthStencilTexture(size, options);
  15953. }
  15954. };
  15955. /**
  15956. * Creates a depth stencil texture.
  15957. * This is only available in WebGL 2 or with the depth texture extension available.
  15958. * @param size The size of face edge in the texture.
  15959. * @param options The options defining the texture.
  15960. * @returns The texture
  15961. */
  15962. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15963. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15964. if (!this._caps.depthTextureExtension) {
  15965. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  15966. return internalTexture;
  15967. }
  15968. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  15969. var gl = this._gl;
  15970. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  15971. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  15972. if (this.webGLVersion > 1) {
  15973. if (internalOptions.generateStencil) {
  15974. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15975. }
  15976. else {
  15977. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15978. }
  15979. }
  15980. else {
  15981. if (internalOptions.generateStencil) {
  15982. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  15983. }
  15984. else {
  15985. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  15986. }
  15987. }
  15988. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  15989. return internalTexture;
  15990. };
  15991. /**
  15992. * Creates a depth stencil cube texture.
  15993. * This is only available in WebGL 2.
  15994. * @param size The size of face edge in the cube texture.
  15995. * @param options The options defining the cube texture.
  15996. * @returns The cube texture
  15997. */
  15998. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  15999. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16000. internalTexture.isCube = true;
  16001. if (this.webGLVersion === 1) {
  16002. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16003. return internalTexture;
  16004. }
  16005. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16006. var gl = this._gl;
  16007. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16008. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16009. // Create the depth/stencil buffer
  16010. for (var face = 0; face < 6; face++) {
  16011. if (internalOptions.generateStencil) {
  16012. 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);
  16013. }
  16014. else {
  16015. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16016. }
  16017. }
  16018. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16019. return internalTexture;
  16020. };
  16021. /**
  16022. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16023. * @param renderTarget The render target to set the frame buffer for
  16024. */
  16025. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16026. // Create the framebuffer
  16027. var internalTexture = renderTarget.getInternalTexture();
  16028. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16029. return;
  16030. }
  16031. var gl = this._gl;
  16032. var depthStencilTexture = renderTarget.depthStencilTexture;
  16033. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16034. if (depthStencilTexture.isCube) {
  16035. if (depthStencilTexture._generateStencilBuffer) {
  16036. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16037. }
  16038. else {
  16039. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16040. }
  16041. }
  16042. else {
  16043. if (depthStencilTexture._generateStencilBuffer) {
  16044. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16045. }
  16046. else {
  16047. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16048. }
  16049. }
  16050. this.bindUnboundFramebuffer(null);
  16051. };
  16052. /**
  16053. * Creates a new render target texture
  16054. * @param size defines the size of the texture
  16055. * @param options defines the options used to create the texture
  16056. * @returns a new render target texture stored in an InternalTexture
  16057. */
  16058. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16059. var fullOptions = new RenderTargetCreationOptions();
  16060. if (options !== undefined && typeof options === "object") {
  16061. fullOptions.generateMipMaps = options.generateMipMaps;
  16062. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16063. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16064. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16065. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16066. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16067. }
  16068. else {
  16069. fullOptions.generateMipMaps = options;
  16070. fullOptions.generateDepthBuffer = true;
  16071. fullOptions.generateStencilBuffer = false;
  16072. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16073. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16074. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16075. }
  16076. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16077. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16078. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16079. }
  16080. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16081. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16082. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16083. }
  16084. var gl = this._gl;
  16085. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16086. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16087. var width = size.width || size;
  16088. var height = size.height || size;
  16089. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16090. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16091. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16092. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16093. }
  16094. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16095. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16096. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16097. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16098. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16099. // Create the framebuffer
  16100. var currentFrameBuffer = this._currentFramebuffer;
  16101. var framebuffer = gl.createFramebuffer();
  16102. this.bindUnboundFramebuffer(framebuffer);
  16103. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16104. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16105. if (fullOptions.generateMipMaps) {
  16106. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16107. }
  16108. // Unbind
  16109. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16110. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16111. this.bindUnboundFramebuffer(currentFrameBuffer);
  16112. texture._framebuffer = framebuffer;
  16113. texture.baseWidth = width;
  16114. texture.baseHeight = height;
  16115. texture.width = width;
  16116. texture.height = height;
  16117. texture.isReady = true;
  16118. texture.samples = 1;
  16119. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16120. texture.samplingMode = fullOptions.samplingMode;
  16121. texture.type = fullOptions.type;
  16122. texture.format = fullOptions.format;
  16123. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16124. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16125. // this.resetTextureCache();
  16126. this._internalTexturesCache.push(texture);
  16127. return texture;
  16128. };
  16129. /**
  16130. * Create a multi render target texture
  16131. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16132. * @param size defines the size of the texture
  16133. * @param options defines the creation options
  16134. * @returns the cube texture as an InternalTexture
  16135. */
  16136. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16137. var generateMipMaps = false;
  16138. var generateDepthBuffer = true;
  16139. var generateStencilBuffer = false;
  16140. var generateDepthTexture = false;
  16141. var textureCount = 1;
  16142. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16143. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16144. var types = new Array();
  16145. var samplingModes = new Array();
  16146. if (options !== undefined) {
  16147. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16148. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16149. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16150. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16151. textureCount = options.textureCount || 1;
  16152. if (options.types) {
  16153. types = options.types;
  16154. }
  16155. if (options.samplingModes) {
  16156. samplingModes = options.samplingModes;
  16157. }
  16158. }
  16159. var gl = this._gl;
  16160. // Create the framebuffer
  16161. var framebuffer = gl.createFramebuffer();
  16162. this.bindUnboundFramebuffer(framebuffer);
  16163. var width = size.width || size;
  16164. var height = size.height || size;
  16165. var textures = [];
  16166. var attachments = [];
  16167. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16168. for (var i = 0; i < textureCount; i++) {
  16169. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16170. var type = types[i] || defaultType;
  16171. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16172. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16173. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16174. }
  16175. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16176. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16177. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16178. }
  16179. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16180. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16181. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16182. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16183. }
  16184. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16185. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16186. textures.push(texture);
  16187. attachments.push(attachment);
  16188. gl.activeTexture(gl["TEXTURE" + i]);
  16189. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16190. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16191. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16192. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16193. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16194. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16195. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16196. if (generateMipMaps) {
  16197. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16198. }
  16199. // Unbind
  16200. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16201. texture._framebuffer = framebuffer;
  16202. texture._depthStencilBuffer = depthStencilBuffer;
  16203. texture.baseWidth = width;
  16204. texture.baseHeight = height;
  16205. texture.width = width;
  16206. texture.height = height;
  16207. texture.isReady = true;
  16208. texture.samples = 1;
  16209. texture.generateMipMaps = generateMipMaps;
  16210. texture.samplingMode = samplingMode;
  16211. texture.type = type;
  16212. texture._generateDepthBuffer = generateDepthBuffer;
  16213. texture._generateStencilBuffer = generateStencilBuffer;
  16214. texture._attachments = attachments;
  16215. this._internalTexturesCache.push(texture);
  16216. }
  16217. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16218. // Depth texture
  16219. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16220. gl.activeTexture(gl.TEXTURE0);
  16221. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16222. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16223. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16224. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16225. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16226. 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);
  16227. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16228. depthTexture._framebuffer = framebuffer;
  16229. depthTexture.baseWidth = width;
  16230. depthTexture.baseHeight = height;
  16231. depthTexture.width = width;
  16232. depthTexture.height = height;
  16233. depthTexture.isReady = true;
  16234. depthTexture.samples = 1;
  16235. depthTexture.generateMipMaps = generateMipMaps;
  16236. depthTexture.samplingMode = gl.NEAREST;
  16237. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16238. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16239. textures.push(depthTexture);
  16240. this._internalTexturesCache.push(depthTexture);
  16241. }
  16242. gl.drawBuffers(attachments);
  16243. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16244. this.bindUnboundFramebuffer(null);
  16245. this.resetTextureCache();
  16246. return textures;
  16247. };
  16248. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16249. if (samples === void 0) { samples = 1; }
  16250. var depthStencilBuffer = null;
  16251. var gl = this._gl;
  16252. // Create the depth/stencil buffer
  16253. if (generateStencilBuffer) {
  16254. depthStencilBuffer = gl.createRenderbuffer();
  16255. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16256. if (samples > 1) {
  16257. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16258. }
  16259. else {
  16260. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16261. }
  16262. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16263. }
  16264. else if (generateDepthBuffer) {
  16265. depthStencilBuffer = gl.createRenderbuffer();
  16266. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16267. if (samples > 1) {
  16268. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16269. }
  16270. else {
  16271. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16272. }
  16273. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16274. }
  16275. return depthStencilBuffer;
  16276. };
  16277. /**
  16278. * Updates the sample count of a render target texture
  16279. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16280. * @param texture defines the texture to update
  16281. * @param samples defines the sample count to set
  16282. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16283. */
  16284. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16285. if (this.webGLVersion < 2 || !texture) {
  16286. return 1;
  16287. }
  16288. if (texture.samples === samples) {
  16289. return samples;
  16290. }
  16291. var gl = this._gl;
  16292. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16293. // Dispose previous render buffers
  16294. if (texture._depthStencilBuffer) {
  16295. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16296. texture._depthStencilBuffer = null;
  16297. }
  16298. if (texture._MSAAFramebuffer) {
  16299. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16300. texture._MSAAFramebuffer = null;
  16301. }
  16302. if (texture._MSAARenderBuffer) {
  16303. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16304. texture._MSAARenderBuffer = null;
  16305. }
  16306. if (samples > 1) {
  16307. var framebuffer = gl.createFramebuffer();
  16308. if (!framebuffer) {
  16309. throw new Error("Unable to create multi sampled framebuffer");
  16310. }
  16311. texture._MSAAFramebuffer = framebuffer;
  16312. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16313. var colorRenderbuffer = gl.createRenderbuffer();
  16314. if (!colorRenderbuffer) {
  16315. throw new Error("Unable to create multi sampled framebuffer");
  16316. }
  16317. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16318. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16319. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16320. texture._MSAARenderBuffer = colorRenderbuffer;
  16321. }
  16322. else {
  16323. this.bindUnboundFramebuffer(texture._framebuffer);
  16324. }
  16325. texture.samples = samples;
  16326. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16327. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16328. this.bindUnboundFramebuffer(null);
  16329. return samples;
  16330. };
  16331. /**
  16332. * Update the sample count for a given multiple render target texture
  16333. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16334. * @param textures defines the textures to update
  16335. * @param samples defines the sample count to set
  16336. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16337. */
  16338. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16339. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16340. return 1;
  16341. }
  16342. if (textures[0].samples === samples) {
  16343. return samples;
  16344. }
  16345. var gl = this._gl;
  16346. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16347. // Dispose previous render buffers
  16348. if (textures[0]._depthStencilBuffer) {
  16349. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16350. textures[0]._depthStencilBuffer = null;
  16351. }
  16352. if (textures[0]._MSAAFramebuffer) {
  16353. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16354. textures[0]._MSAAFramebuffer = null;
  16355. }
  16356. for (var i = 0; i < textures.length; i++) {
  16357. if (textures[i]._MSAARenderBuffer) {
  16358. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16359. textures[i]._MSAARenderBuffer = null;
  16360. }
  16361. }
  16362. if (samples > 1) {
  16363. var framebuffer = gl.createFramebuffer();
  16364. if (!framebuffer) {
  16365. throw new Error("Unable to create multi sampled framebuffer");
  16366. }
  16367. this.bindUnboundFramebuffer(framebuffer);
  16368. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16369. var attachments = [];
  16370. for (var i = 0; i < textures.length; i++) {
  16371. var texture = textures[i];
  16372. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16373. var colorRenderbuffer = gl.createRenderbuffer();
  16374. if (!colorRenderbuffer) {
  16375. throw new Error("Unable to create multi sampled framebuffer");
  16376. }
  16377. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16378. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16379. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16380. texture._MSAAFramebuffer = framebuffer;
  16381. texture._MSAARenderBuffer = colorRenderbuffer;
  16382. texture.samples = samples;
  16383. texture._depthStencilBuffer = depthStencilBuffer;
  16384. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16385. attachments.push(attachment);
  16386. }
  16387. gl.drawBuffers(attachments);
  16388. }
  16389. else {
  16390. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16391. }
  16392. this.bindUnboundFramebuffer(null);
  16393. return samples;
  16394. };
  16395. /** @hidden */
  16396. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16397. if (faceIndex === void 0) { faceIndex = 0; }
  16398. if (lod === void 0) { lod = 0; }
  16399. var gl = this._gl;
  16400. var target = gl.TEXTURE_2D;
  16401. if (texture.isCube) {
  16402. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16403. }
  16404. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16405. };
  16406. /** @hidden */
  16407. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16408. if (faceIndex === void 0) { faceIndex = 0; }
  16409. if (lod === void 0) { lod = 0; }
  16410. var gl = this._gl;
  16411. var textureType = this._getWebGLTextureType(texture.type);
  16412. var format = this._getInternalFormat(texture.format);
  16413. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16414. this._unpackFlipY(texture.invertY);
  16415. var target = gl.TEXTURE_2D;
  16416. if (texture.isCube) {
  16417. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16418. }
  16419. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16420. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16421. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16422. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16423. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16424. };
  16425. /** @hidden */
  16426. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16427. if (faceIndex === void 0) { faceIndex = 0; }
  16428. if (lod === void 0) { lod = 0; }
  16429. var gl = this._gl;
  16430. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16431. this._bindTextureDirectly(bindTarget, texture, true);
  16432. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16433. this._bindTextureDirectly(bindTarget, null, true);
  16434. };
  16435. /** @hidden */
  16436. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16437. if (faceIndex === void 0) { faceIndex = 0; }
  16438. if (lod === void 0) { lod = 0; }
  16439. var gl = this._gl;
  16440. var textureType = this._getWebGLTextureType(texture.type);
  16441. var format = this._getInternalFormat(texture.format);
  16442. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16443. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16444. this._bindTextureDirectly(bindTarget, texture, true);
  16445. this._unpackFlipY(texture.invertY);
  16446. var target = gl.TEXTURE_2D;
  16447. if (texture.isCube) {
  16448. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16449. }
  16450. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16451. this._bindTextureDirectly(bindTarget, null, true);
  16452. };
  16453. /**
  16454. * Creates a new render target cube texture
  16455. * @param size defines the size of the texture
  16456. * @param options defines the options used to create the texture
  16457. * @returns a new render target cube texture stored in an InternalTexture
  16458. */
  16459. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16460. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16461. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16462. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16463. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16464. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16465. }
  16466. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16467. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16468. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16469. }
  16470. var gl = this._gl;
  16471. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16472. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16473. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16474. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16475. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16476. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16477. }
  16478. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16479. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16480. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16481. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16482. for (var face = 0; face < 6; face++) {
  16483. 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);
  16484. }
  16485. // Create the framebuffer
  16486. var framebuffer = gl.createFramebuffer();
  16487. this.bindUnboundFramebuffer(framebuffer);
  16488. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16489. // MipMaps
  16490. if (fullOptions.generateMipMaps) {
  16491. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16492. }
  16493. // Unbind
  16494. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16495. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16496. this.bindUnboundFramebuffer(null);
  16497. texture._framebuffer = framebuffer;
  16498. texture.width = size;
  16499. texture.height = size;
  16500. texture.isReady = true;
  16501. texture.isCube = true;
  16502. texture.samples = 1;
  16503. texture.generateMipMaps = fullOptions.generateMipMaps;
  16504. texture.samplingMode = fullOptions.samplingMode;
  16505. texture.type = fullOptions.type;
  16506. texture.format = fullOptions.format;
  16507. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16508. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16509. this._internalTexturesCache.push(texture);
  16510. return texture;
  16511. };
  16512. /**
  16513. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16514. * @param rootUrl defines the url where the file to load is located
  16515. * @param scene defines the current scene
  16516. * @param lodScale defines scale to apply to the mip map selection
  16517. * @param lodOffset defines offset to apply to the mip map selection
  16518. * @param onLoad defines an optional callback raised when the texture is loaded
  16519. * @param onError defines an optional callback raised if there is an issue to load the texture
  16520. * @param format defines the format of the data
  16521. * @param forcedExtension defines the extension to use to pick the right loader
  16522. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16523. * @returns the cube texture as an InternalTexture
  16524. */
  16525. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16526. var _this = this;
  16527. if (onLoad === void 0) { onLoad = null; }
  16528. if (onError === void 0) { onError = null; }
  16529. if (forcedExtension === void 0) { forcedExtension = null; }
  16530. if (createPolynomials === void 0) { createPolynomials = true; }
  16531. var callback = function (loadData) {
  16532. if (!loadData) {
  16533. if (onLoad) {
  16534. onLoad(null);
  16535. }
  16536. return;
  16537. }
  16538. var texture = loadData.texture;
  16539. if (!createPolynomials) {
  16540. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16541. }
  16542. else if (loadData.info.sphericalPolynomial) {
  16543. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16544. }
  16545. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16546. if (_this._caps.textureLOD) {
  16547. // Do not add extra process if texture lod is supported.
  16548. if (onLoad) {
  16549. onLoad(texture);
  16550. }
  16551. return;
  16552. }
  16553. var mipSlices = 3;
  16554. var gl = _this._gl;
  16555. var width = loadData.width;
  16556. if (!width) {
  16557. return;
  16558. }
  16559. var textures = [];
  16560. for (var i = 0; i < mipSlices; i++) {
  16561. //compute LOD from even spacing in smoothness (matching shader calculation)
  16562. var smoothness = i / (mipSlices - 1);
  16563. var roughness = 1 - smoothness;
  16564. var minLODIndex = lodOffset; // roughness = 0
  16565. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16566. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16567. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16568. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16569. glTextureFromLod.type = texture.type;
  16570. glTextureFromLod.format = texture.format;
  16571. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16572. glTextureFromLod.height = glTextureFromLod.width;
  16573. glTextureFromLod.isCube = true;
  16574. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16575. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16576. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16577. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16578. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16579. if (loadData.isDDS) {
  16580. var info = loadData.info;
  16581. var data = loadData.data;
  16582. _this._unpackFlipY(info.isCompressed);
  16583. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16584. }
  16585. else {
  16586. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16587. }
  16588. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16589. // Wrap in a base texture for easy binding.
  16590. var lodTexture = new BABYLON.BaseTexture(scene);
  16591. lodTexture.isCube = true;
  16592. lodTexture._texture = glTextureFromLod;
  16593. glTextureFromLod.isReady = true;
  16594. textures.push(lodTexture);
  16595. }
  16596. texture._lodTextureHigh = textures[2];
  16597. texture._lodTextureMid = textures[1];
  16598. texture._lodTextureLow = textures[0];
  16599. if (onLoad) {
  16600. onLoad(texture);
  16601. }
  16602. };
  16603. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16604. };
  16605. /**
  16606. * Creates a cube texture
  16607. * @param rootUrl defines the url where the files to load is located
  16608. * @param scene defines the current scene
  16609. * @param files defines the list of files to load (1 per face)
  16610. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16611. * @param onLoad defines an optional callback raised when the texture is loaded
  16612. * @param onError defines an optional callback raised if there is an issue to load the texture
  16613. * @param format defines the format of the data
  16614. * @param forcedExtension defines the extension to use to pick the right loader
  16615. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16616. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16617. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16618. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16619. * @returns the cube texture as an InternalTexture
  16620. */
  16621. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16622. var _this = this;
  16623. if (onLoad === void 0) { onLoad = null; }
  16624. if (onError === void 0) { onError = null; }
  16625. if (forcedExtension === void 0) { forcedExtension = null; }
  16626. if (createPolynomials === void 0) { createPolynomials = false; }
  16627. if (lodScale === void 0) { lodScale = 0; }
  16628. if (lodOffset === void 0) { lodOffset = 0; }
  16629. if (fallback === void 0) { fallback = null; }
  16630. var gl = this._gl;
  16631. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16632. texture.isCube = true;
  16633. texture.url = rootUrl;
  16634. texture.generateMipMaps = !noMipmap;
  16635. texture._lodGenerationScale = lodScale;
  16636. texture._lodGenerationOffset = lodOffset;
  16637. if (!this._doNotHandleContextLost) {
  16638. texture._extension = forcedExtension;
  16639. texture._files = files;
  16640. }
  16641. var lastDot = rootUrl.lastIndexOf('.');
  16642. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16643. var loader = null;
  16644. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16645. var availableLoader = _a[_i];
  16646. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16647. loader = availableLoader;
  16648. break;
  16649. }
  16650. }
  16651. var onInternalError = function (request, exception) {
  16652. if (loader) {
  16653. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16654. if (fallbackUrl) {
  16655. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16656. }
  16657. }
  16658. if (onError && request) {
  16659. onError(request.status + " " + request.statusText, exception);
  16660. }
  16661. };
  16662. if (loader) {
  16663. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16664. var onloaddata = function (data) {
  16665. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16666. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16667. };
  16668. if (files && files.length === 6) {
  16669. if (loader.supportCascades) {
  16670. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16671. }
  16672. else if (onError) {
  16673. onError("Textures type does not support cascades.");
  16674. }
  16675. }
  16676. else {
  16677. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16678. }
  16679. }
  16680. else {
  16681. if (!files) {
  16682. throw new Error("Cannot load cubemap because files were not defined");
  16683. }
  16684. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16685. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16686. var height = width;
  16687. _this._prepareWorkingCanvas();
  16688. if (!_this._workingCanvas || !_this._workingContext) {
  16689. return;
  16690. }
  16691. _this._workingCanvas.width = width;
  16692. _this._workingCanvas.height = height;
  16693. var faces = [
  16694. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16695. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16696. ];
  16697. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16698. _this._unpackFlipY(false);
  16699. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16700. for (var index = 0; index < faces.length; index++) {
  16701. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16702. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16703. }
  16704. if (!noMipmap) {
  16705. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16706. }
  16707. _this._setCubeMapTextureParams(!noMipmap);
  16708. texture.width = width;
  16709. texture.height = height;
  16710. texture.isReady = true;
  16711. if (format) {
  16712. texture.format = format;
  16713. }
  16714. texture.onLoadedObservable.notifyObservers(texture);
  16715. texture.onLoadedObservable.clear();
  16716. if (onLoad) {
  16717. onLoad();
  16718. }
  16719. }, files, onError);
  16720. }
  16721. this._internalTexturesCache.push(texture);
  16722. return texture;
  16723. };
  16724. /**
  16725. * @hidden
  16726. */
  16727. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16728. var gl = this._gl;
  16729. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16730. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16731. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16732. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16733. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16734. // this.resetTextureCache();
  16735. };
  16736. /**
  16737. * Update a raw cube texture
  16738. * @param texture defines the texture to udpdate
  16739. * @param data defines the data to store
  16740. * @param format defines the data format
  16741. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16742. * @param invertY defines if data must be stored with Y axis inverted
  16743. * @param compression defines the compression used (null by default)
  16744. * @param level defines which level of the texture to update
  16745. */
  16746. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16747. if (compression === void 0) { compression = null; }
  16748. if (level === void 0) { level = 0; }
  16749. texture._bufferViewArray = data;
  16750. texture.format = format;
  16751. texture.type = type;
  16752. texture.invertY = invertY;
  16753. texture._compression = compression;
  16754. var gl = this._gl;
  16755. var textureType = this._getWebGLTextureType(type);
  16756. var internalFormat = this._getInternalFormat(format);
  16757. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16758. var needConversion = false;
  16759. if (internalFormat === gl.RGB) {
  16760. internalFormat = gl.RGBA;
  16761. needConversion = true;
  16762. }
  16763. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16764. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16765. if (texture.width % 4 !== 0) {
  16766. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16767. }
  16768. // Data are known to be in +X +Y +Z -X -Y -Z
  16769. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16770. var faceData = data[faceIndex];
  16771. if (compression) {
  16772. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16773. }
  16774. else {
  16775. if (needConversion) {
  16776. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16777. }
  16778. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16779. }
  16780. }
  16781. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16782. if (isPot && texture.generateMipMaps && level === 0) {
  16783. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16784. }
  16785. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16786. // this.resetTextureCache();
  16787. texture.isReady = true;
  16788. };
  16789. /**
  16790. * Creates a new raw cube texture
  16791. * @param data defines the array of data to use to create each face
  16792. * @param size defines the size of the textures
  16793. * @param format defines the format of the data
  16794. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16795. * @param generateMipMaps defines if the engine should generate the mip levels
  16796. * @param invertY defines if data must be stored with Y axis inverted
  16797. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16798. * @param compression defines the compression used (null by default)
  16799. * @returns the cube texture as an InternalTexture
  16800. */
  16801. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16802. if (compression === void 0) { compression = null; }
  16803. var gl = this._gl;
  16804. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16805. texture.isCube = true;
  16806. texture.format = format;
  16807. texture.type = type;
  16808. if (!this._doNotHandleContextLost) {
  16809. texture._bufferViewArray = data;
  16810. }
  16811. var textureType = this._getWebGLTextureType(type);
  16812. var internalFormat = this._getInternalFormat(format);
  16813. if (internalFormat === gl.RGB) {
  16814. internalFormat = gl.RGBA;
  16815. }
  16816. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16817. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16818. generateMipMaps = false;
  16819. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16820. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16821. }
  16822. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16823. generateMipMaps = false;
  16824. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16825. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16826. }
  16827. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16828. generateMipMaps = false;
  16829. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16830. }
  16831. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16832. generateMipMaps = false;
  16833. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16834. }
  16835. var width = size;
  16836. var height = width;
  16837. texture.width = width;
  16838. texture.height = height;
  16839. // Double check on POT to generate Mips.
  16840. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16841. if (!isPot) {
  16842. generateMipMaps = false;
  16843. }
  16844. // Upload data if needed. The texture won't be ready until then.
  16845. if (data) {
  16846. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16847. }
  16848. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16849. // Filters
  16850. if (data && generateMipMaps) {
  16851. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16852. }
  16853. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16854. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16855. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16856. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16857. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16858. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16859. texture.generateMipMaps = generateMipMaps;
  16860. return texture;
  16861. };
  16862. /**
  16863. * Creates a new raw cube texture from a specified url
  16864. * @param url defines the url where the data is located
  16865. * @param scene defines the current scene
  16866. * @param size defines the size of the textures
  16867. * @param format defines the format of the data
  16868. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16869. * @param noMipmap defines if the engine should avoid generating the mip levels
  16870. * @param callback defines a callback used to extract texture data from loaded data
  16871. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16872. * @param onLoad defines a callback called when texture is loaded
  16873. * @param onError defines a callback called if there is an error
  16874. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16875. * @param invertY defines if data must be stored with Y axis inverted
  16876. * @returns the cube texture as an InternalTexture
  16877. */
  16878. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16879. var _this = this;
  16880. if (onLoad === void 0) { onLoad = null; }
  16881. if (onError === void 0) { onError = null; }
  16882. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16883. if (invertY === void 0) { invertY = false; }
  16884. var gl = this._gl;
  16885. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  16886. scene._addPendingData(texture);
  16887. texture.url = url;
  16888. this._internalTexturesCache.push(texture);
  16889. var onerror = function (request, exception) {
  16890. scene._removePendingData(texture);
  16891. if (onError && request) {
  16892. onError(request.status + " " + request.statusText, exception);
  16893. }
  16894. };
  16895. var internalCallback = function (data) {
  16896. var width = texture.width;
  16897. var faceDataArrays = callback(data);
  16898. if (!faceDataArrays) {
  16899. return;
  16900. }
  16901. if (mipmapGenerator) {
  16902. var textureType = _this._getWebGLTextureType(type);
  16903. var internalFormat = _this._getInternalFormat(format);
  16904. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  16905. var needConversion = false;
  16906. if (internalFormat === gl.RGB) {
  16907. internalFormat = gl.RGBA;
  16908. needConversion = true;
  16909. }
  16910. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16911. _this._unpackFlipY(false);
  16912. var mipData = mipmapGenerator(faceDataArrays);
  16913. for (var level = 0; level < mipData.length; level++) {
  16914. var mipSize = width >> level;
  16915. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16916. var mipFaceData = mipData[level][faceIndex];
  16917. if (needConversion) {
  16918. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  16919. }
  16920. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  16921. }
  16922. }
  16923. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16924. }
  16925. else {
  16926. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  16927. }
  16928. texture.isReady = true;
  16929. // this.resetTextureCache();
  16930. scene._removePendingData(texture);
  16931. if (onLoad) {
  16932. onLoad();
  16933. }
  16934. };
  16935. this._loadFile(url, function (data) {
  16936. internalCallback(data);
  16937. }, undefined, scene.offlineProvider, true, onerror);
  16938. return texture;
  16939. };
  16940. /**
  16941. * Update a raw 3D texture
  16942. * @param texture defines the texture to update
  16943. * @param data defines the data to store
  16944. * @param format defines the data format
  16945. * @param invertY defines if data must be stored with Y axis inverted
  16946. * @param compression defines the used compression (can be null)
  16947. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  16948. */
  16949. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  16950. if (compression === void 0) { compression = null; }
  16951. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16952. var internalType = this._getWebGLTextureType(textureType);
  16953. var internalFormat = this._getInternalFormat(format);
  16954. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  16955. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16956. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16957. if (!this._doNotHandleContextLost) {
  16958. texture._bufferView = data;
  16959. texture.format = format;
  16960. texture.invertY = invertY;
  16961. texture._compression = compression;
  16962. }
  16963. if (texture.width % 4 !== 0) {
  16964. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  16965. }
  16966. if (compression && data) {
  16967. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  16968. }
  16969. else {
  16970. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  16971. }
  16972. if (texture.generateMipMaps) {
  16973. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  16974. }
  16975. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16976. // this.resetTextureCache();
  16977. texture.isReady = true;
  16978. };
  16979. /**
  16980. * Creates a new raw 3D texture
  16981. * @param data defines the data used to create the texture
  16982. * @param width defines the width of the texture
  16983. * @param height defines the height of the texture
  16984. * @param depth defines the depth of the texture
  16985. * @param format defines the format of the texture
  16986. * @param generateMipMaps defines if the engine must generate mip levels
  16987. * @param invertY defines if data must be stored with Y axis inverted
  16988. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16989. * @param compression defines the compressed used (can be null)
  16990. * @param textureType defines the compressed used (can be null)
  16991. * @returns a new raw 3D texture (stored in an InternalTexture)
  16992. */
  16993. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  16994. if (compression === void 0) { compression = null; }
  16995. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16996. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  16997. texture.baseWidth = width;
  16998. texture.baseHeight = height;
  16999. texture.baseDepth = depth;
  17000. texture.width = width;
  17001. texture.height = height;
  17002. texture.depth = depth;
  17003. texture.format = format;
  17004. texture.type = textureType;
  17005. texture.generateMipMaps = generateMipMaps;
  17006. texture.samplingMode = samplingMode;
  17007. texture.is3D = true;
  17008. if (!this._doNotHandleContextLost) {
  17009. texture._bufferView = data;
  17010. }
  17011. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17012. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17013. // Filters
  17014. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17015. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17016. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17017. if (generateMipMaps) {
  17018. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17019. }
  17020. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17021. this._internalTexturesCache.push(texture);
  17022. return texture;
  17023. };
  17024. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17025. var gl = this._gl;
  17026. if (!gl) {
  17027. return;
  17028. }
  17029. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17030. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17031. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17032. if (!noMipmap && !isCompressed) {
  17033. gl.generateMipmap(gl.TEXTURE_2D);
  17034. }
  17035. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17036. // this.resetTextureCache();
  17037. if (scene) {
  17038. scene._removePendingData(texture);
  17039. }
  17040. texture.onLoadedObservable.notifyObservers(texture);
  17041. texture.onLoadedObservable.clear();
  17042. };
  17043. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17044. var _this = this;
  17045. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17046. var maxTextureSize = this.getCaps().maxTextureSize;
  17047. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17048. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17049. var gl = this._gl;
  17050. if (!gl) {
  17051. return;
  17052. }
  17053. if (!texture._webGLTexture) {
  17054. // this.resetTextureCache();
  17055. if (scene) {
  17056. scene._removePendingData(texture);
  17057. }
  17058. return;
  17059. }
  17060. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17061. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17062. texture.baseWidth = width;
  17063. texture.baseHeight = height;
  17064. texture.width = potWidth;
  17065. texture.height = potHeight;
  17066. texture.isReady = true;
  17067. if (processFunction(potWidth, potHeight, function () {
  17068. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17069. })) {
  17070. // Returning as texture needs extra async steps
  17071. return;
  17072. }
  17073. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17074. };
  17075. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17076. // Create new RGBA data container.
  17077. var rgbaData;
  17078. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17079. rgbaData = new Float32Array(width * height * 4);
  17080. }
  17081. else {
  17082. rgbaData = new Uint32Array(width * height * 4);
  17083. }
  17084. // Convert each pixel.
  17085. for (var x = 0; x < width; x++) {
  17086. for (var y = 0; y < height; y++) {
  17087. var index = (y * width + x) * 3;
  17088. var newIndex = (y * width + x) * 4;
  17089. // Map Old Value to new value.
  17090. rgbaData[newIndex + 0] = rgbData[index + 0];
  17091. rgbaData[newIndex + 1] = rgbData[index + 1];
  17092. rgbaData[newIndex + 2] = rgbData[index + 2];
  17093. // Add fully opaque alpha channel.
  17094. rgbaData[newIndex + 3] = 1;
  17095. }
  17096. }
  17097. return rgbaData;
  17098. };
  17099. /** @hidden */
  17100. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17101. var gl = this._gl;
  17102. if (texture._framebuffer) {
  17103. gl.deleteFramebuffer(texture._framebuffer);
  17104. texture._framebuffer = null;
  17105. }
  17106. if (texture._depthStencilBuffer) {
  17107. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17108. texture._depthStencilBuffer = null;
  17109. }
  17110. if (texture._MSAAFramebuffer) {
  17111. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17112. texture._MSAAFramebuffer = null;
  17113. }
  17114. if (texture._MSAARenderBuffer) {
  17115. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17116. texture._MSAARenderBuffer = null;
  17117. }
  17118. };
  17119. /** @hidden */
  17120. Engine.prototype._releaseTexture = function (texture) {
  17121. var gl = this._gl;
  17122. this._releaseFramebufferObjects(texture);
  17123. gl.deleteTexture(texture._webGLTexture);
  17124. // Unbind channels
  17125. this.unbindAllTextures();
  17126. var index = this._internalTexturesCache.indexOf(texture);
  17127. if (index !== -1) {
  17128. this._internalTexturesCache.splice(index, 1);
  17129. }
  17130. // Integrated fixed lod samplers.
  17131. if (texture._lodTextureHigh) {
  17132. texture._lodTextureHigh.dispose();
  17133. }
  17134. if (texture._lodTextureMid) {
  17135. texture._lodTextureMid.dispose();
  17136. }
  17137. if (texture._lodTextureLow) {
  17138. texture._lodTextureLow.dispose();
  17139. }
  17140. // Set output texture of post process to null if the texture has been released/disposed
  17141. this.scenes.forEach(function (scene) {
  17142. scene.postProcesses.forEach(function (postProcess) {
  17143. if (postProcess._outputTexture == texture) {
  17144. postProcess._outputTexture = null;
  17145. }
  17146. });
  17147. scene.cameras.forEach(function (camera) {
  17148. camera._postProcesses.forEach(function (postProcess) {
  17149. if (postProcess) {
  17150. if (postProcess._outputTexture == texture) {
  17151. postProcess._outputTexture = null;
  17152. }
  17153. }
  17154. });
  17155. });
  17156. });
  17157. };
  17158. Engine.prototype.setProgram = function (program) {
  17159. if (this._currentProgram !== program) {
  17160. this._gl.useProgram(program);
  17161. this._currentProgram = program;
  17162. }
  17163. };
  17164. /**
  17165. * Binds an effect to the webGL context
  17166. * @param effect defines the effect to bind
  17167. */
  17168. Engine.prototype.bindSamplers = function (effect) {
  17169. this.setProgram(effect.getProgram());
  17170. var samplers = effect.getSamplers();
  17171. for (var index = 0; index < samplers.length; index++) {
  17172. var uniform = effect.getUniform(samplers[index]);
  17173. if (uniform) {
  17174. this._boundUniforms[index] = uniform;
  17175. }
  17176. }
  17177. this._currentEffect = null;
  17178. };
  17179. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17180. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17181. return;
  17182. }
  17183. // Remove
  17184. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17185. // Bind last to it
  17186. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17187. // Bind to dummy
  17188. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17189. };
  17190. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17191. if (!internalTexture) {
  17192. return -1;
  17193. }
  17194. internalTexture._initialSlot = channel;
  17195. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17196. if (channel !== internalTexture._designatedSlot) {
  17197. this._textureCollisions.addCount(1, false);
  17198. }
  17199. }
  17200. else {
  17201. if (channel !== internalTexture._designatedSlot) {
  17202. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17203. return internalTexture._designatedSlot;
  17204. }
  17205. else {
  17206. // No slot for this texture, let's pick a new one (if we find a free slot)
  17207. if (this._nextFreeTextureSlots.length) {
  17208. return this._nextFreeTextureSlots[0];
  17209. }
  17210. // We need to recycle the oldest bound texture, sorry.
  17211. this._textureCollisions.addCount(1, false);
  17212. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17213. }
  17214. }
  17215. }
  17216. return channel;
  17217. };
  17218. Engine.prototype._linkTrackers = function (previous, next) {
  17219. previous.next = next;
  17220. next.previous = previous;
  17221. };
  17222. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17223. var currentSlot = internalTexture._designatedSlot;
  17224. if (currentSlot === -1) {
  17225. return -1;
  17226. }
  17227. internalTexture._designatedSlot = -1;
  17228. if (this.disableTextureBindingOptimization) {
  17229. return -1;
  17230. }
  17231. // Remove from bound list
  17232. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17233. // Free the slot
  17234. this._boundTexturesCache[currentSlot] = null;
  17235. this._nextFreeTextureSlots.push(currentSlot);
  17236. return currentSlot;
  17237. };
  17238. Engine.prototype._activateCurrentTexture = function () {
  17239. if (this._currentTextureChannel !== this._activeChannel) {
  17240. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17241. this._currentTextureChannel = this._activeChannel;
  17242. }
  17243. };
  17244. /** @hidden */
  17245. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17246. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17247. if (force === void 0) { force = false; }
  17248. var wasPreviouslyBound = false;
  17249. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17250. this._activeChannel = texture._designatedSlot;
  17251. }
  17252. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17253. var isTextureForRendering = texture && texture._initialSlot > -1;
  17254. if (currentTextureBound !== texture || force) {
  17255. if (currentTextureBound) {
  17256. this._removeDesignatedSlot(currentTextureBound);
  17257. }
  17258. this._activateCurrentTexture();
  17259. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17260. this._boundTexturesCache[this._activeChannel] = texture;
  17261. if (texture) {
  17262. if (!this.disableTextureBindingOptimization) {
  17263. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17264. if (slotIndex > -1) {
  17265. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17266. }
  17267. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17268. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17269. }
  17270. texture._designatedSlot = this._activeChannel;
  17271. }
  17272. }
  17273. else if (forTextureDataUpdate) {
  17274. wasPreviouslyBound = true;
  17275. this._activateCurrentTexture();
  17276. }
  17277. if (isTextureForRendering && !forTextureDataUpdate) {
  17278. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17279. }
  17280. return wasPreviouslyBound;
  17281. };
  17282. /** @hidden */
  17283. Engine.prototype._bindTexture = function (channel, texture) {
  17284. if (channel < 0) {
  17285. return;
  17286. }
  17287. if (texture) {
  17288. channel = this._getCorrectTextureChannel(channel, texture);
  17289. }
  17290. this._activeChannel = channel;
  17291. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17292. };
  17293. /**
  17294. * Sets a texture to the webGL context from a postprocess
  17295. * @param channel defines the channel to use
  17296. * @param postProcess defines the source postprocess
  17297. */
  17298. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17299. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17300. };
  17301. /**
  17302. * Binds the output of the passed in post process to the texture channel specified
  17303. * @param channel The channel the texture should be bound to
  17304. * @param postProcess The post process which's output should be bound
  17305. */
  17306. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17307. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17308. };
  17309. /**
  17310. * Unbind all textures from the webGL context
  17311. */
  17312. Engine.prototype.unbindAllTextures = function () {
  17313. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17314. this._activeChannel = channel;
  17315. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17316. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17317. if (this.webGLVersion > 1) {
  17318. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17319. }
  17320. }
  17321. };
  17322. /**
  17323. * Sets a texture to the according uniform.
  17324. * @param channel The texture channel
  17325. * @param uniform The uniform to set
  17326. * @param texture The texture to apply
  17327. */
  17328. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17329. if (channel < 0) {
  17330. return;
  17331. }
  17332. if (uniform) {
  17333. this._boundUniforms[channel] = uniform;
  17334. }
  17335. this._setTexture(channel, texture);
  17336. };
  17337. /**
  17338. * Sets a depth stencil texture from a render target to the according uniform.
  17339. * @param channel The texture channel
  17340. * @param uniform The uniform to set
  17341. * @param texture The render target texture containing the depth stencil texture to apply
  17342. */
  17343. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17344. if (channel < 0) {
  17345. return;
  17346. }
  17347. if (uniform) {
  17348. this._boundUniforms[channel] = uniform;
  17349. }
  17350. if (!texture || !texture.depthStencilTexture) {
  17351. this._setTexture(channel, null);
  17352. }
  17353. else {
  17354. this._setTexture(channel, texture, false, true);
  17355. }
  17356. };
  17357. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17358. var uniform = this._boundUniforms[sourceSlot];
  17359. if (uniform._currentState === destination) {
  17360. return;
  17361. }
  17362. this._gl.uniform1i(uniform, destination);
  17363. uniform._currentState = destination;
  17364. };
  17365. Engine.prototype._getTextureWrapMode = function (mode) {
  17366. switch (mode) {
  17367. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17368. return this._gl.REPEAT;
  17369. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17370. return this._gl.CLAMP_TO_EDGE;
  17371. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17372. return this._gl.MIRRORED_REPEAT;
  17373. }
  17374. return this._gl.REPEAT;
  17375. };
  17376. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17377. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17378. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17379. // Not ready?
  17380. if (!texture) {
  17381. if (this._boundTexturesCache[channel] != null) {
  17382. this._activeChannel = channel;
  17383. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17384. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17385. if (this.webGLVersion > 1) {
  17386. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17387. }
  17388. }
  17389. return false;
  17390. }
  17391. // Video
  17392. if (texture.video) {
  17393. this._activeChannel = channel;
  17394. texture.update();
  17395. }
  17396. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17397. texture.delayLoad();
  17398. return false;
  17399. }
  17400. var internalTexture;
  17401. if (depthStencilTexture) {
  17402. internalTexture = texture.depthStencilTexture;
  17403. }
  17404. else if (texture.isReady()) {
  17405. internalTexture = texture.getInternalTexture();
  17406. }
  17407. else if (texture.isCube) {
  17408. internalTexture = this.emptyCubeTexture;
  17409. }
  17410. else if (texture.is3D) {
  17411. internalTexture = this.emptyTexture3D;
  17412. }
  17413. else {
  17414. internalTexture = this.emptyTexture;
  17415. }
  17416. if (!isPartOfTextureArray) {
  17417. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17418. }
  17419. var needToBind = true;
  17420. if (this._boundTexturesCache[channel] === internalTexture) {
  17421. this._moveBoundTextureOnTop(internalTexture);
  17422. if (!isPartOfTextureArray) {
  17423. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17424. }
  17425. needToBind = false;
  17426. }
  17427. this._activeChannel = channel;
  17428. if (internalTexture && internalTexture.is3D) {
  17429. if (needToBind) {
  17430. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17431. }
  17432. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17433. internalTexture._cachedWrapU = texture.wrapU;
  17434. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17435. }
  17436. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17437. internalTexture._cachedWrapV = texture.wrapV;
  17438. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17439. }
  17440. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17441. internalTexture._cachedWrapR = texture.wrapR;
  17442. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17443. }
  17444. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17445. }
  17446. else if (internalTexture && internalTexture.isCube) {
  17447. if (needToBind) {
  17448. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17449. }
  17450. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17451. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17452. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17453. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17454. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17455. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17456. }
  17457. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17458. }
  17459. else {
  17460. if (needToBind) {
  17461. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17462. }
  17463. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17464. internalTexture._cachedWrapU = texture.wrapU;
  17465. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17466. }
  17467. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17468. internalTexture._cachedWrapV = texture.wrapV;
  17469. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17470. }
  17471. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17472. }
  17473. return true;
  17474. };
  17475. /**
  17476. * Sets an array of texture to the webGL context
  17477. * @param channel defines the channel where the texture array must be set
  17478. * @param uniform defines the associated uniform location
  17479. * @param textures defines the array of textures to bind
  17480. */
  17481. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17482. if (channel < 0 || !uniform) {
  17483. return;
  17484. }
  17485. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17486. this._textureUnits = new Int32Array(textures.length);
  17487. }
  17488. for (var i = 0; i < textures.length; i++) {
  17489. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17490. }
  17491. this._gl.uniform1iv(uniform, this._textureUnits);
  17492. for (var index = 0; index < textures.length; index++) {
  17493. this._setTexture(this._textureUnits[index], textures[index], true);
  17494. }
  17495. };
  17496. /** @hidden */
  17497. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17498. var internalTexture = texture.getInternalTexture();
  17499. if (!internalTexture) {
  17500. return;
  17501. }
  17502. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17503. var value = texture.anisotropicFilteringLevel;
  17504. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17505. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17506. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17507. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17508. }
  17509. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17510. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17511. internalTexture._cachedAnisotropicFilteringLevel = value;
  17512. }
  17513. };
  17514. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17515. this._bindTextureDirectly(target, texture, true, true);
  17516. this._gl.texParameterf(target, parameter, value);
  17517. };
  17518. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17519. if (texture) {
  17520. this._bindTextureDirectly(target, texture, true, true);
  17521. }
  17522. this._gl.texParameteri(target, parameter, value);
  17523. };
  17524. /**
  17525. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17526. * @param x defines the x coordinate of the rectangle where pixels must be read
  17527. * @param y defines the y coordinate of the rectangle where pixels must be read
  17528. * @param width defines the width of the rectangle where pixels must be read
  17529. * @param height defines the height of the rectangle where pixels must be read
  17530. * @returns a Uint8Array containing RGBA colors
  17531. */
  17532. Engine.prototype.readPixels = function (x, y, width, height) {
  17533. var data = new Uint8Array(height * width * 4);
  17534. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17535. return data;
  17536. };
  17537. /**
  17538. * Add an externaly attached data from its key.
  17539. * This method call will fail and return false, if such key already exists.
  17540. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17541. * @param key the unique key that identifies the data
  17542. * @param data the data object to associate to the key for this Engine instance
  17543. * @return true if no such key were already present and the data was added successfully, false otherwise
  17544. */
  17545. Engine.prototype.addExternalData = function (key, data) {
  17546. if (!this._externalData) {
  17547. this._externalData = new BABYLON.StringDictionary();
  17548. }
  17549. return this._externalData.add(key, data);
  17550. };
  17551. /**
  17552. * Get an externaly attached data from its key
  17553. * @param key the unique key that identifies the data
  17554. * @return the associated data, if present (can be null), or undefined if not present
  17555. */
  17556. Engine.prototype.getExternalData = function (key) {
  17557. if (!this._externalData) {
  17558. this._externalData = new BABYLON.StringDictionary();
  17559. }
  17560. return this._externalData.get(key);
  17561. };
  17562. /**
  17563. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17564. * @param key the unique key that identifies the data
  17565. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17566. * @return the associated data, can be null if the factory returned null.
  17567. */
  17568. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17569. if (!this._externalData) {
  17570. this._externalData = new BABYLON.StringDictionary();
  17571. }
  17572. return this._externalData.getOrAddWithFactory(key, factory);
  17573. };
  17574. /**
  17575. * Remove an externaly attached data from the Engine instance
  17576. * @param key the unique key that identifies the data
  17577. * @return true if the data was successfully removed, false if it doesn't exist
  17578. */
  17579. Engine.prototype.removeExternalData = function (key) {
  17580. if (!this._externalData) {
  17581. this._externalData = new BABYLON.StringDictionary();
  17582. }
  17583. return this._externalData.remove(key);
  17584. };
  17585. /**
  17586. * Unbind all vertex attributes from the webGL context
  17587. */
  17588. Engine.prototype.unbindAllAttributes = function () {
  17589. if (this._mustWipeVertexAttributes) {
  17590. this._mustWipeVertexAttributes = false;
  17591. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17592. this._gl.disableVertexAttribArray(i);
  17593. this._vertexAttribArraysEnabled[i] = false;
  17594. this._currentBufferPointers[i].active = false;
  17595. }
  17596. return;
  17597. }
  17598. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17599. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17600. continue;
  17601. }
  17602. this._gl.disableVertexAttribArray(i);
  17603. this._vertexAttribArraysEnabled[i] = false;
  17604. this._currentBufferPointers[i].active = false;
  17605. }
  17606. };
  17607. /**
  17608. * 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
  17609. */
  17610. Engine.prototype.releaseEffects = function () {
  17611. for (var name in this._compiledEffects) {
  17612. this._deleteProgram(this._compiledEffects[name]._program);
  17613. }
  17614. this._compiledEffects = {};
  17615. };
  17616. /**
  17617. * Dispose and release all associated resources
  17618. */
  17619. Engine.prototype.dispose = function () {
  17620. this.hideLoadingUI();
  17621. this.stopRenderLoop();
  17622. // Release postProcesses
  17623. while (this.postProcesses.length) {
  17624. this.postProcesses[0].dispose();
  17625. }
  17626. // Empty texture
  17627. if (this._emptyTexture) {
  17628. this._releaseTexture(this._emptyTexture);
  17629. this._emptyTexture = null;
  17630. }
  17631. if (this._emptyCubeTexture) {
  17632. this._releaseTexture(this._emptyCubeTexture);
  17633. this._emptyCubeTexture = null;
  17634. }
  17635. // Rescale PP
  17636. if (this._rescalePostProcess) {
  17637. this._rescalePostProcess.dispose();
  17638. }
  17639. // Release scenes
  17640. while (this.scenes.length) {
  17641. this.scenes[0].dispose();
  17642. }
  17643. // Release audio engine
  17644. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17645. Engine.audioEngine.dispose();
  17646. }
  17647. // Release effects
  17648. this.releaseEffects();
  17649. // Unbind
  17650. this.unbindAllAttributes();
  17651. this._boundUniforms = [];
  17652. if (this._dummyFramebuffer) {
  17653. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17654. }
  17655. //WebVR
  17656. this.disableVR();
  17657. // Events
  17658. if (BABYLON.Tools.IsWindowObjectExist()) {
  17659. window.removeEventListener("blur", this._onBlur);
  17660. window.removeEventListener("focus", this._onFocus);
  17661. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17662. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17663. if (this._renderingCanvas) {
  17664. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17665. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17666. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17667. if (!this._doNotHandleContextLost) {
  17668. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17669. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17670. }
  17671. }
  17672. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17673. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17674. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17675. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17676. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17677. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17678. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17679. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17680. if (this._onVrDisplayConnect) {
  17681. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17682. if (this._onVrDisplayDisconnect) {
  17683. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17684. }
  17685. if (this._onVrDisplayPresentChange) {
  17686. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17687. }
  17688. this._onVrDisplayConnect = null;
  17689. this._onVrDisplayDisconnect = null;
  17690. }
  17691. }
  17692. // Remove from Instances
  17693. var index = Engine.Instances.indexOf(this);
  17694. if (index >= 0) {
  17695. Engine.Instances.splice(index, 1);
  17696. }
  17697. this._workingCanvas = null;
  17698. this._workingContext = null;
  17699. this._currentBufferPointers = [];
  17700. this._renderingCanvas = null;
  17701. this._currentProgram = null;
  17702. this._bindedRenderFunction = null;
  17703. this.onResizeObservable.clear();
  17704. this.onCanvasBlurObservable.clear();
  17705. this.onCanvasFocusObservable.clear();
  17706. this.onCanvasPointerOutObservable.clear();
  17707. this.onBeginFrameObservable.clear();
  17708. this.onEndFrameObservable.clear();
  17709. BABYLON.Effect.ResetCache();
  17710. // Abort active requests
  17711. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17712. var request = _a[_i];
  17713. request.abort();
  17714. }
  17715. };
  17716. // Loading screen
  17717. /**
  17718. * Display the loading screen
  17719. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17720. */
  17721. Engine.prototype.displayLoadingUI = function () {
  17722. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17723. return;
  17724. }
  17725. var loadingScreen = this.loadingScreen;
  17726. if (loadingScreen) {
  17727. loadingScreen.displayLoadingUI();
  17728. }
  17729. };
  17730. /**
  17731. * Hide the loading screen
  17732. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17733. */
  17734. Engine.prototype.hideLoadingUI = function () {
  17735. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17736. return;
  17737. }
  17738. var loadingScreen = this.loadingScreen;
  17739. if (loadingScreen) {
  17740. loadingScreen.hideLoadingUI();
  17741. }
  17742. };
  17743. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17744. /**
  17745. * Gets the current loading screen object
  17746. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17747. */
  17748. get: function () {
  17749. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17750. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17751. }
  17752. return this._loadingScreen;
  17753. },
  17754. /**
  17755. * Sets the current loading screen object
  17756. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17757. */
  17758. set: function (loadingScreen) {
  17759. this._loadingScreen = loadingScreen;
  17760. },
  17761. enumerable: true,
  17762. configurable: true
  17763. });
  17764. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17765. /**
  17766. * Sets the current loading screen text
  17767. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17768. */
  17769. set: function (text) {
  17770. this.loadingScreen.loadingUIText = text;
  17771. },
  17772. enumerable: true,
  17773. configurable: true
  17774. });
  17775. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17776. /**
  17777. * Sets the current loading screen background color
  17778. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17779. */
  17780. set: function (color) {
  17781. this.loadingScreen.loadingUIBackgroundColor = color;
  17782. },
  17783. enumerable: true,
  17784. configurable: true
  17785. });
  17786. /**
  17787. * Attach a new callback raised when context lost event is fired
  17788. * @param callback defines the callback to call
  17789. */
  17790. Engine.prototype.attachContextLostEvent = function (callback) {
  17791. if (this._renderingCanvas) {
  17792. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17793. }
  17794. };
  17795. /**
  17796. * Attach a new callback raised when context restored event is fired
  17797. * @param callback defines the callback to call
  17798. */
  17799. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17800. if (this._renderingCanvas) {
  17801. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17802. }
  17803. };
  17804. /**
  17805. * Gets the source code of the vertex shader associated with a specific webGL program
  17806. * @param program defines the program to use
  17807. * @returns a string containing the source code of the vertex shader associated with the program
  17808. */
  17809. Engine.prototype.getVertexShaderSource = function (program) {
  17810. var shaders = this._gl.getAttachedShaders(program);
  17811. if (!shaders) {
  17812. return null;
  17813. }
  17814. return this._gl.getShaderSource(shaders[0]);
  17815. };
  17816. /**
  17817. * Gets the source code of the fragment shader associated with a specific webGL program
  17818. * @param program defines the program to use
  17819. * @returns a string containing the source code of the fragment shader associated with the program
  17820. */
  17821. Engine.prototype.getFragmentShaderSource = function (program) {
  17822. var shaders = this._gl.getAttachedShaders(program);
  17823. if (!shaders) {
  17824. return null;
  17825. }
  17826. return this._gl.getShaderSource(shaders[1]);
  17827. };
  17828. /**
  17829. * Get the current error code of the webGL context
  17830. * @returns the error code
  17831. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17832. */
  17833. Engine.prototype.getError = function () {
  17834. return this._gl.getError();
  17835. };
  17836. // FPS
  17837. /**
  17838. * Gets the current framerate
  17839. * @returns a number representing the framerate
  17840. */
  17841. Engine.prototype.getFps = function () {
  17842. return this._fps;
  17843. };
  17844. /**
  17845. * Gets the time spent between current and previous frame
  17846. * @returns a number representing the delta time in ms
  17847. */
  17848. Engine.prototype.getDeltaTime = function () {
  17849. return this._deltaTime;
  17850. };
  17851. Engine.prototype._measureFps = function () {
  17852. this._performanceMonitor.sampleFrame();
  17853. this._fps = this._performanceMonitor.averageFPS;
  17854. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17855. };
  17856. /** @hidden */
  17857. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17858. if (faceIndex === void 0) { faceIndex = -1; }
  17859. if (level === void 0) { level = 0; }
  17860. if (buffer === void 0) { buffer = null; }
  17861. var gl = this._gl;
  17862. if (!this._dummyFramebuffer) {
  17863. var dummy = gl.createFramebuffer();
  17864. if (!dummy) {
  17865. throw new Error("Unable to create dummy framebuffer");
  17866. }
  17867. this._dummyFramebuffer = dummy;
  17868. }
  17869. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17870. if (faceIndex > -1) {
  17871. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17872. }
  17873. else {
  17874. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17875. }
  17876. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17877. switch (readType) {
  17878. case gl.UNSIGNED_BYTE:
  17879. if (!buffer) {
  17880. buffer = new Uint8Array(4 * width * height);
  17881. }
  17882. readType = gl.UNSIGNED_BYTE;
  17883. break;
  17884. default:
  17885. if (!buffer) {
  17886. buffer = new Float32Array(4 * width * height);
  17887. }
  17888. readType = gl.FLOAT;
  17889. break;
  17890. }
  17891. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  17892. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  17893. return buffer;
  17894. };
  17895. Engine.prototype._canRenderToFloatFramebuffer = function () {
  17896. if (this._webGLVersion > 1) {
  17897. return this._caps.colorBufferFloat;
  17898. }
  17899. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  17900. };
  17901. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  17902. if (this._webGLVersion > 1) {
  17903. return this._caps.colorBufferFloat;
  17904. }
  17905. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  17906. };
  17907. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  17908. Engine.prototype._canRenderToFramebuffer = function (type) {
  17909. var gl = this._gl;
  17910. //clear existing errors
  17911. while (gl.getError() !== gl.NO_ERROR) { }
  17912. var successful = true;
  17913. var texture = gl.createTexture();
  17914. gl.bindTexture(gl.TEXTURE_2D, texture);
  17915. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  17916. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  17917. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  17918. var fb = gl.createFramebuffer();
  17919. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  17920. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  17921. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  17922. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  17923. successful = successful && (gl.getError() === gl.NO_ERROR);
  17924. //try render by clearing frame buffer's color buffer
  17925. if (successful) {
  17926. gl.clear(gl.COLOR_BUFFER_BIT);
  17927. successful = successful && (gl.getError() === gl.NO_ERROR);
  17928. }
  17929. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  17930. if (successful) {
  17931. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  17932. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17933. var readFormat = gl.RGBA;
  17934. var readType = gl.UNSIGNED_BYTE;
  17935. var buffer = new Uint8Array(4);
  17936. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  17937. successful = successful && (gl.getError() === gl.NO_ERROR);
  17938. }
  17939. //clean up
  17940. gl.deleteTexture(texture);
  17941. gl.deleteFramebuffer(fb);
  17942. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17943. //clear accumulated errors
  17944. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  17945. return successful;
  17946. };
  17947. /** @hidden */
  17948. Engine.prototype._getWebGLTextureType = function (type) {
  17949. if (this._webGLVersion === 1) {
  17950. switch (type) {
  17951. case Engine.TEXTURETYPE_FLOAT:
  17952. return this._gl.FLOAT;
  17953. case Engine.TEXTURETYPE_HALF_FLOAT:
  17954. return this._gl.HALF_FLOAT_OES;
  17955. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17956. return this._gl.UNSIGNED_BYTE;
  17957. }
  17958. return this._gl.UNSIGNED_BYTE;
  17959. }
  17960. switch (type) {
  17961. case Engine.TEXTURETYPE_BYTE:
  17962. return this._gl.BYTE;
  17963. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17964. return this._gl.UNSIGNED_BYTE;
  17965. case Engine.TEXTURETYPE_SHORT:
  17966. return this._gl.SHORT;
  17967. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  17968. return this._gl.UNSIGNED_SHORT;
  17969. case Engine.TEXTURETYPE_INT:
  17970. return this._gl.INT;
  17971. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  17972. return this._gl.UNSIGNED_INT;
  17973. case Engine.TEXTURETYPE_FLOAT:
  17974. return this._gl.FLOAT;
  17975. case Engine.TEXTURETYPE_HALF_FLOAT:
  17976. return this._gl.HALF_FLOAT;
  17977. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  17978. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  17979. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  17980. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  17981. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  17982. return this._gl.UNSIGNED_SHORT_5_6_5;
  17983. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  17984. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  17985. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  17986. return this._gl.UNSIGNED_INT_24_8;
  17987. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  17988. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  17989. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  17990. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  17991. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  17992. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  17993. }
  17994. return this._gl.UNSIGNED_BYTE;
  17995. };
  17996. Engine.prototype._getInternalFormat = function (format) {
  17997. var internalFormat = this._gl.RGBA;
  17998. switch (format) {
  17999. case Engine.TEXTUREFORMAT_ALPHA:
  18000. internalFormat = this._gl.ALPHA;
  18001. break;
  18002. case Engine.TEXTUREFORMAT_LUMINANCE:
  18003. internalFormat = this._gl.LUMINANCE;
  18004. break;
  18005. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18006. internalFormat = this._gl.LUMINANCE_ALPHA;
  18007. break;
  18008. case Engine.TEXTUREFORMAT_RED:
  18009. internalFormat = this._gl.RED;
  18010. break;
  18011. case Engine.TEXTUREFORMAT_RG:
  18012. internalFormat = this._gl.RG;
  18013. break;
  18014. case Engine.TEXTUREFORMAT_RGB:
  18015. internalFormat = this._gl.RGB;
  18016. break;
  18017. case Engine.TEXTUREFORMAT_RGBA:
  18018. internalFormat = this._gl.RGBA;
  18019. break;
  18020. }
  18021. if (this._webGLVersion > 1) {
  18022. switch (format) {
  18023. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18024. internalFormat = this._gl.RED_INTEGER;
  18025. break;
  18026. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18027. internalFormat = this._gl.RG_INTEGER;
  18028. break;
  18029. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18030. internalFormat = this._gl.RGB_INTEGER;
  18031. break;
  18032. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18033. internalFormat = this._gl.RGBA_INTEGER;
  18034. break;
  18035. }
  18036. }
  18037. return internalFormat;
  18038. };
  18039. /** @hidden */
  18040. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18041. if (this._webGLVersion === 1) {
  18042. if (format !== undefined) {
  18043. switch (format) {
  18044. case Engine.TEXTUREFORMAT_ALPHA:
  18045. return this._gl.ALPHA;
  18046. case Engine.TEXTUREFORMAT_LUMINANCE:
  18047. return this._gl.LUMINANCE;
  18048. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18049. return this._gl.LUMINANCE_ALPHA;
  18050. }
  18051. }
  18052. return this._gl.RGBA;
  18053. }
  18054. switch (type) {
  18055. case Engine.TEXTURETYPE_BYTE:
  18056. switch (format) {
  18057. case Engine.TEXTUREFORMAT_RED:
  18058. return this._gl.R8_SNORM;
  18059. case Engine.TEXTUREFORMAT_RG:
  18060. return this._gl.RG8_SNORM;
  18061. case Engine.TEXTUREFORMAT_RGB:
  18062. return this._gl.RGB8_SNORM;
  18063. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18064. return this._gl.R8I;
  18065. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18066. return this._gl.RG8I;
  18067. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18068. return this._gl.RGB8I;
  18069. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18070. return this._gl.RGBA8I;
  18071. default:
  18072. return this._gl.RGBA8_SNORM;
  18073. }
  18074. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18075. switch (format) {
  18076. case Engine.TEXTUREFORMAT_RED:
  18077. return this._gl.R8;
  18078. case Engine.TEXTUREFORMAT_RG:
  18079. return this._gl.RG8;
  18080. case Engine.TEXTUREFORMAT_RGB:
  18081. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18082. case Engine.TEXTUREFORMAT_RGBA:
  18083. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18084. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18085. return this._gl.R8UI;
  18086. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18087. return this._gl.RG8UI;
  18088. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18089. return this._gl.RGB8UI;
  18090. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18091. return this._gl.RGBA8UI;
  18092. default:
  18093. return this._gl.RGBA8;
  18094. }
  18095. case Engine.TEXTURETYPE_SHORT:
  18096. switch (format) {
  18097. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18098. return this._gl.R16I;
  18099. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18100. return this._gl.RG16I;
  18101. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18102. return this._gl.RGB16I;
  18103. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18104. return this._gl.RGBA16I;
  18105. default:
  18106. return this._gl.RGBA16I;
  18107. }
  18108. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18109. switch (format) {
  18110. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18111. return this._gl.R16UI;
  18112. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18113. return this._gl.RG16UI;
  18114. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18115. return this._gl.RGB16UI;
  18116. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18117. return this._gl.RGBA16UI;
  18118. default:
  18119. return this._gl.RGBA16UI;
  18120. }
  18121. case Engine.TEXTURETYPE_INT:
  18122. switch (format) {
  18123. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18124. return this._gl.R32I;
  18125. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18126. return this._gl.RG32I;
  18127. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18128. return this._gl.RGB32I;
  18129. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18130. return this._gl.RGBA32I;
  18131. default:
  18132. return this._gl.RGBA32I;
  18133. }
  18134. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18135. switch (format) {
  18136. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18137. return this._gl.R32UI;
  18138. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18139. return this._gl.RG32UI;
  18140. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18141. return this._gl.RGB32UI;
  18142. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18143. return this._gl.RGBA32UI;
  18144. default:
  18145. return this._gl.RGBA32UI;
  18146. }
  18147. case Engine.TEXTURETYPE_FLOAT:
  18148. switch (format) {
  18149. case Engine.TEXTUREFORMAT_RED:
  18150. return this._gl.R32F; // By default. Other possibility is R16F.
  18151. case Engine.TEXTUREFORMAT_RG:
  18152. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18153. case Engine.TEXTUREFORMAT_RGB:
  18154. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18155. case Engine.TEXTUREFORMAT_RGBA:
  18156. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18157. default:
  18158. return this._gl.RGBA32F;
  18159. }
  18160. case Engine.TEXTURETYPE_HALF_FLOAT:
  18161. switch (format) {
  18162. case Engine.TEXTUREFORMAT_RED:
  18163. return this._gl.R16F;
  18164. case Engine.TEXTUREFORMAT_RG:
  18165. return this._gl.RG16F;
  18166. case Engine.TEXTUREFORMAT_RGB:
  18167. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18168. case Engine.TEXTUREFORMAT_RGBA:
  18169. return this._gl.RGBA16F;
  18170. default:
  18171. return this._gl.RGBA16F;
  18172. }
  18173. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18174. return this._gl.RGB565;
  18175. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18176. return this._gl.R11F_G11F_B10F;
  18177. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18178. return this._gl.RGB9_E5;
  18179. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18180. return this._gl.RGBA4;
  18181. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18182. return this._gl.RGB5_A1;
  18183. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18184. switch (format) {
  18185. case Engine.TEXTUREFORMAT_RGBA:
  18186. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18187. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18188. return this._gl.RGB10_A2UI;
  18189. default:
  18190. return this._gl.RGB10_A2;
  18191. }
  18192. }
  18193. return this._gl.RGBA8;
  18194. };
  18195. /** @hidden */
  18196. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18197. if (type === Engine.TEXTURETYPE_FLOAT) {
  18198. return this._gl.RGBA32F;
  18199. }
  18200. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18201. return this._gl.RGBA16F;
  18202. }
  18203. return this._gl.RGBA8;
  18204. };
  18205. /** @hidden */
  18206. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18207. var _this = this;
  18208. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18209. this._activeRequests.push(request);
  18210. request.onCompleteObservable.add(function (request) {
  18211. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18212. });
  18213. return request;
  18214. };
  18215. /** @hidden */
  18216. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18217. var _this = this;
  18218. return new Promise(function (resolve, reject) {
  18219. _this._loadFile(url, function (data) {
  18220. resolve(data);
  18221. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18222. reject(exception);
  18223. });
  18224. });
  18225. };
  18226. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18227. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18228. var onload = function (data) {
  18229. loadedFiles[index] = data;
  18230. loadedFiles._internalCount++;
  18231. if (loadedFiles._internalCount === 6) {
  18232. onfinish(loadedFiles);
  18233. }
  18234. };
  18235. var onerror = function (request, exception) {
  18236. if (onErrorCallBack && request) {
  18237. onErrorCallBack(request.status + " " + request.statusText, exception);
  18238. }
  18239. };
  18240. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18241. };
  18242. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18243. if (onError === void 0) { onError = null; }
  18244. var loadedFiles = [];
  18245. loadedFiles._internalCount = 0;
  18246. for (var index = 0; index < 6; index++) {
  18247. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18248. }
  18249. };
  18250. // Statics
  18251. /**
  18252. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18253. * @returns true if the engine can be created
  18254. * @ignorenaming
  18255. */
  18256. Engine.isSupported = function () {
  18257. try {
  18258. var tempcanvas = document.createElement("canvas");
  18259. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18260. return gl != null && !!window.WebGLRenderingContext;
  18261. }
  18262. catch (e) {
  18263. return false;
  18264. }
  18265. };
  18266. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18267. Engine.ExceptionList = [
  18268. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18269. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18270. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18271. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18272. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18273. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18274. ];
  18275. /** Gets the list of created engines */
  18276. Engine.Instances = new Array();
  18277. /**
  18278. * Hidden
  18279. */
  18280. Engine._TextureLoaders = [];
  18281. // Const statics
  18282. /** Defines that alpha blending is disabled */
  18283. Engine.ALPHA_DISABLE = 0;
  18284. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18285. Engine.ALPHA_ADD = 1;
  18286. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18287. Engine.ALPHA_COMBINE = 2;
  18288. /** Defines that alpha blending to DEST - SRC * DEST */
  18289. Engine.ALPHA_SUBTRACT = 3;
  18290. /** Defines that alpha blending to SRC * DEST */
  18291. Engine.ALPHA_MULTIPLY = 4;
  18292. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18293. Engine.ALPHA_MAXIMIZED = 5;
  18294. /** Defines that alpha blending to SRC + DEST */
  18295. Engine.ALPHA_ONEONE = 6;
  18296. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18297. Engine.ALPHA_PREMULTIPLIED = 7;
  18298. /**
  18299. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18300. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18301. */
  18302. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18303. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18304. Engine.ALPHA_INTERPOLATE = 9;
  18305. /**
  18306. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18307. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18308. */
  18309. Engine.ALPHA_SCREENMODE = 10;
  18310. /** Defines that the ressource is not delayed*/
  18311. Engine.DELAYLOADSTATE_NONE = 0;
  18312. /** Defines that the ressource was successfully delay loaded */
  18313. Engine.DELAYLOADSTATE_LOADED = 1;
  18314. /** Defines that the ressource is currently delay loading */
  18315. Engine.DELAYLOADSTATE_LOADING = 2;
  18316. /** Defines that the ressource is delayed and has not started loading */
  18317. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18318. // Depht or Stencil test Constants.
  18319. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18320. Engine.NEVER = 0x0200;
  18321. /** 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 */
  18322. Engine.ALWAYS = 0x0207;
  18323. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18324. Engine.LESS = 0x0201;
  18325. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18326. Engine.EQUAL = 0x0202;
  18327. /** 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 */
  18328. Engine.LEQUAL = 0x0203;
  18329. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18330. Engine.GREATER = 0x0204;
  18331. /** 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 */
  18332. Engine.GEQUAL = 0x0206;
  18333. /** 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 */
  18334. Engine.NOTEQUAL = 0x0205;
  18335. // Stencil Actions Constants.
  18336. /** Passed to stencilOperation to specify that stencil value must be kept */
  18337. Engine.KEEP = 0x1E00;
  18338. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18339. Engine.REPLACE = 0x1E01;
  18340. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18341. Engine.INCR = 0x1E02;
  18342. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18343. Engine.DECR = 0x1E03;
  18344. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18345. Engine.INVERT = 0x150A;
  18346. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18347. Engine.INCR_WRAP = 0x8507;
  18348. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18349. Engine.DECR_WRAP = 0x8508;
  18350. /** Texture is not repeating outside of 0..1 UVs */
  18351. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18352. /** Texture is repeating outside of 0..1 UVs */
  18353. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18354. /** Texture is repeating and mirrored */
  18355. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18356. /** ALPHA */
  18357. Engine.TEXTUREFORMAT_ALPHA = 0;
  18358. /** LUMINANCE */
  18359. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18360. /** LUMINANCE_ALPHA */
  18361. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18362. /** RGB */
  18363. Engine.TEXTUREFORMAT_RGB = 4;
  18364. /** RGBA */
  18365. Engine.TEXTUREFORMAT_RGBA = 5;
  18366. /** RED */
  18367. Engine.TEXTUREFORMAT_RED = 6;
  18368. /** RED (2nd reference) */
  18369. Engine.TEXTUREFORMAT_R = 6;
  18370. /** RG */
  18371. Engine.TEXTUREFORMAT_RG = 7;
  18372. /** RED_INTEGER */
  18373. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18374. /** RED_INTEGER (2nd reference) */
  18375. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18376. /** RG_INTEGER */
  18377. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18378. /** RGB_INTEGER */
  18379. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18380. /** RGBA_INTEGER */
  18381. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18382. /** UNSIGNED_BYTE */
  18383. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18384. /** UNSIGNED_BYTE (2nd reference) */
  18385. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18386. /** FLOAT */
  18387. Engine.TEXTURETYPE_FLOAT = 1;
  18388. /** HALF_FLOAT */
  18389. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18390. /** BYTE */
  18391. Engine.TEXTURETYPE_BYTE = 3;
  18392. /** SHORT */
  18393. Engine.TEXTURETYPE_SHORT = 4;
  18394. /** UNSIGNED_SHORT */
  18395. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18396. /** INT */
  18397. Engine.TEXTURETYPE_INT = 6;
  18398. /** UNSIGNED_INT */
  18399. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18400. /** UNSIGNED_SHORT_4_4_4_4 */
  18401. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18402. /** UNSIGNED_SHORT_5_5_5_1 */
  18403. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18404. /** UNSIGNED_SHORT_5_6_5 */
  18405. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18406. /** UNSIGNED_INT_2_10_10_10_REV */
  18407. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18408. /** UNSIGNED_INT_24_8 */
  18409. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18410. /** UNSIGNED_INT_10F_11F_11F_REV */
  18411. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18412. /** UNSIGNED_INT_5_9_9_9_REV */
  18413. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18414. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18415. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18416. /** nearest is mag = nearest and min = nearest and mip = linear */
  18417. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18418. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18419. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18420. /** Trilinear is mag = linear and min = linear and mip = linear */
  18421. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18422. /** nearest is mag = nearest and min = nearest and mip = linear */
  18423. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18424. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18425. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18426. /** Trilinear is mag = linear and min = linear and mip = linear */
  18427. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18428. /** mag = nearest and min = nearest and mip = nearest */
  18429. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18430. /** mag = nearest and min = linear and mip = nearest */
  18431. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18432. /** mag = nearest and min = linear and mip = linear */
  18433. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18434. /** mag = nearest and min = linear and mip = none */
  18435. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18436. /** mag = nearest and min = nearest and mip = none */
  18437. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18438. /** mag = linear and min = nearest and mip = nearest */
  18439. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18440. /** mag = linear and min = nearest and mip = linear */
  18441. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18442. /** mag = linear and min = linear and mip = none */
  18443. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18444. /** mag = linear and min = nearest and mip = none */
  18445. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18446. /** Explicit coordinates mode */
  18447. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18448. /** Spherical coordinates mode */
  18449. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18450. /** Planar coordinates mode */
  18451. Engine.TEXTURE_PLANAR_MODE = 2;
  18452. /** Cubic coordinates mode */
  18453. Engine.TEXTURE_CUBIC_MODE = 3;
  18454. /** Projection coordinates mode */
  18455. Engine.TEXTURE_PROJECTION_MODE = 4;
  18456. /** Skybox coordinates mode */
  18457. Engine.TEXTURE_SKYBOX_MODE = 5;
  18458. /** Inverse Cubic coordinates mode */
  18459. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18460. /** Equirectangular coordinates mode */
  18461. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18462. /** Equirectangular Fixed coordinates mode */
  18463. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18464. /** Equirectangular Fixed Mirrored coordinates mode */
  18465. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18466. // Texture rescaling mode
  18467. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18468. Engine.SCALEMODE_FLOOR = 1;
  18469. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18470. Engine.SCALEMODE_NEAREST = 2;
  18471. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18472. Engine.SCALEMODE_CEILING = 3;
  18473. // Updatable statics so stick with vars here
  18474. /**
  18475. * Gets or sets the epsilon value used by collision engine
  18476. */
  18477. Engine.CollisionsEpsilon = 0.001;
  18478. /**
  18479. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18480. */
  18481. Engine.CodeRepository = "src/";
  18482. /**
  18483. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18484. */
  18485. Engine.ShadersRepository = "src/Shaders/";
  18486. return Engine;
  18487. }());
  18488. BABYLON.Engine = Engine;
  18489. })(BABYLON || (BABYLON = {}));
  18490. //# sourceMappingURL=babylon.engine.js.map
  18491. var BABYLON;
  18492. (function (BABYLON) {
  18493. /**
  18494. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18495. */
  18496. var Node = /** @class */ (function () {
  18497. /**
  18498. * Creates a new Node
  18499. * @param name the name and id to be given to this node
  18500. * @param scene the scene this node will be added to
  18501. */
  18502. function Node(name, scene) {
  18503. if (scene === void 0) { scene = null; }
  18504. /**
  18505. * Gets or sets a string used to store user defined state for the node
  18506. */
  18507. this.state = "";
  18508. /**
  18509. * Gets or sets an object used to store user defined information for the node
  18510. */
  18511. this.metadata = null;
  18512. /**
  18513. * Gets or sets a boolean used to define if the node must be serialized
  18514. */
  18515. this.doNotSerialize = false;
  18516. /** @hidden */
  18517. this._isDisposed = false;
  18518. /**
  18519. * Gets a list of Animations associated with the node
  18520. */
  18521. this.animations = new Array();
  18522. this._ranges = {};
  18523. this._isEnabled = true;
  18524. this._isParentEnabled = true;
  18525. this._isReady = true;
  18526. /** @hidden */
  18527. this._currentRenderId = -1;
  18528. this._parentRenderId = -1;
  18529. this._childRenderId = -1;
  18530. /** @hidden */
  18531. this._worldMatrix = BABYLON.Matrix.Identity();
  18532. /** @hidden */
  18533. this._worldMatrixDeterminant = 0;
  18534. /** @hidden */
  18535. this._sceneRootNodesIndex = -1;
  18536. this._animationPropertiesOverride = null;
  18537. /**
  18538. * An event triggered when the mesh is disposed
  18539. */
  18540. this.onDisposeObservable = new BABYLON.Observable();
  18541. // Behaviors
  18542. this._behaviors = new Array();
  18543. this.name = name;
  18544. this.id = name;
  18545. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18546. this.uniqueId = this._scene.getUniqueId();
  18547. this._initCache();
  18548. this.addToSceneRootNodes();
  18549. }
  18550. /**
  18551. * Add a new node constructor
  18552. * @param type defines the type name of the node to construct
  18553. * @param constructorFunc defines the constructor function
  18554. */
  18555. Node.AddNodeConstructor = function (type, constructorFunc) {
  18556. this._NodeConstructors[type] = constructorFunc;
  18557. };
  18558. /**
  18559. * Returns a node constructor based on type name
  18560. * @param type defines the type name
  18561. * @param name defines the new node name
  18562. * @param scene defines the hosting scene
  18563. * @param options defines optional options to transmit to constructors
  18564. * @returns the new constructor or null
  18565. */
  18566. Node.Construct = function (type, name, scene, options) {
  18567. var constructorFunc = this._NodeConstructors[type];
  18568. if (!constructorFunc) {
  18569. return null;
  18570. }
  18571. return constructorFunc(name, scene, options);
  18572. };
  18573. /**
  18574. * Gets a boolean indicating if the node has been disposed
  18575. * @returns true if the node was disposed
  18576. */
  18577. Node.prototype.isDisposed = function () {
  18578. return this._isDisposed;
  18579. };
  18580. Object.defineProperty(Node.prototype, "parent", {
  18581. get: function () {
  18582. return this._parentNode;
  18583. },
  18584. /**
  18585. * Gets or sets the parent of the node
  18586. */
  18587. set: function (parent) {
  18588. if (this._parentNode === parent) {
  18589. return;
  18590. }
  18591. var previousParentNode = this._parentNode;
  18592. // Remove self from list of children of parent
  18593. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18594. var index = this._parentNode._children.indexOf(this);
  18595. if (index !== -1) {
  18596. this._parentNode._children.splice(index, 1);
  18597. }
  18598. if (!parent) {
  18599. this.addToSceneRootNodes();
  18600. }
  18601. }
  18602. // Store new parent
  18603. this._parentNode = parent;
  18604. // Add as child to new parent
  18605. if (this._parentNode) {
  18606. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18607. this._parentNode._children = new Array();
  18608. }
  18609. this._parentNode._children.push(this);
  18610. if (!previousParentNode) {
  18611. this.removeFromSceneRootNodes();
  18612. }
  18613. }
  18614. // Enabled state
  18615. this._syncParentEnabledState();
  18616. },
  18617. enumerable: true,
  18618. configurable: true
  18619. });
  18620. Node.prototype.addToSceneRootNodes = function () {
  18621. if (this._sceneRootNodesIndex === -1) {
  18622. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18623. this._scene.rootNodes.push(this);
  18624. }
  18625. };
  18626. Node.prototype.removeFromSceneRootNodes = function () {
  18627. if (this._sceneRootNodesIndex !== -1) {
  18628. var rootNodes = this._scene.rootNodes;
  18629. var lastIdx = rootNodes.length - 1;
  18630. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18631. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18632. this._scene.rootNodes.pop();
  18633. this._sceneRootNodesIndex = -1;
  18634. }
  18635. };
  18636. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18637. /**
  18638. * Gets or sets the animation properties override
  18639. */
  18640. get: function () {
  18641. if (!this._animationPropertiesOverride) {
  18642. return this._scene.animationPropertiesOverride;
  18643. }
  18644. return this._animationPropertiesOverride;
  18645. },
  18646. set: function (value) {
  18647. this._animationPropertiesOverride = value;
  18648. },
  18649. enumerable: true,
  18650. configurable: true
  18651. });
  18652. /**
  18653. * Gets a string idenfifying the name of the class
  18654. * @returns "Node" string
  18655. */
  18656. Node.prototype.getClassName = function () {
  18657. return "Node";
  18658. };
  18659. Object.defineProperty(Node.prototype, "onDispose", {
  18660. /**
  18661. * Sets a callback that will be raised when the node will be disposed
  18662. */
  18663. set: function (callback) {
  18664. if (this._onDisposeObserver) {
  18665. this.onDisposeObservable.remove(this._onDisposeObserver);
  18666. }
  18667. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18668. },
  18669. enumerable: true,
  18670. configurable: true
  18671. });
  18672. /**
  18673. * Gets the scene of the node
  18674. * @returns a scene
  18675. */
  18676. Node.prototype.getScene = function () {
  18677. return this._scene;
  18678. };
  18679. /**
  18680. * Gets the engine of the node
  18681. * @returns a Engine
  18682. */
  18683. Node.prototype.getEngine = function () {
  18684. return this._scene.getEngine();
  18685. };
  18686. /**
  18687. * Attach a behavior to the node
  18688. * @see http://doc.babylonjs.com/features/behaviour
  18689. * @param behavior defines the behavior to attach
  18690. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18691. * @returns the current Node
  18692. */
  18693. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18694. var _this = this;
  18695. if (attachImmediately === void 0) { attachImmediately = false; }
  18696. var index = this._behaviors.indexOf(behavior);
  18697. if (index !== -1) {
  18698. return this;
  18699. }
  18700. behavior.init();
  18701. if (this._scene.isLoading && !attachImmediately) {
  18702. // We defer the attach when the scene will be loaded
  18703. this._scene.onDataLoadedObservable.addOnce(function () {
  18704. behavior.attach(_this);
  18705. });
  18706. }
  18707. else {
  18708. behavior.attach(this);
  18709. }
  18710. this._behaviors.push(behavior);
  18711. return this;
  18712. };
  18713. /**
  18714. * Remove an attached behavior
  18715. * @see http://doc.babylonjs.com/features/behaviour
  18716. * @param behavior defines the behavior to attach
  18717. * @returns the current Node
  18718. */
  18719. Node.prototype.removeBehavior = function (behavior) {
  18720. var index = this._behaviors.indexOf(behavior);
  18721. if (index === -1) {
  18722. return this;
  18723. }
  18724. this._behaviors[index].detach();
  18725. this._behaviors.splice(index, 1);
  18726. return this;
  18727. };
  18728. Object.defineProperty(Node.prototype, "behaviors", {
  18729. /**
  18730. * Gets the list of attached behaviors
  18731. * @see http://doc.babylonjs.com/features/behaviour
  18732. */
  18733. get: function () {
  18734. return this._behaviors;
  18735. },
  18736. enumerable: true,
  18737. configurable: true
  18738. });
  18739. /**
  18740. * Gets an attached behavior by name
  18741. * @param name defines the name of the behavior to look for
  18742. * @see http://doc.babylonjs.com/features/behaviour
  18743. * @returns null if behavior was not found else the requested behavior
  18744. */
  18745. Node.prototype.getBehaviorByName = function (name) {
  18746. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18747. var behavior = _a[_i];
  18748. if (behavior.name === name) {
  18749. return behavior;
  18750. }
  18751. }
  18752. return null;
  18753. };
  18754. /**
  18755. * Returns the latest update of the World matrix
  18756. * @returns a Matrix
  18757. */
  18758. Node.prototype.getWorldMatrix = function () {
  18759. if (this._currentRenderId !== this._scene.getRenderId()) {
  18760. this.computeWorldMatrix();
  18761. }
  18762. return this._worldMatrix;
  18763. };
  18764. /** @hidden */
  18765. Node.prototype._getWorldMatrixDeterminant = function () {
  18766. return this._worldMatrixDeterminant;
  18767. };
  18768. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18769. /**
  18770. * Returns directly the latest state of the mesh World matrix.
  18771. * A Matrix is returned.
  18772. */
  18773. get: function () {
  18774. return this._worldMatrix;
  18775. },
  18776. enumerable: true,
  18777. configurable: true
  18778. });
  18779. // override it in derived class if you add new variables to the cache
  18780. // and call the parent class method
  18781. /** @hidden */
  18782. Node.prototype._initCache = function () {
  18783. this._cache = {};
  18784. this._cache.parent = undefined;
  18785. };
  18786. /** @hidden */
  18787. Node.prototype.updateCache = function (force) {
  18788. if (!force && this.isSynchronized()) {
  18789. return;
  18790. }
  18791. this._cache.parent = this.parent;
  18792. this._updateCache();
  18793. };
  18794. // override it in derived class if you add new variables to the cache
  18795. // and call the parent class method if !ignoreParentClass
  18796. /** @hidden */
  18797. Node.prototype._updateCache = function (ignoreParentClass) {
  18798. };
  18799. // override it in derived class if you add new variables to the cache
  18800. /** @hidden */
  18801. Node.prototype._isSynchronized = function () {
  18802. return true;
  18803. };
  18804. /** @hidden */
  18805. Node.prototype._markSyncedWithParent = function () {
  18806. if (this._parentNode) {
  18807. this._parentRenderId = this._parentNode._childRenderId;
  18808. }
  18809. };
  18810. /** @hidden */
  18811. Node.prototype.isSynchronizedWithParent = function () {
  18812. if (!this._parentNode) {
  18813. return true;
  18814. }
  18815. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18816. return false;
  18817. }
  18818. return this._parentNode.isSynchronized();
  18819. };
  18820. /** @hidden */
  18821. Node.prototype.isSynchronized = function () {
  18822. if (this._cache.parent != this._parentNode) {
  18823. this._cache.parent = this._parentNode;
  18824. return false;
  18825. }
  18826. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18827. return false;
  18828. }
  18829. return this._isSynchronized();
  18830. };
  18831. /**
  18832. * Is this node ready to be used/rendered
  18833. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18834. * @return true if the node is ready
  18835. */
  18836. Node.prototype.isReady = function (completeCheck) {
  18837. if (completeCheck === void 0) { completeCheck = false; }
  18838. return this._isReady;
  18839. };
  18840. /**
  18841. * Is this node enabled?
  18842. * 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
  18843. * @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
  18844. * @return whether this node (and its parent) is enabled
  18845. */
  18846. Node.prototype.isEnabled = function (checkAncestors) {
  18847. if (checkAncestors === void 0) { checkAncestors = true; }
  18848. if (checkAncestors === false) {
  18849. return this._isEnabled;
  18850. }
  18851. if (!this._isEnabled) {
  18852. return false;
  18853. }
  18854. return this._isParentEnabled;
  18855. };
  18856. /** @hidden */
  18857. Node.prototype._syncParentEnabledState = function () {
  18858. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18859. if (this._children) {
  18860. this._children.forEach(function (c) {
  18861. c._syncParentEnabledState(); // Force children to update accordingly
  18862. });
  18863. }
  18864. };
  18865. /**
  18866. * Set the enabled state of this node
  18867. * @param value defines the new enabled state
  18868. */
  18869. Node.prototype.setEnabled = function (value) {
  18870. this._isEnabled = value;
  18871. this._syncParentEnabledState();
  18872. };
  18873. /**
  18874. * Is this node a descendant of the given node?
  18875. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18876. * @param ancestor defines the parent node to inspect
  18877. * @returns a boolean indicating if this node is a descendant of the given node
  18878. */
  18879. Node.prototype.isDescendantOf = function (ancestor) {
  18880. if (this.parent) {
  18881. if (this.parent === ancestor) {
  18882. return true;
  18883. }
  18884. return this.parent.isDescendantOf(ancestor);
  18885. }
  18886. return false;
  18887. };
  18888. /** @hidden */
  18889. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  18890. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  18891. if (!this._children) {
  18892. return;
  18893. }
  18894. for (var index = 0; index < this._children.length; index++) {
  18895. var item = this._children[index];
  18896. if (!predicate || predicate(item)) {
  18897. results.push(item);
  18898. }
  18899. if (!directDescendantsOnly) {
  18900. item._getDescendants(results, false, predicate);
  18901. }
  18902. }
  18903. };
  18904. /**
  18905. * Will return all nodes that have this node as ascendant
  18906. * @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
  18907. * @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
  18908. * @return all children nodes of all types
  18909. */
  18910. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  18911. var results = new Array();
  18912. this._getDescendants(results, directDescendantsOnly, predicate);
  18913. return results;
  18914. };
  18915. /**
  18916. * Get all child-meshes of this node
  18917. * @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
  18918. * @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
  18919. * @returns an array of AbstractMesh
  18920. */
  18921. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  18922. var results = [];
  18923. this._getDescendants(results, directDescendantsOnly, function (node) {
  18924. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  18925. });
  18926. return results;
  18927. };
  18928. /**
  18929. * Get all child-transformNodes of this node
  18930. * @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
  18931. * @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
  18932. * @returns an array of TransformNode
  18933. */
  18934. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  18935. var results = [];
  18936. this._getDescendants(results, directDescendantsOnly, function (node) {
  18937. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  18938. });
  18939. return results;
  18940. };
  18941. /**
  18942. * Get all direct children of this node
  18943. * @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
  18944. * @returns an array of Node
  18945. */
  18946. Node.prototype.getChildren = function (predicate) {
  18947. return this.getDescendants(true, predicate);
  18948. };
  18949. /** @hidden */
  18950. Node.prototype._setReady = function (state) {
  18951. if (state === this._isReady) {
  18952. return;
  18953. }
  18954. if (!state) {
  18955. this._isReady = false;
  18956. return;
  18957. }
  18958. if (this.onReady) {
  18959. this.onReady(this);
  18960. }
  18961. this._isReady = true;
  18962. };
  18963. /**
  18964. * Get an animation by name
  18965. * @param name defines the name of the animation to look for
  18966. * @returns null if not found else the requested animation
  18967. */
  18968. Node.prototype.getAnimationByName = function (name) {
  18969. for (var i = 0; i < this.animations.length; i++) {
  18970. var animation = this.animations[i];
  18971. if (animation.name === name) {
  18972. return animation;
  18973. }
  18974. }
  18975. return null;
  18976. };
  18977. /**
  18978. * Creates an animation range for this node
  18979. * @param name defines the name of the range
  18980. * @param from defines the starting key
  18981. * @param to defines the end key
  18982. */
  18983. Node.prototype.createAnimationRange = function (name, from, to) {
  18984. // check name not already in use
  18985. if (!this._ranges[name]) {
  18986. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  18987. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  18988. if (this.animations[i]) {
  18989. this.animations[i].createRange(name, from, to);
  18990. }
  18991. }
  18992. }
  18993. };
  18994. /**
  18995. * Delete a specific animation range
  18996. * @param name defines the name of the range to delete
  18997. * @param deleteFrames defines if animation frames from the range must be deleted as well
  18998. */
  18999. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19000. if (deleteFrames === void 0) { deleteFrames = true; }
  19001. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19002. if (this.animations[i]) {
  19003. this.animations[i].deleteRange(name, deleteFrames);
  19004. }
  19005. }
  19006. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19007. };
  19008. /**
  19009. * Get an animation range by name
  19010. * @param name defines the name of the animation range to look for
  19011. * @returns null if not found else the requested animation range
  19012. */
  19013. Node.prototype.getAnimationRange = function (name) {
  19014. return this._ranges[name];
  19015. };
  19016. /**
  19017. * Will start the animation sequence
  19018. * @param name defines the range frames for animation sequence
  19019. * @param loop defines if the animation should loop (false by default)
  19020. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19021. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19022. * @returns the object created for this animation. If range does not exist, it will return null
  19023. */
  19024. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19025. var range = this.getAnimationRange(name);
  19026. if (!range) {
  19027. return null;
  19028. }
  19029. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19030. };
  19031. /**
  19032. * Serialize animation ranges into a JSON compatible object
  19033. * @returns serialization object
  19034. */
  19035. Node.prototype.serializeAnimationRanges = function () {
  19036. var serializationRanges = [];
  19037. for (var name in this._ranges) {
  19038. var localRange = this._ranges[name];
  19039. if (!localRange) {
  19040. continue;
  19041. }
  19042. var range = {};
  19043. range.name = name;
  19044. range.from = localRange.from;
  19045. range.to = localRange.to;
  19046. serializationRanges.push(range);
  19047. }
  19048. return serializationRanges;
  19049. };
  19050. /**
  19051. * Computes the world matrix of the node
  19052. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19053. * @returns the world matrix
  19054. */
  19055. Node.prototype.computeWorldMatrix = function (force) {
  19056. if (!this._worldMatrix) {
  19057. this._worldMatrix = BABYLON.Matrix.Identity();
  19058. }
  19059. return this._worldMatrix;
  19060. };
  19061. /**
  19062. * Releases resources associated with this node.
  19063. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19064. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19065. */
  19066. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19067. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19068. if (!doNotRecurse) {
  19069. var nodes = this.getDescendants(true);
  19070. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19071. var node = nodes_1[_i];
  19072. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19073. }
  19074. }
  19075. else {
  19076. var transformNodes = this.getChildTransformNodes(true);
  19077. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19078. var transformNode = transformNodes_1[_a];
  19079. transformNode.parent = null;
  19080. transformNode.computeWorldMatrix(true);
  19081. }
  19082. }
  19083. if (!this.parent) {
  19084. this.removeFromSceneRootNodes();
  19085. }
  19086. else {
  19087. this.parent = null;
  19088. }
  19089. // Callback
  19090. this.onDisposeObservable.notifyObservers(this);
  19091. this.onDisposeObservable.clear();
  19092. // Behaviors
  19093. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19094. var behavior = _c[_b];
  19095. behavior.detach();
  19096. }
  19097. this._behaviors = [];
  19098. this._isDisposed = true;
  19099. };
  19100. /**
  19101. * Parse animation range data from a serialization object and store them into a given node
  19102. * @param node defines where to store the animation ranges
  19103. * @param parsedNode defines the serialization object to read data from
  19104. * @param scene defines the hosting scene
  19105. */
  19106. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19107. if (parsedNode.ranges) {
  19108. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19109. var data = parsedNode.ranges[index];
  19110. node.createAnimationRange(data.name, data.from, data.to);
  19111. }
  19112. }
  19113. };
  19114. Node._NodeConstructors = {};
  19115. __decorate([
  19116. BABYLON.serialize()
  19117. ], Node.prototype, "name", void 0);
  19118. __decorate([
  19119. BABYLON.serialize()
  19120. ], Node.prototype, "id", void 0);
  19121. __decorate([
  19122. BABYLON.serialize()
  19123. ], Node.prototype, "uniqueId", void 0);
  19124. __decorate([
  19125. BABYLON.serialize()
  19126. ], Node.prototype, "state", void 0);
  19127. __decorate([
  19128. BABYLON.serialize()
  19129. ], Node.prototype, "metadata", void 0);
  19130. return Node;
  19131. }());
  19132. BABYLON.Node = Node;
  19133. })(BABYLON || (BABYLON = {}));
  19134. //# sourceMappingURL=babylon.node.js.map
  19135. var BABYLON;
  19136. (function (BABYLON) {
  19137. // This matrix is used as a value to reset the bounding box.
  19138. var _identityMatrix = BABYLON.Matrix.Identity();
  19139. /**
  19140. * Class used to store bounding sphere information
  19141. */
  19142. var BoundingSphere = /** @class */ (function () {
  19143. /**
  19144. * Creates a new bounding sphere
  19145. * @param min defines the minimum vector (in local space)
  19146. * @param max defines the maximum vector (in local space)
  19147. * @param worldMatrix defines the new world matrix
  19148. */
  19149. function BoundingSphere(min, max, worldMatrix) {
  19150. /**
  19151. * Gets the center of the bounding sphere in local space
  19152. */
  19153. this.center = BABYLON.Vector3.Zero();
  19154. /**
  19155. * Gets the center of the bounding sphere in world space
  19156. */
  19157. this.centerWorld = BABYLON.Vector3.Zero();
  19158. /**
  19159. * Gets the minimum vector in local space
  19160. */
  19161. this.minimum = BABYLON.Vector3.Zero();
  19162. /**
  19163. * Gets the maximum vector in local space
  19164. */
  19165. this.maximum = BABYLON.Vector3.Zero();
  19166. this.reConstruct(min, max, worldMatrix);
  19167. }
  19168. /**
  19169. * Recreates the entire bounding sphere from scratch
  19170. * @param min defines the new minimum vector (in local space)
  19171. * @param max defines the new maximum vector (in local space)
  19172. * @param worldMatrix defines the new world matrix
  19173. */
  19174. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19175. this.minimum.copyFrom(min);
  19176. this.maximum.copyFrom(max);
  19177. var distance = BABYLON.Vector3.Distance(min, max);
  19178. max.addToRef(min, this.center).scaleInPlace(0.5);
  19179. this.radius = distance * 0.5;
  19180. this._update(worldMatrix || _identityMatrix);
  19181. };
  19182. /**
  19183. * Scale the current bounding sphere by applying a scale factor
  19184. * @param factor defines the scale factor to apply
  19185. * @returns the current bounding box
  19186. */
  19187. BoundingSphere.prototype.scale = function (factor) {
  19188. var newRadius = this.radius * factor;
  19189. var tmpVectors = BoundingSphere.TmpVector3;
  19190. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19191. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19192. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19193. this.reConstruct(min, max);
  19194. return this;
  19195. };
  19196. // Methods
  19197. /** @hidden */
  19198. BoundingSphere.prototype._update = function (world) {
  19199. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  19200. var tempVector = BoundingSphere.TmpVector3[0];
  19201. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, tempVector);
  19202. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19203. };
  19204. /**
  19205. * Tests if the bounding sphere is intersecting the frustum planes
  19206. * @param frustumPlanes defines the frustum planes to test
  19207. * @returns true if there is an intersection
  19208. */
  19209. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19210. for (var i = 0; i < 6; i++) {
  19211. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19212. return false;
  19213. }
  19214. }
  19215. return true;
  19216. };
  19217. /**
  19218. * Tests if a point is inside the bounding sphere
  19219. * @param point defines the point to test
  19220. * @returns true if the point is inside the bounding sphere
  19221. */
  19222. BoundingSphere.prototype.intersectsPoint = function (point) {
  19223. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19224. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19225. return false;
  19226. }
  19227. return true;
  19228. };
  19229. // Statics
  19230. /**
  19231. * Checks if two sphere intersct
  19232. * @param sphere0 sphere 0
  19233. * @param sphere1 sphere 1
  19234. * @returns true if the speres intersect
  19235. */
  19236. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19237. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19238. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19239. if (radiusSum * radiusSum < squareDistance) {
  19240. return false;
  19241. }
  19242. return true;
  19243. };
  19244. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19245. return BoundingSphere;
  19246. }());
  19247. BABYLON.BoundingSphere = BoundingSphere;
  19248. })(BABYLON || (BABYLON = {}));
  19249. //# sourceMappingURL=babylon.boundingSphere.js.map
  19250. var BABYLON;
  19251. (function (BABYLON) {
  19252. /**
  19253. * Class used to store bounding box information
  19254. */
  19255. var BoundingBox = /** @class */ (function () {
  19256. /**
  19257. * Creates a new bounding box
  19258. * @param min defines the minimum vector (in local space)
  19259. * @param max defines the maximum vector (in local space)
  19260. * @param worldMatrix defines the new world matrix
  19261. */
  19262. function BoundingBox(min, max, worldMatrix) {
  19263. /**
  19264. * Gets the 8 vectors representing the bounding box in local space
  19265. */
  19266. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19267. /**
  19268. * Gets the center of the bounding box in local space
  19269. */
  19270. this.center = BABYLON.Vector3.Zero();
  19271. /**
  19272. * Gets the center of the bounding box in world space
  19273. */
  19274. this.centerWorld = BABYLON.Vector3.Zero();
  19275. /**
  19276. * Gets the extend size in local space
  19277. */
  19278. this.extendSize = BABYLON.Vector3.Zero();
  19279. /**
  19280. * Gets the extend size in world space
  19281. */
  19282. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19283. /**
  19284. * Gets the OBB (object bounding box) directions
  19285. */
  19286. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19287. /**
  19288. * Gets the 8 vectors representing the bounding box in world space
  19289. */
  19290. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19291. /**
  19292. * Gets the minimum vector in world space
  19293. */
  19294. this.minimumWorld = BABYLON.Vector3.Zero();
  19295. /**
  19296. * Gets the maximum vector in world space
  19297. */
  19298. this.maximumWorld = BABYLON.Vector3.Zero();
  19299. /**
  19300. * Gets the minimum vector in local space
  19301. */
  19302. this.minimum = BABYLON.Vector3.Zero();
  19303. /**
  19304. * Gets the maximum vector in local space
  19305. */
  19306. this.maximum = BABYLON.Vector3.Zero();
  19307. this.reConstruct(min, max, worldMatrix);
  19308. }
  19309. // Methods
  19310. /**
  19311. * Recreates the entire bounding box from scratch
  19312. * @param min defines the new minimum vector (in local space)
  19313. * @param max defines the new maximum vector (in local space)
  19314. * @param worldMatrix defines the new world matrix
  19315. */
  19316. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19317. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19318. var vectors = this.vectors;
  19319. this.minimum.copyFromFloats(minX, minY, minZ);
  19320. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19321. vectors[0].copyFromFloats(minX, minY, minZ);
  19322. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19323. vectors[2].copyFromFloats(maxX, minY, minZ);
  19324. vectors[3].copyFromFloats(minX, maxY, minZ);
  19325. vectors[4].copyFromFloats(minX, minY, maxZ);
  19326. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19327. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19328. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19329. // OBB
  19330. max.addToRef(min, this.center).scaleInPlace(0.5);
  19331. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19332. this._update(worldMatrix || this._worldMatrix || BABYLON.Matrix.Identity());
  19333. };
  19334. /**
  19335. * Scale the current bounding box by applying a scale factor
  19336. * @param factor defines the scale factor to apply
  19337. * @returns the current bounding box
  19338. */
  19339. BoundingBox.prototype.scale = function (factor) {
  19340. var tmpVectors = BoundingBox.TmpVector3;
  19341. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19342. var len = diff.length();
  19343. diff.normalizeFromLength(len);
  19344. var distance = len * factor;
  19345. var newRadius = diff.scaleInPlace(distance * 0.5);
  19346. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19347. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19348. this.reConstruct(min, max);
  19349. return this;
  19350. };
  19351. /**
  19352. * Gets the world matrix of the bounding box
  19353. * @returns a matrix
  19354. */
  19355. BoundingBox.prototype.getWorldMatrix = function () {
  19356. return this._worldMatrix;
  19357. };
  19358. /**
  19359. * Sets the world matrix stored in the bounding box
  19360. * @param matrix defines the matrix to store
  19361. * @returns current bounding box
  19362. */
  19363. BoundingBox.prototype.setWorldMatrix = function (matrix) {
  19364. this._worldMatrix.copyFrom(matrix);
  19365. return this;
  19366. };
  19367. /** @hidden */
  19368. BoundingBox.prototype._update = function (world) {
  19369. var minWorld = this.minimumWorld;
  19370. var maxWorld = this.maximumWorld;
  19371. var directions = this.directions;
  19372. minWorld.setAll(Number.MAX_VALUE);
  19373. maxWorld.setAll(-Number.MAX_VALUE);
  19374. var vectorsWorld = this.vectorsWorld;
  19375. var vectors = this.vectors;
  19376. for (var index = 0; index < 8; ++index) {
  19377. var v = vectorsWorld[index];
  19378. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19379. minWorld.minimizeInPlace(v);
  19380. maxWorld.maximizeInPlace(v);
  19381. }
  19382. // Extend
  19383. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19384. // OOBB
  19385. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19386. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19387. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19388. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19389. this._worldMatrix = world;
  19390. };
  19391. /**
  19392. * Tests if the bounding box is intersecting the frustum planes
  19393. * @param frustumPlanes defines the frustum planes to test
  19394. * @returns true if there is an intersection
  19395. */
  19396. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19397. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19398. };
  19399. /**
  19400. * Tests if the bounding box is entirely inside the frustum planes
  19401. * @param frustumPlanes defines the frustum planes to test
  19402. * @returns true if there is an inclusion
  19403. */
  19404. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19405. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19406. };
  19407. /**
  19408. * Tests if a point is inside the bounding box
  19409. * @param point defines the point to test
  19410. * @returns true if the point is inside the bounding box
  19411. */
  19412. BoundingBox.prototype.intersectsPoint = function (point) {
  19413. var min = this.minimumWorld;
  19414. var max = this.maximumWorld;
  19415. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19416. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19417. var delta = -BABYLON.Epsilon;
  19418. if (maxX - pointX < delta || delta > pointX - minX) {
  19419. return false;
  19420. }
  19421. if (maxY - pointY < delta || delta > pointY - minY) {
  19422. return false;
  19423. }
  19424. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19425. return false;
  19426. }
  19427. return true;
  19428. };
  19429. /**
  19430. * Tests if the bounding box intersects with a bounding sphere
  19431. * @param sphere defines the sphere to test
  19432. * @returns true if there is an intersection
  19433. */
  19434. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19435. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19436. };
  19437. /**
  19438. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19439. * @param min defines the min vector to use
  19440. * @param max defines the max vector to use
  19441. * @returns true if there is an intersection
  19442. */
  19443. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19444. var myMin = this.minimumWorld;
  19445. var myMax = this.maximumWorld;
  19446. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19447. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19448. if (myMaxX < minX || myMinX > maxX) {
  19449. return false;
  19450. }
  19451. if (myMaxY < minY || myMinY > maxY) {
  19452. return false;
  19453. }
  19454. if (myMaxZ < minZ || myMinZ > maxZ) {
  19455. return false;
  19456. }
  19457. return true;
  19458. };
  19459. // Statics
  19460. /**
  19461. * Tests if two bounding boxes are intersections
  19462. * @param box0 defines the first box to test
  19463. * @param box1 defines the second box to test
  19464. * @returns true if there is an intersection
  19465. */
  19466. BoundingBox.Intersects = function (box0, box1) {
  19467. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19468. };
  19469. /**
  19470. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19471. * @param minPoint defines the minimum vector of the bounding box
  19472. * @param maxPoint defines the maximum vector of the bounding box
  19473. * @param sphereCenter defines the sphere center
  19474. * @param sphereRadius defines the sphere radius
  19475. * @returns true if there is an intersection
  19476. */
  19477. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19478. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  19479. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19480. return (num <= (sphereRadius * sphereRadius));
  19481. };
  19482. /**
  19483. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19484. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19485. * @param frustumPlanes defines the frustum planes to test
  19486. * @return true if there is an inclusion
  19487. */
  19488. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19489. for (var p = 0; p < 6; ++p) {
  19490. var frustumPlane = frustumPlanes[p];
  19491. for (var i = 0; i < 8; ++i) {
  19492. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19493. return false;
  19494. }
  19495. }
  19496. }
  19497. return true;
  19498. };
  19499. /**
  19500. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19501. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19502. * @param frustumPlanes defines the frustum planes to test
  19503. * @return true if there is an intersection
  19504. */
  19505. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19506. for (var p = 0; p < 6; ++p) {
  19507. var canReturnFalse = true;
  19508. var frustumPlane = frustumPlanes[p];
  19509. for (var i = 0; i < 8; ++i) {
  19510. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19511. canReturnFalse = false;
  19512. break;
  19513. }
  19514. }
  19515. if (canReturnFalse) {
  19516. return false;
  19517. }
  19518. }
  19519. return true;
  19520. };
  19521. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19522. return BoundingBox;
  19523. }());
  19524. BABYLON.BoundingBox = BoundingBox;
  19525. })(BABYLON || (BABYLON = {}));
  19526. //# sourceMappingURL=babylon.boundingBox.js.map
  19527. var BABYLON;
  19528. (function (BABYLON) {
  19529. var computeBoxExtents = function (axis, box) {
  19530. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19531. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19532. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19533. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19534. var r = r0 + r1 + r2;
  19535. return {
  19536. min: p - r,
  19537. max: p + r
  19538. };
  19539. };
  19540. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  19541. var axisOverlap = function (axis, box0, box1) {
  19542. var result0 = computeBoxExtents(axis, box0);
  19543. var result1 = computeBoxExtents(axis, box1);
  19544. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  19545. };
  19546. /**
  19547. * Info for a bounding data of a mesh
  19548. */
  19549. var BoundingInfo = /** @class */ (function () {
  19550. /**
  19551. * Constructs bounding info
  19552. * @param minimum min vector of the bounding box/sphere
  19553. * @param maximum max vector of the bounding box/sphere
  19554. * @param worldMatrix defines the new world matrix
  19555. */
  19556. function BoundingInfo(minimum, maximum, worldMatrix) {
  19557. this._isLocked = false;
  19558. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19559. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19560. }
  19561. /**
  19562. * Recreates the entire bounding info from scratch
  19563. * @param min defines the new minimum vector (in local space)
  19564. * @param max defines the new maximum vector (in local space)
  19565. * @param worldMatrix defines the new world matrix
  19566. */
  19567. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19568. this.boundingBox.reConstruct(min, max, worldMatrix);
  19569. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19570. };
  19571. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19572. /**
  19573. * min vector of the bounding box/sphere
  19574. */
  19575. get: function () {
  19576. return this.boundingBox.minimum;
  19577. },
  19578. enumerable: true,
  19579. configurable: true
  19580. });
  19581. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19582. /**
  19583. * max vector of the bounding box/sphere
  19584. */
  19585. get: function () {
  19586. return this.boundingBox.maximum;
  19587. },
  19588. enumerable: true,
  19589. configurable: true
  19590. });
  19591. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19592. /**
  19593. * If the info is locked and won't be updated to avoid perf overhead
  19594. */
  19595. get: function () {
  19596. return this._isLocked;
  19597. },
  19598. set: function (value) {
  19599. this._isLocked = value;
  19600. },
  19601. enumerable: true,
  19602. configurable: true
  19603. });
  19604. // Methods
  19605. /**
  19606. * Updates the boudning sphere and box
  19607. * @param world world matrix to be used to update
  19608. */
  19609. BoundingInfo.prototype.update = function (world) {
  19610. if (this._isLocked) {
  19611. return;
  19612. }
  19613. this.boundingBox._update(world);
  19614. this.boundingSphere._update(world);
  19615. };
  19616. /**
  19617. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19618. * @param center New center of the bounding info
  19619. * @param extend New extend of the bounding info
  19620. * @returns the current bounding info
  19621. */
  19622. BoundingInfo.prototype.centerOn = function (center, extend) {
  19623. var minimum = BABYLON.Tmp.Vector3[0].copyFrom(center).subtractInPlace(extend);
  19624. var maximum = BABYLON.Tmp.Vector3[1].copyFrom(center).addInPlace(extend);
  19625. this.boundingBox.reConstruct(minimum, maximum);
  19626. this.boundingSphere.reConstruct(minimum, maximum);
  19627. return this;
  19628. };
  19629. /**
  19630. * Scale the current bounding info by applying a scale factor
  19631. * @param factor defines the scale factor to apply
  19632. * @returns the current bounding info
  19633. */
  19634. BoundingInfo.prototype.scale = function (factor) {
  19635. this.boundingBox.scale(factor);
  19636. this.boundingSphere.scale(factor);
  19637. return this;
  19638. };
  19639. /**
  19640. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19641. * @param frustumPlanes defines the frustum to test
  19642. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19643. * @returns true if the bounding info is in the frustum planes
  19644. */
  19645. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19646. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19647. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19648. return false;
  19649. }
  19650. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19651. return true;
  19652. }
  19653. return this.boundingBox.isInFrustum(frustumPlanes);
  19654. };
  19655. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19656. /**
  19657. * Gets the world distance between the min and max points of the bounding box
  19658. */
  19659. get: function () {
  19660. var boundingBox = this.boundingBox;
  19661. var size = boundingBox.maximumWorld.subtract(boundingBox.minimumWorld);
  19662. return size.length();
  19663. },
  19664. enumerable: true,
  19665. configurable: true
  19666. });
  19667. /**
  19668. * Checks if a cullable object (mesh...) is in the camera frustum
  19669. * Unlike isInFrustum this cheks the full bounding box
  19670. * @param frustumPlanes Camera near/planes
  19671. * @returns true if the object is in frustum otherwise false
  19672. */
  19673. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19674. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19675. };
  19676. /** @hidden */
  19677. BoundingInfo.prototype._checkCollision = function (collider) {
  19678. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19679. };
  19680. /**
  19681. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19682. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19683. * @param point the point to check intersection with
  19684. * @returns if the point intersects
  19685. */
  19686. BoundingInfo.prototype.intersectsPoint = function (point) {
  19687. if (!this.boundingSphere.centerWorld) {
  19688. return false;
  19689. }
  19690. if (!this.boundingSphere.intersectsPoint(point)) {
  19691. return false;
  19692. }
  19693. if (!this.boundingBox.intersectsPoint(point)) {
  19694. return false;
  19695. }
  19696. return true;
  19697. };
  19698. /**
  19699. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19700. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19701. * @param boundingInfo the bounding info to check intersection with
  19702. * @param precise if the intersection should be done using OBB
  19703. * @returns if the bounding info intersects
  19704. */
  19705. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19706. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  19707. return false;
  19708. }
  19709. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19710. return false;
  19711. }
  19712. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19713. return false;
  19714. }
  19715. if (!precise) {
  19716. return true;
  19717. }
  19718. var box0 = this.boundingBox;
  19719. var box1 = boundingInfo.boundingBox;
  19720. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19721. return false;
  19722. }
  19723. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19724. return false;
  19725. }
  19726. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19727. return false;
  19728. }
  19729. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19730. return false;
  19731. }
  19732. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19733. return false;
  19734. }
  19735. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19736. return false;
  19737. }
  19738. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19739. return false;
  19740. }
  19741. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19742. return false;
  19743. }
  19744. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19745. return false;
  19746. }
  19747. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19748. return false;
  19749. }
  19750. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19751. return false;
  19752. }
  19753. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19754. return false;
  19755. }
  19756. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19757. return false;
  19758. }
  19759. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19760. return false;
  19761. }
  19762. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19763. return false;
  19764. }
  19765. return true;
  19766. };
  19767. return BoundingInfo;
  19768. }());
  19769. BABYLON.BoundingInfo = BoundingInfo;
  19770. })(BABYLON || (BABYLON = {}));
  19771. //# sourceMappingURL=babylon.boundingInfo.js.map
  19772. var BABYLON;
  19773. (function (BABYLON) {
  19774. /**
  19775. * 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.
  19776. * @see https://doc.babylonjs.com/how_to/transformnode
  19777. */
  19778. var TransformNode = /** @class */ (function (_super) {
  19779. __extends(TransformNode, _super);
  19780. function TransformNode(name, scene, isPure) {
  19781. if (scene === void 0) { scene = null; }
  19782. if (isPure === void 0) { isPure = true; }
  19783. var _this = _super.call(this, name, scene) || this;
  19784. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19785. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19786. _this._up = new BABYLON.Vector3(0, 1, 0);
  19787. _this._right = new BABYLON.Vector3(1, 0, 0);
  19788. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19789. // Properties
  19790. _this._position = BABYLON.Vector3.Zero();
  19791. _this._rotation = BABYLON.Vector3.Zero();
  19792. _this._scaling = BABYLON.Vector3.One();
  19793. _this._isDirty = false;
  19794. /**
  19795. * Set the billboard mode. Default is 0.
  19796. *
  19797. * | Value | Type | Description |
  19798. * | --- | --- | --- |
  19799. * | 0 | BILLBOARDMODE_NONE | |
  19800. * | 1 | BILLBOARDMODE_X | |
  19801. * | 2 | BILLBOARDMODE_Y | |
  19802. * | 4 | BILLBOARDMODE_Z | |
  19803. * | 7 | BILLBOARDMODE_ALL | |
  19804. *
  19805. */
  19806. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19807. /**
  19808. * 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
  19809. */
  19810. _this.scalingDeterminant = 1;
  19811. /**
  19812. * Sets the distance of the object to max, often used by skybox
  19813. */
  19814. _this.infiniteDistance = false;
  19815. /**
  19816. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19817. * By default the system will update normals to compensate
  19818. */
  19819. _this.ignoreNonUniformScaling = false;
  19820. _this._localWorld = BABYLON.Matrix.Zero();
  19821. _this._absolutePosition = BABYLON.Vector3.Zero();
  19822. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19823. _this._postMultiplyPivotMatrix = false;
  19824. _this._isWorldMatrixFrozen = false;
  19825. /** @hidden */
  19826. _this._indexInSceneTransformNodesArray = -1;
  19827. /**
  19828. * An event triggered after the world matrix is updated
  19829. */
  19830. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19831. _this._nonUniformScaling = false;
  19832. if (isPure) {
  19833. _this.getScene().addTransformNode(_this);
  19834. }
  19835. return _this;
  19836. }
  19837. /**
  19838. * Gets a string identifying the name of the class
  19839. * @returns "TransformNode" string
  19840. */
  19841. TransformNode.prototype.getClassName = function () {
  19842. return "TransformNode";
  19843. };
  19844. Object.defineProperty(TransformNode.prototype, "position", {
  19845. /**
  19846. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19847. */
  19848. get: function () {
  19849. return this._position;
  19850. },
  19851. set: function (newPosition) {
  19852. this._position = newPosition;
  19853. this._isDirty = true;
  19854. },
  19855. enumerable: true,
  19856. configurable: true
  19857. });
  19858. Object.defineProperty(TransformNode.prototype, "rotation", {
  19859. /**
  19860. * 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)).
  19861. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  19862. */
  19863. get: function () {
  19864. return this._rotation;
  19865. },
  19866. set: function (newRotation) {
  19867. this._rotation = newRotation;
  19868. this._isDirty = true;
  19869. },
  19870. enumerable: true,
  19871. configurable: true
  19872. });
  19873. Object.defineProperty(TransformNode.prototype, "scaling", {
  19874. /**
  19875. * 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)).
  19876. */
  19877. get: function () {
  19878. return this._scaling;
  19879. },
  19880. set: function (newScaling) {
  19881. this._scaling = newScaling;
  19882. this._isDirty = true;
  19883. },
  19884. enumerable: true,
  19885. configurable: true
  19886. });
  19887. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  19888. /**
  19889. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  19890. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  19891. */
  19892. get: function () {
  19893. return this._rotationQuaternion;
  19894. },
  19895. set: function (quaternion) {
  19896. this._rotationQuaternion = quaternion;
  19897. //reset the rotation vector.
  19898. if (quaternion) {
  19899. this.rotation.setAll(0.0);
  19900. }
  19901. },
  19902. enumerable: true,
  19903. configurable: true
  19904. });
  19905. Object.defineProperty(TransformNode.prototype, "forward", {
  19906. /**
  19907. * The forward direction of that transform in world space.
  19908. */
  19909. get: function () {
  19910. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  19911. },
  19912. enumerable: true,
  19913. configurable: true
  19914. });
  19915. Object.defineProperty(TransformNode.prototype, "up", {
  19916. /**
  19917. * The up direction of that transform in world space.
  19918. */
  19919. get: function () {
  19920. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  19921. },
  19922. enumerable: true,
  19923. configurable: true
  19924. });
  19925. Object.defineProperty(TransformNode.prototype, "right", {
  19926. /**
  19927. * The right direction of that transform in world space.
  19928. */
  19929. get: function () {
  19930. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  19931. },
  19932. enumerable: true,
  19933. configurable: true
  19934. });
  19935. /**
  19936. * Copies the parameter passed Matrix into the mesh Pose matrix.
  19937. * @param matrix the matrix to copy the pose from
  19938. * @returns this TransformNode.
  19939. */
  19940. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  19941. this._poseMatrix.copyFrom(matrix);
  19942. return this;
  19943. };
  19944. /**
  19945. * Returns the mesh Pose matrix.
  19946. * @returns the pose matrix
  19947. */
  19948. TransformNode.prototype.getPoseMatrix = function () {
  19949. return this._poseMatrix;
  19950. };
  19951. /** @hidden */
  19952. TransformNode.prototype._isSynchronized = function () {
  19953. if (this._isDirty) {
  19954. return false;
  19955. }
  19956. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  19957. return false;
  19958. }
  19959. if (this._cache.pivotMatrixUpdated) {
  19960. return false;
  19961. }
  19962. if (this.infiniteDistance) {
  19963. return false;
  19964. }
  19965. if (!this._cache.position.equals(this._position)) {
  19966. return false;
  19967. }
  19968. if (this._rotationQuaternion) {
  19969. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  19970. return false;
  19971. }
  19972. }
  19973. if (!this._cache.rotation.equals(this._rotation)) {
  19974. return false;
  19975. }
  19976. if (!this._cache.scaling.equals(this._scaling)) {
  19977. return false;
  19978. }
  19979. return true;
  19980. };
  19981. /** @hidden */
  19982. TransformNode.prototype._initCache = function () {
  19983. _super.prototype._initCache.call(this);
  19984. this._cache.localMatrixUpdated = false;
  19985. this._cache.position = BABYLON.Vector3.Zero();
  19986. this._cache.scaling = BABYLON.Vector3.Zero();
  19987. this._cache.rotation = BABYLON.Vector3.Zero();
  19988. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  19989. this._cache.billboardMode = -1;
  19990. };
  19991. /**
  19992. * Flag the transform node as dirty (Forcing it to update everything)
  19993. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  19994. * @returns this transform node
  19995. */
  19996. TransformNode.prototype.markAsDirty = function (property) {
  19997. if (property === "rotation") {
  19998. this.rotationQuaternion = null;
  19999. }
  20000. this._currentRenderId = Number.MAX_VALUE;
  20001. this._isDirty = true;
  20002. return this;
  20003. };
  20004. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20005. /**
  20006. * Returns the current mesh absolute position.
  20007. * Returns a Vector3.
  20008. */
  20009. get: function () {
  20010. return this._absolutePosition;
  20011. },
  20012. enumerable: true,
  20013. configurable: true
  20014. });
  20015. /**
  20016. * Sets a new matrix to apply before all other transformation
  20017. * @param matrix defines the transform matrix
  20018. * @returns the current TransformNode
  20019. */
  20020. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20021. return this.setPivotMatrix(matrix, false);
  20022. };
  20023. /**
  20024. * Sets a new pivot matrix to the current node
  20025. * @param matrix defines the new pivot matrix to use
  20026. * @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
  20027. * @returns the current TransformNode
  20028. */
  20029. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20030. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20031. this._pivotMatrix.copyFrom(matrix);
  20032. this._cache.pivotMatrixUpdated = true;
  20033. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20034. if (this._postMultiplyPivotMatrix) {
  20035. if (!this._pivotMatrixInverse) {
  20036. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20037. }
  20038. else {
  20039. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20040. }
  20041. }
  20042. return this;
  20043. };
  20044. /**
  20045. * Returns the mesh pivot matrix.
  20046. * Default : Identity.
  20047. * @returns the matrix
  20048. */
  20049. TransformNode.prototype.getPivotMatrix = function () {
  20050. return this._pivotMatrix;
  20051. };
  20052. /**
  20053. * Prevents the World matrix to be computed any longer.
  20054. * @returns the TransformNode.
  20055. */
  20056. TransformNode.prototype.freezeWorldMatrix = function () {
  20057. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20058. this.computeWorldMatrix(true);
  20059. this._isWorldMatrixFrozen = true;
  20060. return this;
  20061. };
  20062. /**
  20063. * Allows back the World matrix computation.
  20064. * @returns the TransformNode.
  20065. */
  20066. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20067. this._isWorldMatrixFrozen = false;
  20068. this.computeWorldMatrix(true);
  20069. return this;
  20070. };
  20071. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20072. /**
  20073. * True if the World matrix has been frozen.
  20074. */
  20075. get: function () {
  20076. return this._isWorldMatrixFrozen;
  20077. },
  20078. enumerable: true,
  20079. configurable: true
  20080. });
  20081. /**
  20082. * Retuns the mesh absolute position in the World.
  20083. * @returns a Vector3.
  20084. */
  20085. TransformNode.prototype.getAbsolutePosition = function () {
  20086. this.computeWorldMatrix();
  20087. return this._absolutePosition;
  20088. };
  20089. /**
  20090. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20091. * @param absolutePosition the absolute position to set
  20092. * @returns the TransformNode.
  20093. */
  20094. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20095. if (!absolutePosition) {
  20096. return this;
  20097. }
  20098. var absolutePositionX;
  20099. var absolutePositionY;
  20100. var absolutePositionZ;
  20101. if (absolutePosition.x === undefined) {
  20102. if (arguments.length < 3) {
  20103. return this;
  20104. }
  20105. absolutePositionX = arguments[0];
  20106. absolutePositionY = arguments[1];
  20107. absolutePositionZ = arguments[2];
  20108. }
  20109. else {
  20110. absolutePositionX = absolutePosition.x;
  20111. absolutePositionY = absolutePosition.y;
  20112. absolutePositionZ = absolutePosition.z;
  20113. }
  20114. if (this.parent) {
  20115. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20116. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20117. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20118. }
  20119. else {
  20120. this.position.x = absolutePositionX;
  20121. this.position.y = absolutePositionY;
  20122. this.position.z = absolutePositionZ;
  20123. }
  20124. return this;
  20125. };
  20126. /**
  20127. * Sets the mesh position in its local space.
  20128. * @param vector3 the position to set in localspace
  20129. * @returns the TransformNode.
  20130. */
  20131. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20132. this.computeWorldMatrix();
  20133. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20134. return this;
  20135. };
  20136. /**
  20137. * Returns the mesh position in the local space from the current World matrix values.
  20138. * @returns a new Vector3.
  20139. */
  20140. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20141. this.computeWorldMatrix();
  20142. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20143. this._localWorld.invertToRef(invLocalWorldMatrix);
  20144. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20145. };
  20146. /**
  20147. * Translates the mesh along the passed Vector3 in its local space.
  20148. * @param vector3 the distance to translate in localspace
  20149. * @returns the TransformNode.
  20150. */
  20151. TransformNode.prototype.locallyTranslate = function (vector3) {
  20152. this.computeWorldMatrix(true);
  20153. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20154. return this;
  20155. };
  20156. /**
  20157. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20158. * @param targetPoint the position (must be in same space as current mesh) to look at
  20159. * @param yawCor optional yaw (y-axis) correction in radians
  20160. * @param pitchCor optional pitch (x-axis) correction in radians
  20161. * @param rollCor optional roll (z-axis) correction in radians
  20162. * @param space the choosen space of the target
  20163. * @returns the TransformNode.
  20164. */
  20165. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20166. if (yawCor === void 0) { yawCor = 0; }
  20167. if (pitchCor === void 0) { pitchCor = 0; }
  20168. if (rollCor === void 0) { rollCor = 0; }
  20169. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20170. var dv = TransformNode._lookAtVectorCache;
  20171. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20172. targetPoint.subtractToRef(pos, dv);
  20173. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20174. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20175. var pitch = Math.atan2(dv.y, len);
  20176. if (this.rotationQuaternion) {
  20177. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20178. }
  20179. else {
  20180. this.rotation.x = pitch + pitchCor;
  20181. this.rotation.y = yaw + yawCor;
  20182. this.rotation.z = rollCor;
  20183. }
  20184. return this;
  20185. };
  20186. /**
  20187. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20188. * This Vector3 is expressed in the World space.
  20189. * @param localAxis axis to rotate
  20190. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20191. */
  20192. TransformNode.prototype.getDirection = function (localAxis) {
  20193. var result = BABYLON.Vector3.Zero();
  20194. this.getDirectionToRef(localAxis, result);
  20195. return result;
  20196. };
  20197. /**
  20198. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20199. * localAxis is expressed in the mesh local space.
  20200. * result is computed in the Wordl space from the mesh World matrix.
  20201. * @param localAxis axis to rotate
  20202. * @param result the resulting transformnode
  20203. * @returns this TransformNode.
  20204. */
  20205. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20206. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20207. return this;
  20208. };
  20209. /**
  20210. * Sets a new pivot point to the current node
  20211. * @param point defines the new pivot point to use
  20212. * @param space defines if the point is in world or local space (local by default)
  20213. * @returns the current TransformNode
  20214. */
  20215. TransformNode.prototype.setPivotPoint = function (point, space) {
  20216. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20217. if (this.getScene().getRenderId() == 0) {
  20218. this.computeWorldMatrix(true);
  20219. }
  20220. var wm = this.getWorldMatrix();
  20221. if (space == BABYLON.Space.WORLD) {
  20222. var tmat = BABYLON.Tmp.Matrix[0];
  20223. wm.invertToRef(tmat);
  20224. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20225. }
  20226. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20227. };
  20228. /**
  20229. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20230. * @returns the pivot point
  20231. */
  20232. TransformNode.prototype.getPivotPoint = function () {
  20233. var point = BABYLON.Vector3.Zero();
  20234. this.getPivotPointToRef(point);
  20235. return point;
  20236. };
  20237. /**
  20238. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20239. * @param result the vector3 to store the result
  20240. * @returns this TransformNode.
  20241. */
  20242. TransformNode.prototype.getPivotPointToRef = function (result) {
  20243. result.x = -this._pivotMatrix.m[12];
  20244. result.y = -this._pivotMatrix.m[13];
  20245. result.z = -this._pivotMatrix.m[14];
  20246. return this;
  20247. };
  20248. /**
  20249. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20250. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20251. */
  20252. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20253. var point = BABYLON.Vector3.Zero();
  20254. this.getAbsolutePivotPointToRef(point);
  20255. return point;
  20256. };
  20257. /**
  20258. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20259. * @param result vector3 to store the result
  20260. * @returns this TransformNode.
  20261. */
  20262. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20263. result.x = this._pivotMatrix.m[12];
  20264. result.y = this._pivotMatrix.m[13];
  20265. result.z = this._pivotMatrix.m[14];
  20266. this.getPivotPointToRef(result);
  20267. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20268. return this;
  20269. };
  20270. /**
  20271. * Defines the passed node as the parent of the current node.
  20272. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20273. * @param node the node ot set as the parent
  20274. * @returns this TransformNode.
  20275. */
  20276. TransformNode.prototype.setParent = function (node) {
  20277. if (!node && !this.parent) {
  20278. return this;
  20279. }
  20280. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20281. var position = BABYLON.Tmp.Vector3[0];
  20282. var scale = BABYLON.Tmp.Vector3[1];
  20283. if (!node) {
  20284. if (this.parent && this.parent.computeWorldMatrix) {
  20285. this.parent.computeWorldMatrix(true);
  20286. }
  20287. this.computeWorldMatrix(true);
  20288. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20289. }
  20290. else {
  20291. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20292. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20293. this.computeWorldMatrix(true);
  20294. node.computeWorldMatrix(true);
  20295. node.getWorldMatrix().invertToRef(invParentMatrix);
  20296. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20297. diffMatrix.decompose(scale, quatRotation, position);
  20298. }
  20299. if (this.rotationQuaternion) {
  20300. this.rotationQuaternion.copyFrom(quatRotation);
  20301. }
  20302. else {
  20303. quatRotation.toEulerAnglesToRef(this.rotation);
  20304. }
  20305. this.scaling.copyFrom(scale);
  20306. this.position.copyFrom(position);
  20307. this.parent = node;
  20308. return this;
  20309. };
  20310. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20311. /**
  20312. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20313. */
  20314. get: function () {
  20315. return this._nonUniformScaling;
  20316. },
  20317. enumerable: true,
  20318. configurable: true
  20319. });
  20320. /** @hidden */
  20321. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20322. if (this._nonUniformScaling === value) {
  20323. return false;
  20324. }
  20325. this._nonUniformScaling = value;
  20326. return true;
  20327. };
  20328. /**
  20329. * Attach the current TransformNode to another TransformNode associated with a bone
  20330. * @param bone Bone affecting the TransformNode
  20331. * @param affectedTransformNode TransformNode associated with the bone
  20332. * @returns this object
  20333. */
  20334. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20335. this._transformToBoneReferal = affectedTransformNode;
  20336. this.parent = bone;
  20337. if (bone.getWorldMatrix().determinant() < 0) {
  20338. this.scalingDeterminant *= -1;
  20339. }
  20340. return this;
  20341. };
  20342. /**
  20343. * Detach the transform node if its associated with a bone
  20344. * @returns this object
  20345. */
  20346. TransformNode.prototype.detachFromBone = function () {
  20347. if (!this.parent) {
  20348. return this;
  20349. }
  20350. if (this.parent.getWorldMatrix().determinant() < 0) {
  20351. this.scalingDeterminant *= -1;
  20352. }
  20353. this._transformToBoneReferal = null;
  20354. this.parent = null;
  20355. return this;
  20356. };
  20357. /**
  20358. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20359. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20360. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20361. * The passed axis is also normalized.
  20362. * @param axis the axis to rotate around
  20363. * @param amount the amount to rotate in radians
  20364. * @param space Space to rotate in (Default: local)
  20365. * @returns the TransformNode.
  20366. */
  20367. TransformNode.prototype.rotate = function (axis, amount, space) {
  20368. axis.normalize();
  20369. if (!this.rotationQuaternion) {
  20370. this.rotationQuaternion = this.rotation.toQuaternion();
  20371. this.rotation.setAll(0);
  20372. }
  20373. var rotationQuaternion;
  20374. if (!space || space === BABYLON.Space.LOCAL) {
  20375. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20376. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20377. }
  20378. else {
  20379. if (this.parent) {
  20380. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20381. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20382. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20383. }
  20384. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20385. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20386. }
  20387. return this;
  20388. };
  20389. /**
  20390. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20391. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20392. * The passed axis is also normalized. .
  20393. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20394. * @param point the point to rotate around
  20395. * @param axis the axis to rotate around
  20396. * @param amount the amount to rotate in radians
  20397. * @returns the TransformNode
  20398. */
  20399. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20400. axis.normalize();
  20401. if (!this.rotationQuaternion) {
  20402. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20403. this.rotation.setAll(0);
  20404. }
  20405. var tmpVector = BABYLON.Tmp.Vector3[0];
  20406. var finalScale = BABYLON.Tmp.Vector3[1];
  20407. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20408. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20409. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20410. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20411. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20412. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20413. point.subtractToRef(this.position, tmpVector);
  20414. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20415. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20416. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20417. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20418. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20419. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20420. this.position.addInPlace(finalTranslation);
  20421. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20422. return this;
  20423. };
  20424. /**
  20425. * Translates the mesh along the axis vector for the passed distance in the given space.
  20426. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20427. * @param axis the axis to translate in
  20428. * @param distance the distance to translate
  20429. * @param space Space to rotate in (Default: local)
  20430. * @returns the TransformNode.
  20431. */
  20432. TransformNode.prototype.translate = function (axis, distance, space) {
  20433. var displacementVector = axis.scale(distance);
  20434. if (!space || space === BABYLON.Space.LOCAL) {
  20435. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20436. this.setPositionWithLocalVector(tempV3);
  20437. }
  20438. else {
  20439. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20440. }
  20441. return this;
  20442. };
  20443. /**
  20444. * Adds a rotation step to the mesh current rotation.
  20445. * x, y, z are Euler angles expressed in radians.
  20446. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20447. * This means this rotation is made in the mesh local space only.
  20448. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20449. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20450. * ```javascript
  20451. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20452. * ```
  20453. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20454. * 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.
  20455. * @param x Rotation to add
  20456. * @param y Rotation to add
  20457. * @param z Rotation to add
  20458. * @returns the TransformNode.
  20459. */
  20460. TransformNode.prototype.addRotation = function (x, y, z) {
  20461. var rotationQuaternion;
  20462. if (this.rotationQuaternion) {
  20463. rotationQuaternion = this.rotationQuaternion;
  20464. }
  20465. else {
  20466. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20467. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20468. }
  20469. var accumulation = BABYLON.Tmp.Quaternion[0];
  20470. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20471. rotationQuaternion.multiplyInPlace(accumulation);
  20472. if (!this.rotationQuaternion) {
  20473. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20474. }
  20475. return this;
  20476. };
  20477. /**
  20478. * Computes the world matrix of the node
  20479. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20480. * @returns the world matrix
  20481. */
  20482. TransformNode.prototype.computeWorldMatrix = function (force) {
  20483. if (this._isWorldMatrixFrozen) {
  20484. return this._worldMatrix;
  20485. }
  20486. if (!force && this.isSynchronized()) {
  20487. this._currentRenderId = this.getScene().getRenderId();
  20488. return this._worldMatrix;
  20489. }
  20490. this._updateCache();
  20491. this._cache.position.copyFrom(this.position);
  20492. this._cache.scaling.copyFrom(this.scaling);
  20493. this._cache.pivotMatrixUpdated = false;
  20494. this._cache.billboardMode = this.billboardMode;
  20495. this._currentRenderId = this.getScene().getRenderId();
  20496. this._childRenderId = this.getScene().getRenderId();
  20497. this._isDirty = false;
  20498. // Scaling
  20499. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20500. // Rotation
  20501. //rotate, if quaternion is set and rotation was used
  20502. if (this.rotationQuaternion) {
  20503. var len = this.rotation.length();
  20504. if (len) {
  20505. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20506. this.rotation.copyFromFloats(0, 0, 0);
  20507. }
  20508. }
  20509. if (this.rotationQuaternion) {
  20510. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20511. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20512. }
  20513. else {
  20514. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20515. this._cache.rotation.copyFrom(this.rotation);
  20516. }
  20517. // Translation
  20518. var camera = this.getScene().activeCamera;
  20519. if (this.infiniteDistance && !this.parent && camera) {
  20520. var cameraWorldMatrix = camera.getWorldMatrix();
  20521. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20522. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20523. }
  20524. else {
  20525. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20526. }
  20527. // Composing transformations
  20528. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20529. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20530. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20531. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20532. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20533. // Need to decompose each rotation here
  20534. var currentPosition = BABYLON.Tmp.Vector3[3];
  20535. if (this.parent && this.parent.getWorldMatrix) {
  20536. if (this._transformToBoneReferal) {
  20537. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20538. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20539. }
  20540. else {
  20541. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20542. }
  20543. }
  20544. else {
  20545. currentPosition.copyFrom(this.position);
  20546. }
  20547. currentPosition.subtractInPlace(camera.globalPosition);
  20548. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20549. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20550. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20551. }
  20552. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20553. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20554. }
  20555. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20556. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20557. }
  20558. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20559. }
  20560. else {
  20561. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20562. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20563. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20564. }
  20565. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20566. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20567. }
  20568. // Post multiply inverse of pivotMatrix
  20569. if (this._postMultiplyPivotMatrix) {
  20570. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20571. }
  20572. // Local world
  20573. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20574. // Parent
  20575. if (this.parent && this.parent.getWorldMatrix) {
  20576. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20577. if (this._transformToBoneReferal) {
  20578. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20579. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20580. }
  20581. else {
  20582. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20583. }
  20584. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20585. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20586. this._worldMatrix.copyFrom(this._localWorld);
  20587. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20588. }
  20589. else {
  20590. if (this._transformToBoneReferal) {
  20591. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20592. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20593. }
  20594. else {
  20595. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20596. }
  20597. }
  20598. this._markSyncedWithParent();
  20599. }
  20600. else {
  20601. this._worldMatrix.copyFrom(this._localWorld);
  20602. }
  20603. // Normal matrix
  20604. if (!this.ignoreNonUniformScaling) {
  20605. if (this.scaling.isNonUniform) {
  20606. this._updateNonUniformScalingState(true);
  20607. }
  20608. else if (this.parent && this.parent._nonUniformScaling) {
  20609. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20610. }
  20611. else {
  20612. this._updateNonUniformScalingState(false);
  20613. }
  20614. }
  20615. else {
  20616. this._updateNonUniformScalingState(false);
  20617. }
  20618. this._afterComputeWorldMatrix();
  20619. // Absolute position
  20620. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20621. // Callbacks
  20622. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20623. if (!this._poseMatrix) {
  20624. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20625. }
  20626. // Cache the determinant
  20627. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20628. return this._worldMatrix;
  20629. };
  20630. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20631. };
  20632. /**
  20633. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20634. * @param func callback function to add
  20635. *
  20636. * @returns the TransformNode.
  20637. */
  20638. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20639. this.onAfterWorldMatrixUpdateObservable.add(func);
  20640. return this;
  20641. };
  20642. /**
  20643. * Removes a registered callback function.
  20644. * @param func callback function to remove
  20645. * @returns the TransformNode.
  20646. */
  20647. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20648. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20649. return this;
  20650. };
  20651. /**
  20652. * Clone the current transform node
  20653. * @param name Name of the new clone
  20654. * @param newParent New parent for the clone
  20655. * @param doNotCloneChildren Do not clone children hierarchy
  20656. * @returns the new transform node
  20657. */
  20658. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20659. var _this = this;
  20660. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20661. result.name = name;
  20662. result.id = name;
  20663. if (newParent) {
  20664. result.parent = newParent;
  20665. }
  20666. if (!doNotCloneChildren) {
  20667. // Children
  20668. var directDescendants = this.getDescendants(true);
  20669. for (var index = 0; index < directDescendants.length; index++) {
  20670. var child = directDescendants[index];
  20671. if (child.clone) {
  20672. child.clone(name + "." + child.name, result);
  20673. }
  20674. }
  20675. }
  20676. return result;
  20677. };
  20678. /**
  20679. * Serializes the objects information.
  20680. * @param currentSerializationObject defines the object to serialize in
  20681. * @returns the serialized object
  20682. */
  20683. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20684. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20685. serializationObject.type = this.getClassName();
  20686. // Parent
  20687. if (this.parent) {
  20688. serializationObject.parentId = this.parent.id;
  20689. }
  20690. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20691. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20692. }
  20693. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20694. serializationObject.isEnabled = this.isEnabled();
  20695. // Parent
  20696. if (this.parent) {
  20697. serializationObject.parentId = this.parent.id;
  20698. }
  20699. return serializationObject;
  20700. };
  20701. // Statics
  20702. /**
  20703. * Returns a new TransformNode object parsed from the source provided.
  20704. * @param parsedTransformNode is the source.
  20705. * @param scene the scne the object belongs to
  20706. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20707. * @returns a new TransformNode object parsed from the source provided.
  20708. */
  20709. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20710. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20711. if (BABYLON.Tags) {
  20712. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20713. }
  20714. if (parsedTransformNode.localMatrix) {
  20715. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20716. }
  20717. else if (parsedTransformNode.pivotMatrix) {
  20718. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20719. }
  20720. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20721. // Parent
  20722. if (parsedTransformNode.parentId) {
  20723. transformNode._waitingParentId = parsedTransformNode.parentId;
  20724. }
  20725. return transformNode;
  20726. };
  20727. /**
  20728. * Releases resources associated with this transform node.
  20729. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20730. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20731. */
  20732. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20733. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20734. // Animations
  20735. this.getScene().stopAnimation(this);
  20736. // Remove from scene
  20737. this.getScene().removeTransformNode(this);
  20738. this.onAfterWorldMatrixUpdateObservable.clear();
  20739. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20740. };
  20741. // Statics
  20742. /**
  20743. * Object will not rotate to face the camera
  20744. */
  20745. TransformNode.BILLBOARDMODE_NONE = 0;
  20746. /**
  20747. * Object will rotate to face the camera but only on the x axis
  20748. */
  20749. TransformNode.BILLBOARDMODE_X = 1;
  20750. /**
  20751. * Object will rotate to face the camera but only on the y axis
  20752. */
  20753. TransformNode.BILLBOARDMODE_Y = 2;
  20754. /**
  20755. * Object will rotate to face the camera but only on the z axis
  20756. */
  20757. TransformNode.BILLBOARDMODE_Z = 4;
  20758. /**
  20759. * Object will rotate to face the camera
  20760. */
  20761. TransformNode.BILLBOARDMODE_ALL = 7;
  20762. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20763. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20764. __decorate([
  20765. BABYLON.serializeAsVector3("position")
  20766. ], TransformNode.prototype, "_position", void 0);
  20767. __decorate([
  20768. BABYLON.serializeAsVector3("rotation")
  20769. ], TransformNode.prototype, "_rotation", void 0);
  20770. __decorate([
  20771. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20772. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20773. __decorate([
  20774. BABYLON.serializeAsVector3("scaling")
  20775. ], TransformNode.prototype, "_scaling", void 0);
  20776. __decorate([
  20777. BABYLON.serialize()
  20778. ], TransformNode.prototype, "billboardMode", void 0);
  20779. __decorate([
  20780. BABYLON.serialize()
  20781. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20782. __decorate([
  20783. BABYLON.serialize()
  20784. ], TransformNode.prototype, "infiniteDistance", void 0);
  20785. __decorate([
  20786. BABYLON.serialize()
  20787. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20788. return TransformNode;
  20789. }(BABYLON.Node));
  20790. BABYLON.TransformNode = TransformNode;
  20791. })(BABYLON || (BABYLON = {}));
  20792. //# sourceMappingURL=babylon.transformNode.js.map
  20793. var BABYLON;
  20794. (function (BABYLON) {
  20795. /** @hidden */
  20796. var _FacetDataStorage = /** @class */ (function () {
  20797. function _FacetDataStorage() {
  20798. this.facetNb = 0; // facet number
  20799. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20800. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20801. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20802. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20803. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20804. this.subDiv = {
  20805. max: 1,
  20806. X: 1,
  20807. Y: 1,
  20808. Z: 1
  20809. };
  20810. this.facetDepthSort = false; // is the facet depth sort to be computed
  20811. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20812. }
  20813. return _FacetDataStorage;
  20814. }());
  20815. /**
  20816. * Class used to store all common mesh properties
  20817. */
  20818. var AbstractMesh = /** @class */ (function (_super) {
  20819. __extends(AbstractMesh, _super);
  20820. // Constructor
  20821. /**
  20822. * Creates a new AbstractMesh
  20823. * @param name defines the name of the mesh
  20824. * @param scene defines the hosting scene
  20825. */
  20826. function AbstractMesh(name, scene) {
  20827. if (scene === void 0) { scene = null; }
  20828. var _this = _super.call(this, name, scene, false) || this;
  20829. _this._facetData = new _FacetDataStorage();
  20830. /** Gets ot sets the culling strategy to use to find visible meshes */
  20831. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  20832. // Events
  20833. /**
  20834. * An event triggered when this mesh collides with another one
  20835. */
  20836. _this.onCollideObservable = new BABYLON.Observable();
  20837. /**
  20838. * An event triggered when the collision's position changes
  20839. */
  20840. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  20841. /**
  20842. * An event triggered when material is changed
  20843. */
  20844. _this.onMaterialChangedObservable = new BABYLON.Observable();
  20845. // Properties
  20846. /**
  20847. * Gets or sets the orientation for POV movement & rotation
  20848. */
  20849. _this.definedFacingForward = true;
  20850. _this._visibility = 1.0;
  20851. /** Gets or sets the alpha index used to sort transparent meshes
  20852. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  20853. */
  20854. _this.alphaIndex = Number.MAX_VALUE;
  20855. /**
  20856. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  20857. */
  20858. _this.isVisible = true;
  20859. /**
  20860. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  20861. */
  20862. _this.isPickable = true;
  20863. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  20864. _this.showSubMeshesBoundingBox = false;
  20865. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  20866. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  20867. */
  20868. _this.isBlocker = false;
  20869. /**
  20870. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  20871. */
  20872. _this.enablePointerMoveEvents = false;
  20873. /**
  20874. * Specifies the rendering group id for this mesh (0 by default)
  20875. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  20876. */
  20877. _this.renderingGroupId = 0;
  20878. _this._receiveShadows = false;
  20879. /** Defines color to use when rendering outline */
  20880. _this.outlineColor = BABYLON.Color3.Red();
  20881. /** Define width to use when rendering outline */
  20882. _this.outlineWidth = 0.02;
  20883. /** Defines color to use when rendering overlay */
  20884. _this.overlayColor = BABYLON.Color3.Red();
  20885. /** Defines alpha to use when rendering overlay */
  20886. _this.overlayAlpha = 0.5;
  20887. _this._hasVertexAlpha = false;
  20888. _this._useVertexColors = true;
  20889. _this._computeBonesUsingShaders = true;
  20890. _this._numBoneInfluencers = 4;
  20891. _this._applyFog = true;
  20892. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  20893. _this.useOctreeForRenderingSelection = true;
  20894. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  20895. _this.useOctreeForPicking = true;
  20896. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  20897. _this.useOctreeForCollisions = true;
  20898. _this._layerMask = 0x0FFFFFFF;
  20899. /**
  20900. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  20901. */
  20902. _this.alwaysSelectAsActiveMesh = false;
  20903. /**
  20904. * Gets or sets the current action manager
  20905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  20906. */
  20907. _this.actionManager = null;
  20908. // Collisions
  20909. _this._checkCollisions = false;
  20910. _this._collisionMask = -1;
  20911. _this._collisionGroup = -1;
  20912. /**
  20913. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  20914. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20915. */
  20916. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  20917. /**
  20918. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  20919. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20920. */
  20921. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  20922. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20923. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20924. // Edges
  20925. /**
  20926. * Defines edge width used when edgesRenderer is enabled
  20927. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20928. */
  20929. _this.edgesWidth = 1;
  20930. /**
  20931. * Defines edge color used when edgesRenderer is enabled
  20932. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20933. */
  20934. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  20935. /** @hidden */
  20936. _this._renderId = 0;
  20937. /** @hidden */
  20938. _this._intersectionsInProgress = new Array();
  20939. /** @hidden */
  20940. _this._unIndexed = false;
  20941. /** @hidden */
  20942. _this._lightSources = new Array();
  20943. /**
  20944. * An event triggered when the mesh is rebuilt.
  20945. */
  20946. _this.onRebuildObservable = new BABYLON.Observable();
  20947. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  20948. if (collidedMesh === void 0) { collidedMesh = null; }
  20949. //TODO move this to the collision coordinator!
  20950. if (_this.getScene().workerCollisions) {
  20951. newPosition.multiplyInPlace(_this._collider._radius);
  20952. }
  20953. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  20954. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  20955. _this.position.addInPlace(_this._diffPositionForCollisions);
  20956. }
  20957. if (collidedMesh) {
  20958. _this.onCollideObservable.notifyObservers(collidedMesh);
  20959. }
  20960. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  20961. };
  20962. _this.getScene().addMesh(_this);
  20963. _this._resyncLightSources();
  20964. return _this;
  20965. }
  20966. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  20967. /**
  20968. * No billboard
  20969. */
  20970. get: function () {
  20971. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  20972. },
  20973. enumerable: true,
  20974. configurable: true
  20975. });
  20976. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  20977. /** Billboard on X axis */
  20978. get: function () {
  20979. return BABYLON.TransformNode.BILLBOARDMODE_X;
  20980. },
  20981. enumerable: true,
  20982. configurable: true
  20983. });
  20984. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  20985. /** Billboard on Y axis */
  20986. get: function () {
  20987. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  20988. },
  20989. enumerable: true,
  20990. configurable: true
  20991. });
  20992. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  20993. /** Billboard on Z axis */
  20994. get: function () {
  20995. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  20996. },
  20997. enumerable: true,
  20998. configurable: true
  20999. });
  21000. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21001. /** Billboard on all axes */
  21002. get: function () {
  21003. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21004. },
  21005. enumerable: true,
  21006. configurable: true
  21007. });
  21008. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21009. /**
  21010. * Gets the number of facets in the mesh
  21011. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21012. */
  21013. get: function () {
  21014. return this._facetData.facetNb;
  21015. },
  21016. enumerable: true,
  21017. configurable: true
  21018. });
  21019. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21020. /**
  21021. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21022. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21023. */
  21024. get: function () {
  21025. return this._facetData.partitioningSubdivisions;
  21026. },
  21027. set: function (nb) {
  21028. this._facetData.partitioningSubdivisions = nb;
  21029. },
  21030. enumerable: true,
  21031. configurable: true
  21032. });
  21033. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21034. /**
  21035. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21036. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21037. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21038. */
  21039. get: function () {
  21040. return this._facetData.partitioningBBoxRatio;
  21041. },
  21042. set: function (ratio) {
  21043. this._facetData.partitioningBBoxRatio = ratio;
  21044. },
  21045. enumerable: true,
  21046. configurable: true
  21047. });
  21048. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21049. /**
  21050. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21051. * Works only for updatable meshes.
  21052. * Doesn't work with multi-materials
  21053. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21054. */
  21055. get: function () {
  21056. return this._facetData.facetDepthSort;
  21057. },
  21058. set: function (sort) {
  21059. this._facetData.facetDepthSort = sort;
  21060. },
  21061. enumerable: true,
  21062. configurable: true
  21063. });
  21064. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21065. /**
  21066. * The location (Vector3) where the facet depth sort must be computed from.
  21067. * By default, the active camera position.
  21068. * Used only when facet depth sort is enabled
  21069. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21070. */
  21071. get: function () {
  21072. return this._facetData.facetDepthSortFrom;
  21073. },
  21074. set: function (location) {
  21075. this._facetData.facetDepthSortFrom = location;
  21076. },
  21077. enumerable: true,
  21078. configurable: true
  21079. });
  21080. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21081. /**
  21082. * gets a boolean indicating if facetData is enabled
  21083. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21084. */
  21085. get: function () {
  21086. return this._facetData.facetDataEnabled;
  21087. },
  21088. enumerable: true,
  21089. configurable: true
  21090. });
  21091. /** @hidden */
  21092. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21093. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21094. return false;
  21095. }
  21096. this._markSubMeshesAsMiscDirty();
  21097. return true;
  21098. };
  21099. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21100. /** Set a function to call when this mesh collides with another one */
  21101. set: function (callback) {
  21102. if (this._onCollideObserver) {
  21103. this.onCollideObservable.remove(this._onCollideObserver);
  21104. }
  21105. this._onCollideObserver = this.onCollideObservable.add(callback);
  21106. },
  21107. enumerable: true,
  21108. configurable: true
  21109. });
  21110. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21111. /** Set a function to call when the collision's position changes */
  21112. set: function (callback) {
  21113. if (this._onCollisionPositionChangeObserver) {
  21114. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21115. }
  21116. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21117. },
  21118. enumerable: true,
  21119. configurable: true
  21120. });
  21121. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21122. /**
  21123. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21124. */
  21125. get: function () {
  21126. return this._visibility;
  21127. },
  21128. /**
  21129. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21130. */
  21131. set: function (value) {
  21132. if (this._visibility === value) {
  21133. return;
  21134. }
  21135. this._visibility = value;
  21136. this._markSubMeshesAsMiscDirty();
  21137. },
  21138. enumerable: true,
  21139. configurable: true
  21140. });
  21141. Object.defineProperty(AbstractMesh.prototype, "material", {
  21142. /** Gets or sets current material */
  21143. get: function () {
  21144. return this._material;
  21145. },
  21146. set: function (value) {
  21147. if (this._material === value) {
  21148. return;
  21149. }
  21150. // remove from material mesh map id needed
  21151. if (this._material && this._material.meshMap) {
  21152. this._material.meshMap[this.uniqueId] = undefined;
  21153. }
  21154. this._material = value;
  21155. if (value && value.meshMap) {
  21156. value.meshMap[this.uniqueId] = this;
  21157. }
  21158. if (this.onMaterialChangedObservable.hasObservers) {
  21159. this.onMaterialChangedObservable.notifyObservers(this);
  21160. }
  21161. if (!this.subMeshes) {
  21162. return;
  21163. }
  21164. this._unBindEffect();
  21165. },
  21166. enumerable: true,
  21167. configurable: true
  21168. });
  21169. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21170. /**
  21171. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21172. * @see http://doc.babylonjs.com/babylon101/shadows
  21173. */
  21174. get: function () {
  21175. return this._receiveShadows;
  21176. },
  21177. set: function (value) {
  21178. if (this._receiveShadows === value) {
  21179. return;
  21180. }
  21181. this._receiveShadows = value;
  21182. this._markSubMeshesAsLightDirty();
  21183. },
  21184. enumerable: true,
  21185. configurable: true
  21186. });
  21187. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21188. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21189. get: function () {
  21190. return this._hasVertexAlpha;
  21191. },
  21192. set: function (value) {
  21193. if (this._hasVertexAlpha === value) {
  21194. return;
  21195. }
  21196. this._hasVertexAlpha = value;
  21197. this._markSubMeshesAsAttributesDirty();
  21198. this._markSubMeshesAsMiscDirty();
  21199. },
  21200. enumerable: true,
  21201. configurable: true
  21202. });
  21203. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21204. /** 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) */
  21205. get: function () {
  21206. return this._useVertexColors;
  21207. },
  21208. set: function (value) {
  21209. if (this._useVertexColors === value) {
  21210. return;
  21211. }
  21212. this._useVertexColors = value;
  21213. this._markSubMeshesAsAttributesDirty();
  21214. },
  21215. enumerable: true,
  21216. configurable: true
  21217. });
  21218. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21219. /**
  21220. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21221. */
  21222. get: function () {
  21223. return this._computeBonesUsingShaders;
  21224. },
  21225. set: function (value) {
  21226. if (this._computeBonesUsingShaders === value) {
  21227. return;
  21228. }
  21229. this._computeBonesUsingShaders = value;
  21230. this._markSubMeshesAsAttributesDirty();
  21231. },
  21232. enumerable: true,
  21233. configurable: true
  21234. });
  21235. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21236. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21237. get: function () {
  21238. return this._numBoneInfluencers;
  21239. },
  21240. set: function (value) {
  21241. if (this._numBoneInfluencers === value) {
  21242. return;
  21243. }
  21244. this._numBoneInfluencers = value;
  21245. this._markSubMeshesAsAttributesDirty();
  21246. },
  21247. enumerable: true,
  21248. configurable: true
  21249. });
  21250. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21251. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21252. get: function () {
  21253. return this._applyFog;
  21254. },
  21255. set: function (value) {
  21256. if (this._applyFog === value) {
  21257. return;
  21258. }
  21259. this._applyFog = value;
  21260. this._markSubMeshesAsMiscDirty();
  21261. },
  21262. enumerable: true,
  21263. configurable: true
  21264. });
  21265. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21266. /**
  21267. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21268. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21269. */
  21270. get: function () {
  21271. return this._layerMask;
  21272. },
  21273. set: function (value) {
  21274. if (value === this._layerMask) {
  21275. return;
  21276. }
  21277. this._layerMask = value;
  21278. this._resyncLightSources();
  21279. },
  21280. enumerable: true,
  21281. configurable: true
  21282. });
  21283. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21284. /**
  21285. * Gets or sets a collision mask used to mask collisions (default is -1).
  21286. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21287. */
  21288. get: function () {
  21289. return this._collisionMask;
  21290. },
  21291. set: function (mask) {
  21292. this._collisionMask = !isNaN(mask) ? mask : -1;
  21293. },
  21294. enumerable: true,
  21295. configurable: true
  21296. });
  21297. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21298. /**
  21299. * Gets or sets the current collision group mask (-1 by default).
  21300. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21301. */
  21302. get: function () {
  21303. return this._collisionGroup;
  21304. },
  21305. set: function (mask) {
  21306. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21307. },
  21308. enumerable: true,
  21309. configurable: true
  21310. });
  21311. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21312. /** @hidden */
  21313. get: function () {
  21314. return null;
  21315. },
  21316. enumerable: true,
  21317. configurable: true
  21318. });
  21319. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21320. get: function () {
  21321. return this._skeleton;
  21322. },
  21323. /**
  21324. * Gets or sets a skeleton to apply skining transformations
  21325. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21326. */
  21327. set: function (value) {
  21328. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21329. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21330. }
  21331. if (value && value.needInitialSkinMatrix) {
  21332. value._registerMeshWithPoseMatrix(this);
  21333. }
  21334. this._skeleton = value;
  21335. if (!this._skeleton) {
  21336. this._bonesTransformMatrices = null;
  21337. }
  21338. this._markSubMeshesAsAttributesDirty();
  21339. },
  21340. enumerable: true,
  21341. configurable: true
  21342. });
  21343. /**
  21344. * Returns the string "AbstractMesh"
  21345. * @returns "AbstractMesh"
  21346. */
  21347. AbstractMesh.prototype.getClassName = function () {
  21348. return "AbstractMesh";
  21349. };
  21350. /**
  21351. * Gets a string representation of the current mesh
  21352. * @param fullDetails defines a boolean indicating if full details must be included
  21353. * @returns a string representation of the current mesh
  21354. */
  21355. AbstractMesh.prototype.toString = function (fullDetails) {
  21356. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21357. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21358. if (this._skeleton) {
  21359. ret += ", skeleton: " + this._skeleton.name;
  21360. }
  21361. if (fullDetails) {
  21362. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21363. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21364. }
  21365. return ret;
  21366. };
  21367. /** @hidden */
  21368. AbstractMesh.prototype._rebuild = function () {
  21369. this.onRebuildObservable.notifyObservers(this);
  21370. if (this._occlusionQuery) {
  21371. this._occlusionQuery = null;
  21372. }
  21373. if (!this.subMeshes) {
  21374. return;
  21375. }
  21376. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21377. var subMesh = _a[_i];
  21378. subMesh._rebuild();
  21379. }
  21380. };
  21381. /** @hidden */
  21382. AbstractMesh.prototype._resyncLightSources = function () {
  21383. this._lightSources.length = 0;
  21384. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21385. var light = _a[_i];
  21386. if (!light.isEnabled()) {
  21387. continue;
  21388. }
  21389. if (light.canAffectMesh(this)) {
  21390. this._lightSources.push(light);
  21391. }
  21392. }
  21393. this._markSubMeshesAsLightDirty();
  21394. };
  21395. /** @hidden */
  21396. AbstractMesh.prototype._resyncLighSource = function (light) {
  21397. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21398. var index = this._lightSources.indexOf(light);
  21399. if (index === -1) {
  21400. if (!isIn) {
  21401. return;
  21402. }
  21403. this._lightSources.push(light);
  21404. }
  21405. else {
  21406. if (isIn) {
  21407. return;
  21408. }
  21409. this._lightSources.splice(index, 1);
  21410. }
  21411. this._markSubMeshesAsLightDirty();
  21412. };
  21413. /** @hidden */
  21414. AbstractMesh.prototype._unBindEffect = function () {
  21415. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21416. var subMesh = _a[_i];
  21417. subMesh.setEffect(null);
  21418. }
  21419. };
  21420. /** @hidden */
  21421. AbstractMesh.prototype._removeLightSource = function (light) {
  21422. var index = this._lightSources.indexOf(light);
  21423. if (index === -1) {
  21424. return;
  21425. }
  21426. this._lightSources.splice(index, 1);
  21427. this._markSubMeshesAsLightDirty();
  21428. };
  21429. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21430. if (!this.subMeshes) {
  21431. return;
  21432. }
  21433. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21434. var subMesh = _a[_i];
  21435. if (subMesh._materialDefines) {
  21436. func(subMesh._materialDefines);
  21437. }
  21438. }
  21439. };
  21440. /** @hidden */
  21441. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21442. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21443. };
  21444. /** @hidden */
  21445. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21446. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21447. };
  21448. /** @hidden */
  21449. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21450. if (!this.subMeshes) {
  21451. return;
  21452. }
  21453. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21454. var subMesh = _a[_i];
  21455. var material = subMesh.getMaterial();
  21456. if (material) {
  21457. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21458. }
  21459. }
  21460. };
  21461. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21462. /**
  21463. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21464. */
  21465. get: function () {
  21466. return this._scaling;
  21467. },
  21468. set: function (newScaling) {
  21469. this._scaling = newScaling;
  21470. if (this.physicsImpostor) {
  21471. this.physicsImpostor.forceUpdate();
  21472. }
  21473. },
  21474. enumerable: true,
  21475. configurable: true
  21476. });
  21477. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21478. // Methods
  21479. /**
  21480. * Returns true if the mesh is blocked. Implemented by child classes
  21481. */
  21482. get: function () {
  21483. return false;
  21484. },
  21485. enumerable: true,
  21486. configurable: true
  21487. });
  21488. /**
  21489. * Returns the mesh itself by default. Implemented by child classes
  21490. * @param camera defines the camera to use to pick the right LOD level
  21491. * @returns the currentAbstractMesh
  21492. */
  21493. AbstractMesh.prototype.getLOD = function (camera) {
  21494. return this;
  21495. };
  21496. /**
  21497. * Returns 0 by default. Implemented by child classes
  21498. * @returns an integer
  21499. */
  21500. AbstractMesh.prototype.getTotalVertices = function () {
  21501. return 0;
  21502. };
  21503. /**
  21504. * Returns null by default. Implemented by child classes
  21505. * @returns null
  21506. */
  21507. AbstractMesh.prototype.getIndices = function () {
  21508. return null;
  21509. };
  21510. /**
  21511. * Returns the array of the requested vertex data kind. Implemented by child classes
  21512. * @param kind defines the vertex data kind to use
  21513. * @returns null
  21514. */
  21515. AbstractMesh.prototype.getVerticesData = function (kind) {
  21516. return null;
  21517. };
  21518. /**
  21519. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21520. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21521. * Note that a new underlying VertexBuffer object is created each call.
  21522. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21523. * @param kind defines vertex data kind:
  21524. * * BABYLON.VertexBuffer.PositionKind
  21525. * * BABYLON.VertexBuffer.UVKind
  21526. * * BABYLON.VertexBuffer.UV2Kind
  21527. * * BABYLON.VertexBuffer.UV3Kind
  21528. * * BABYLON.VertexBuffer.UV4Kind
  21529. * * BABYLON.VertexBuffer.UV5Kind
  21530. * * BABYLON.VertexBuffer.UV6Kind
  21531. * * BABYLON.VertexBuffer.ColorKind
  21532. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21533. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21534. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21535. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21536. * @param data defines the data source
  21537. * @param updatable defines if the data must be flagged as updatable (or static)
  21538. * @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
  21539. * @returns the current mesh
  21540. */
  21541. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21542. return this;
  21543. };
  21544. /**
  21545. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21546. * If the mesh has no geometry, it is simply returned as it is.
  21547. * @param kind defines vertex data kind:
  21548. * * BABYLON.VertexBuffer.PositionKind
  21549. * * BABYLON.VertexBuffer.UVKind
  21550. * * BABYLON.VertexBuffer.UV2Kind
  21551. * * BABYLON.VertexBuffer.UV3Kind
  21552. * * BABYLON.VertexBuffer.UV4Kind
  21553. * * BABYLON.VertexBuffer.UV5Kind
  21554. * * BABYLON.VertexBuffer.UV6Kind
  21555. * * BABYLON.VertexBuffer.ColorKind
  21556. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21557. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21558. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21559. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21560. * @param data defines the data source
  21561. * @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
  21562. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21563. * @returns the current mesh
  21564. */
  21565. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21566. return this;
  21567. };
  21568. /**
  21569. * Sets the mesh indices,
  21570. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21571. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21572. * @param totalVertices Defines the total number of vertices
  21573. * @returns the current mesh
  21574. */
  21575. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21576. return this;
  21577. };
  21578. /**
  21579. * Gets a boolean indicating if specific vertex data is present
  21580. * @param kind defines the vertex data kind to use
  21581. * @returns true is data kind is present
  21582. */
  21583. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21584. return false;
  21585. };
  21586. /**
  21587. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21588. * @returns a BoundingInfo
  21589. */
  21590. AbstractMesh.prototype.getBoundingInfo = function () {
  21591. if (this._masterMesh) {
  21592. return this._masterMesh.getBoundingInfo();
  21593. }
  21594. if (!this._boundingInfo) {
  21595. // this._boundingInfo is being created here
  21596. this._updateBoundingInfo();
  21597. }
  21598. // cannot be null.
  21599. return this._boundingInfo;
  21600. };
  21601. /**
  21602. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21603. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21604. * @returns the current mesh
  21605. */
  21606. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21607. if (includeDescendants === void 0) { includeDescendants = true; }
  21608. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21609. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21610. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21611. if (maxDimension === 0) {
  21612. return this;
  21613. }
  21614. var scale = 1 / maxDimension;
  21615. this.scaling.scaleInPlace(scale);
  21616. return this;
  21617. };
  21618. /**
  21619. * Overwrite the current bounding info
  21620. * @param boundingInfo defines the new bounding info
  21621. * @returns the current mesh
  21622. */
  21623. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21624. this._boundingInfo = boundingInfo;
  21625. return this;
  21626. };
  21627. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21628. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21629. get: function () {
  21630. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21631. },
  21632. enumerable: true,
  21633. configurable: true
  21634. });
  21635. /** @hidden */
  21636. AbstractMesh.prototype._preActivate = function () {
  21637. };
  21638. /** @hidden */
  21639. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21640. };
  21641. /** @hidden */
  21642. AbstractMesh.prototype._activate = function (renderId) {
  21643. this._renderId = renderId;
  21644. };
  21645. /**
  21646. * Gets the current world matrix
  21647. * @returns a Matrix
  21648. */
  21649. AbstractMesh.prototype.getWorldMatrix = function () {
  21650. if (this._masterMesh) {
  21651. return this._masterMesh.getWorldMatrix();
  21652. }
  21653. return _super.prototype.getWorldMatrix.call(this);
  21654. };
  21655. /** @hidden */
  21656. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21657. if (this._masterMesh) {
  21658. return this._masterMesh._getWorldMatrixDeterminant();
  21659. }
  21660. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21661. };
  21662. // ================================== Point of View Movement =================================
  21663. /**
  21664. * Perform relative position change from the point of view of behind the front of the mesh.
  21665. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21666. * Supports definition of mesh facing forward or backward
  21667. * @param amountRight defines the distance on the right axis
  21668. * @param amountUp defines the distance on the up axis
  21669. * @param amountForward defines the distance on the forward axis
  21670. * @returns the current mesh
  21671. */
  21672. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21673. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21674. return this;
  21675. };
  21676. /**
  21677. * Calculate relative position change from the point of view of behind the front of the mesh.
  21678. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21679. * Supports definition of mesh facing forward or backward
  21680. * @param amountRight defines the distance on the right axis
  21681. * @param amountUp defines the distance on the up axis
  21682. * @param amountForward defines the distance on the forward axis
  21683. * @returns the new displacement vector
  21684. */
  21685. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21686. var rotMatrix = new BABYLON.Matrix();
  21687. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21688. rotQuaternion.toRotationMatrix(rotMatrix);
  21689. var translationDelta = BABYLON.Vector3.Zero();
  21690. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21691. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21692. return translationDelta;
  21693. };
  21694. // ================================== Point of View Rotation =================================
  21695. /**
  21696. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21697. * Supports definition of mesh facing forward or backward
  21698. * @param flipBack defines the flip
  21699. * @param twirlClockwise defines the twirl
  21700. * @param tiltRight defines the tilt
  21701. * @returns the current mesh
  21702. */
  21703. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21704. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21705. return this;
  21706. };
  21707. /**
  21708. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21709. * Supports definition of mesh facing forward or backward.
  21710. * @param flipBack defines the flip
  21711. * @param twirlClockwise defines the twirl
  21712. * @param tiltRight defines the tilt
  21713. * @returns the new rotation vector
  21714. */
  21715. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21716. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21717. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21718. };
  21719. /**
  21720. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21721. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21722. * @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
  21723. * @returns the new bounding vectors
  21724. */
  21725. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21726. if (includeDescendants === void 0) { includeDescendants = true; }
  21727. if (predicate === void 0) { predicate = null; }
  21728. // Ensures that all world matrix will be recomputed.
  21729. this.getScene().incrementRenderId();
  21730. this.computeWorldMatrix(true);
  21731. var min;
  21732. var max;
  21733. var boundingInfo = this.getBoundingInfo();
  21734. if (!this.subMeshes) {
  21735. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21736. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21737. }
  21738. else {
  21739. min = boundingInfo.boundingBox.minimumWorld;
  21740. max = boundingInfo.boundingBox.maximumWorld;
  21741. }
  21742. if (includeDescendants) {
  21743. var descendants = this.getDescendants(false);
  21744. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21745. var descendant = descendants_1[_i];
  21746. var childMesh = descendant;
  21747. childMesh.computeWorldMatrix(true);
  21748. // Filters meshes based on custom predicate function.
  21749. if (predicate && !predicate(childMesh)) {
  21750. continue;
  21751. }
  21752. //make sure we have the needed params to get mix and max
  21753. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21754. continue;
  21755. }
  21756. var childBoundingInfo = childMesh.getBoundingInfo();
  21757. var boundingBox = childBoundingInfo.boundingBox;
  21758. var minBox = boundingBox.minimumWorld;
  21759. var maxBox = boundingBox.maximumWorld;
  21760. BABYLON.Tools.CheckExtends(minBox, min, max);
  21761. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21762. }
  21763. }
  21764. return {
  21765. min: min,
  21766. max: max
  21767. };
  21768. };
  21769. /** @hidden */
  21770. AbstractMesh.prototype._updateBoundingInfo = function () {
  21771. if (this._boundingInfo) {
  21772. this._boundingInfo.update(this.worldMatrixFromCache);
  21773. }
  21774. else {
  21775. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  21776. }
  21777. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  21778. return this;
  21779. };
  21780. /** @hidden */
  21781. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  21782. if (!this.subMeshes) {
  21783. return this;
  21784. }
  21785. var count = this.subMeshes.length;
  21786. for (var subIndex = 0; subIndex < count; subIndex++) {
  21787. var subMesh = this.subMeshes[subIndex];
  21788. if (count > 1 || !subMesh.IsGlobal) {
  21789. subMesh.updateBoundingInfo(matrix);
  21790. }
  21791. }
  21792. return this;
  21793. };
  21794. /** @hidden */
  21795. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  21796. // Bounding info
  21797. this._updateBoundingInfo();
  21798. };
  21799. /**
  21800. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  21801. * A mesh is in the frustum if its bounding box intersects the frustum
  21802. * @param frustumPlanes defines the frustum to test
  21803. * @returns true if the mesh is in the frustum planes
  21804. */
  21805. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  21806. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  21807. };
  21808. /**
  21809. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  21810. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  21811. * @param frustumPlanes defines the frustum to test
  21812. * @returns true if the mesh is completely in the frustum planes
  21813. */
  21814. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  21815. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  21816. };
  21817. /**
  21818. * True if the mesh intersects another mesh or a SolidParticle object
  21819. * @param mesh defines a target mesh or SolidParticle to test
  21820. * @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)
  21821. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  21822. * @returns true if there is an intersection
  21823. */
  21824. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  21825. if (precise === void 0) { precise = false; }
  21826. if (!this._boundingInfo || !mesh._boundingInfo) {
  21827. return false;
  21828. }
  21829. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  21830. return true;
  21831. }
  21832. if (includeDescendants) {
  21833. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  21834. var child = _a[_i];
  21835. if (child.intersectsMesh(mesh, precise, true)) {
  21836. return true;
  21837. }
  21838. }
  21839. }
  21840. return false;
  21841. };
  21842. /**
  21843. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  21844. * @param point defines the point to test
  21845. * @returns true if there is an intersection
  21846. */
  21847. AbstractMesh.prototype.intersectsPoint = function (point) {
  21848. if (!this._boundingInfo) {
  21849. return false;
  21850. }
  21851. return this._boundingInfo.intersectsPoint(point);
  21852. };
  21853. /**
  21854. * Gets the position of the current mesh in camera space
  21855. * @param camera defines the camera to use
  21856. * @returns a position
  21857. */
  21858. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  21859. if (camera === void 0) { camera = null; }
  21860. if (!camera) {
  21861. camera = this.getScene().activeCamera;
  21862. }
  21863. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21864. };
  21865. /**
  21866. * Returns the distance from the mesh to the active camera
  21867. * @param camera defines the camera to use
  21868. * @returns the distance
  21869. */
  21870. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  21871. if (camera === void 0) { camera = null; }
  21872. if (!camera) {
  21873. camera = this.getScene().activeCamera;
  21874. }
  21875. return this.absolutePosition.subtract(camera.position).length();
  21876. };
  21877. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  21878. // Collisions
  21879. /**
  21880. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  21881. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21882. */
  21883. get: function () {
  21884. return this._checkCollisions;
  21885. },
  21886. set: function (collisionEnabled) {
  21887. this._checkCollisions = collisionEnabled;
  21888. if (this.getScene().workerCollisions) {
  21889. this.getScene().collisionCoordinator.onMeshUpdated(this);
  21890. }
  21891. },
  21892. enumerable: true,
  21893. configurable: true
  21894. });
  21895. Object.defineProperty(AbstractMesh.prototype, "collider", {
  21896. /**
  21897. * Gets Collider object used to compute collisions (not physics)
  21898. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21899. */
  21900. get: function () {
  21901. return this._collider;
  21902. },
  21903. enumerable: true,
  21904. configurable: true
  21905. });
  21906. /**
  21907. * Move the mesh using collision engine
  21908. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21909. * @param displacement defines the requested displacement vector
  21910. * @returns the current mesh
  21911. */
  21912. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  21913. var globalPosition = this.getAbsolutePosition();
  21914. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  21915. if (!this._collider) {
  21916. this._collider = new BABYLON.Collider();
  21917. }
  21918. this._collider._radius = this.ellipsoid;
  21919. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  21920. return this;
  21921. };
  21922. // Collisions
  21923. /** @hidden */
  21924. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  21925. this._generatePointsArray();
  21926. if (!this._positions) {
  21927. return this;
  21928. }
  21929. // Transformation
  21930. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  21931. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  21932. subMesh._lastColliderWorldVertices = [];
  21933. subMesh._trianglePlanes = [];
  21934. var start = subMesh.verticesStart;
  21935. var end = (subMesh.verticesStart + subMesh.verticesCount);
  21936. for (var i = start; i < end; i++) {
  21937. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  21938. }
  21939. }
  21940. // Collide
  21941. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  21942. if (collider.collisionFound) {
  21943. collider.collidedMesh = this;
  21944. }
  21945. return this;
  21946. };
  21947. /** @hidden */
  21948. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  21949. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  21950. var len = subMeshes.length;
  21951. for (var index = 0; index < len; index++) {
  21952. var subMesh = subMeshes.data[index];
  21953. // Bounding test
  21954. if (len > 1 && !subMesh._checkCollision(collider)) {
  21955. continue;
  21956. }
  21957. this._collideForSubMesh(subMesh, transformMatrix, collider);
  21958. }
  21959. return this;
  21960. };
  21961. /** @hidden */
  21962. AbstractMesh.prototype._checkCollision = function (collider) {
  21963. // Bounding box test
  21964. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  21965. return this;
  21966. }
  21967. // Transformation matrix
  21968. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  21969. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  21970. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  21971. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  21972. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  21973. return this;
  21974. };
  21975. // Picking
  21976. /** @hidden */
  21977. AbstractMesh.prototype._generatePointsArray = function () {
  21978. return false;
  21979. };
  21980. /**
  21981. * Checks if the passed Ray intersects with the mesh
  21982. * @param ray defines the ray to use
  21983. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  21984. * @returns the picking info
  21985. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  21986. */
  21987. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  21988. var pickingInfo = new BABYLON.PickingInfo();
  21989. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  21990. return pickingInfo;
  21991. }
  21992. if (!this._generatePointsArray()) {
  21993. return pickingInfo;
  21994. }
  21995. var intersectInfo = null;
  21996. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  21997. var len = subMeshes.length;
  21998. for (var index = 0; index < len; index++) {
  21999. var subMesh = subMeshes.data[index];
  22000. // Bounding test
  22001. if (len > 1 && !subMesh.canIntersects(ray)) {
  22002. continue;
  22003. }
  22004. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22005. if (currentIntersectInfo) {
  22006. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22007. intersectInfo = currentIntersectInfo;
  22008. intersectInfo.subMeshId = index;
  22009. if (fastCheck) {
  22010. break;
  22011. }
  22012. }
  22013. }
  22014. }
  22015. if (intersectInfo) {
  22016. // Get picked point
  22017. var world = this.getWorldMatrix();
  22018. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  22019. var direction = ray.direction.clone();
  22020. direction = direction.scale(intersectInfo.distance);
  22021. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22022. var pickedPoint = worldOrigin.add(worldDirection);
  22023. // Return result
  22024. pickingInfo.hit = true;
  22025. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22026. pickingInfo.pickedPoint = pickedPoint;
  22027. pickingInfo.pickedMesh = this;
  22028. pickingInfo.bu = intersectInfo.bu || 0;
  22029. pickingInfo.bv = intersectInfo.bv || 0;
  22030. pickingInfo.faceId = intersectInfo.faceId;
  22031. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22032. return pickingInfo;
  22033. }
  22034. return pickingInfo;
  22035. };
  22036. /**
  22037. * Clones the current mesh
  22038. * @param name defines the mesh name
  22039. * @param newParent defines the new mesh parent
  22040. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22041. * @returns the new mesh
  22042. */
  22043. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22044. return null;
  22045. };
  22046. /**
  22047. * Disposes all the submeshes of the current meshnp
  22048. * @returns the current mesh
  22049. */
  22050. AbstractMesh.prototype.releaseSubMeshes = function () {
  22051. if (this.subMeshes) {
  22052. while (this.subMeshes.length) {
  22053. this.subMeshes[0].dispose();
  22054. }
  22055. }
  22056. else {
  22057. this.subMeshes = new Array();
  22058. }
  22059. return this;
  22060. };
  22061. /**
  22062. * Releases resources associated with this abstract mesh.
  22063. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22064. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22065. */
  22066. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22067. var _this = this;
  22068. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22069. var index;
  22070. // Smart Array Retainers.
  22071. this.getScene().freeActiveMeshes();
  22072. this.getScene().freeRenderingGroups();
  22073. // Action manager
  22074. if (this.actionManager !== undefined && this.actionManager !== null) {
  22075. this.actionManager.dispose();
  22076. this.actionManager = null;
  22077. }
  22078. // Skeleton
  22079. this._skeleton = null;
  22080. // Intersections in progress
  22081. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22082. var other = this._intersectionsInProgress[index];
  22083. var pos = other._intersectionsInProgress.indexOf(this);
  22084. other._intersectionsInProgress.splice(pos, 1);
  22085. }
  22086. this._intersectionsInProgress = [];
  22087. // Lights
  22088. var lights = this.getScene().lights;
  22089. lights.forEach(function (light) {
  22090. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22091. if (meshIndex !== -1) {
  22092. light.includedOnlyMeshes.splice(meshIndex, 1);
  22093. }
  22094. meshIndex = light.excludedMeshes.indexOf(_this);
  22095. if (meshIndex !== -1) {
  22096. light.excludedMeshes.splice(meshIndex, 1);
  22097. }
  22098. // Shadow generators
  22099. var generator = light.getShadowGenerator();
  22100. if (generator) {
  22101. var shadowMap = generator.getShadowMap();
  22102. if (shadowMap && shadowMap.renderList) {
  22103. meshIndex = shadowMap.renderList.indexOf(_this);
  22104. if (meshIndex !== -1) {
  22105. shadowMap.renderList.splice(meshIndex, 1);
  22106. }
  22107. }
  22108. }
  22109. });
  22110. // SubMeshes
  22111. if (this.getClassName() !== "InstancedMesh") {
  22112. this.releaseSubMeshes();
  22113. }
  22114. // Query
  22115. var engine = this.getScene().getEngine();
  22116. if (this._occlusionQuery) {
  22117. this.isOcclusionQueryInProgress = false;
  22118. engine.deleteQuery(this._occlusionQuery);
  22119. this._occlusionQuery = null;
  22120. }
  22121. // Engine
  22122. engine.wipeCaches();
  22123. // Remove from scene
  22124. this.getScene().removeMesh(this);
  22125. if (disposeMaterialAndTextures) {
  22126. if (this.material) {
  22127. this.material.dispose(false, true);
  22128. }
  22129. }
  22130. if (!doNotRecurse) {
  22131. // Particles
  22132. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22133. if (this.getScene().particleSystems[index].emitter === this) {
  22134. this.getScene().particleSystems[index].dispose();
  22135. index--;
  22136. }
  22137. }
  22138. }
  22139. // facet data
  22140. if (this._facetData.facetDataEnabled) {
  22141. this.disableFacetData();
  22142. }
  22143. this.onAfterWorldMatrixUpdateObservable.clear();
  22144. this.onCollideObservable.clear();
  22145. this.onCollisionPositionChangeObservable.clear();
  22146. this.onRebuildObservable.clear();
  22147. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22148. };
  22149. /**
  22150. * Adds the passed mesh as a child to the current mesh
  22151. * @param mesh defines the child mesh
  22152. * @returns the current mesh
  22153. */
  22154. AbstractMesh.prototype.addChild = function (mesh) {
  22155. mesh.setParent(this);
  22156. return this;
  22157. };
  22158. /**
  22159. * Removes the passed mesh from the current mesh children list
  22160. * @param mesh defines the child mesh
  22161. * @returns the current mesh
  22162. */
  22163. AbstractMesh.prototype.removeChild = function (mesh) {
  22164. mesh.setParent(null);
  22165. return this;
  22166. };
  22167. // Facet data
  22168. /** @hidden */
  22169. AbstractMesh.prototype._initFacetData = function () {
  22170. var data = this._facetData;
  22171. if (!data.facetNormals) {
  22172. data.facetNormals = new Array();
  22173. }
  22174. if (!data.facetPositions) {
  22175. data.facetPositions = new Array();
  22176. }
  22177. if (!data.facetPartitioning) {
  22178. data.facetPartitioning = new Array();
  22179. }
  22180. data.facetNb = (this.getIndices().length / 3) | 0;
  22181. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22182. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22183. for (var f = 0; f < data.facetNb; f++) {
  22184. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22185. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22186. }
  22187. data.facetDataEnabled = true;
  22188. return this;
  22189. };
  22190. /**
  22191. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22192. * This method can be called within the render loop.
  22193. * 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
  22194. * @returns the current mesh
  22195. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22196. */
  22197. AbstractMesh.prototype.updateFacetData = function () {
  22198. var data = this._facetData;
  22199. if (!data.facetDataEnabled) {
  22200. this._initFacetData();
  22201. }
  22202. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22203. var indices = this.getIndices();
  22204. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22205. var bInfo = this.getBoundingInfo();
  22206. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22207. // init arrays, matrix and sort function on first call
  22208. data.facetDepthSortEnabled = true;
  22209. if (indices instanceof Uint16Array) {
  22210. data.depthSortedIndices = new Uint16Array(indices);
  22211. }
  22212. else if (indices instanceof Uint32Array) {
  22213. data.depthSortedIndices = new Uint32Array(indices);
  22214. }
  22215. else {
  22216. var needs32bits = false;
  22217. for (var i = 0; i < indices.length; i++) {
  22218. if (indices[i] > 65535) {
  22219. needs32bits = true;
  22220. break;
  22221. }
  22222. }
  22223. if (needs32bits) {
  22224. data.depthSortedIndices = new Uint32Array(indices);
  22225. }
  22226. else {
  22227. data.depthSortedIndices = new Uint16Array(indices);
  22228. }
  22229. }
  22230. data.facetDepthSortFunction = function (f1, f2) {
  22231. return (f2.sqDistance - f1.sqDistance);
  22232. };
  22233. if (!data.facetDepthSortFrom) {
  22234. var camera = this.getScene().activeCamera;
  22235. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22236. }
  22237. data.depthSortedFacets = [];
  22238. for (var f = 0; f < data.facetNb; f++) {
  22239. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22240. data.depthSortedFacets.push(depthSortedFacet);
  22241. }
  22242. data.invertedMatrix = BABYLON.Matrix.Identity();
  22243. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22244. }
  22245. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22246. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22247. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22248. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22249. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22250. data.subDiv.max = data.partitioningSubdivisions;
  22251. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22252. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22253. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22254. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22255. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22256. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22257. // set the parameters for ComputeNormals()
  22258. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22259. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22260. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22261. data.facetParameters.bInfo = bInfo;
  22262. data.facetParameters.bbSize = data.bbSize;
  22263. data.facetParameters.subDiv = data.subDiv;
  22264. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22265. data.facetParameters.depthSort = data.facetDepthSort;
  22266. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22267. this.computeWorldMatrix(true);
  22268. this._worldMatrix.invertToRef(data.invertedMatrix);
  22269. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22270. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22271. }
  22272. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22273. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22274. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22275. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22276. var l = (data.depthSortedIndices.length / 3) | 0;
  22277. for (var f = 0; f < l; f++) {
  22278. var sind = data.depthSortedFacets[f].ind;
  22279. data.depthSortedIndices[f * 3] = indices[sind];
  22280. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22281. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22282. }
  22283. this.updateIndices(data.depthSortedIndices);
  22284. }
  22285. return this;
  22286. };
  22287. /**
  22288. * Returns the facetLocalNormals array.
  22289. * The normals are expressed in the mesh local spac
  22290. * @returns an array of Vector3
  22291. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22292. */
  22293. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22294. if (!this._facetData.facetNormals) {
  22295. this.updateFacetData();
  22296. }
  22297. return this._facetData.facetNormals;
  22298. };
  22299. /**
  22300. * Returns the facetLocalPositions array.
  22301. * The facet positions are expressed in the mesh local space
  22302. * @returns an array of Vector3
  22303. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22304. */
  22305. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22306. if (!this._facetData.facetPositions) {
  22307. this.updateFacetData();
  22308. }
  22309. return this._facetData.facetPositions;
  22310. };
  22311. /**
  22312. * Returns the facetLocalPartioning array
  22313. * @returns an array of array of numbers
  22314. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22315. */
  22316. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22317. if (!this._facetData.facetPartitioning) {
  22318. this.updateFacetData();
  22319. }
  22320. return this._facetData.facetPartitioning;
  22321. };
  22322. /**
  22323. * Returns the i-th facet position in the world system.
  22324. * This method allocates a new Vector3 per call
  22325. * @param i defines the facet index
  22326. * @returns a new Vector3
  22327. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22328. */
  22329. AbstractMesh.prototype.getFacetPosition = function (i) {
  22330. var pos = BABYLON.Vector3.Zero();
  22331. this.getFacetPositionToRef(i, pos);
  22332. return pos;
  22333. };
  22334. /**
  22335. * Sets the reference Vector3 with the i-th facet position in the world system
  22336. * @param i defines the facet index
  22337. * @param ref defines the target vector
  22338. * @returns the current mesh
  22339. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22340. */
  22341. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22342. var localPos = (this.getFacetLocalPositions())[i];
  22343. var world = this.getWorldMatrix();
  22344. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22345. return this;
  22346. };
  22347. /**
  22348. * Returns the i-th facet normal in the world system.
  22349. * This method allocates a new Vector3 per call
  22350. * @param i defines the facet index
  22351. * @returns a new Vector3
  22352. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22353. */
  22354. AbstractMesh.prototype.getFacetNormal = function (i) {
  22355. var norm = BABYLON.Vector3.Zero();
  22356. this.getFacetNormalToRef(i, norm);
  22357. return norm;
  22358. };
  22359. /**
  22360. * Sets the reference Vector3 with the i-th facet normal in the world system
  22361. * @param i defines the facet index
  22362. * @param ref defines the target vector
  22363. * @returns the current mesh
  22364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22365. */
  22366. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22367. var localNorm = (this.getFacetLocalNormals())[i];
  22368. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22369. return this;
  22370. };
  22371. /**
  22372. * 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)
  22373. * @param x defines x coordinate
  22374. * @param y defines y coordinate
  22375. * @param z defines z coordinate
  22376. * @returns the array of facet indexes
  22377. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22378. */
  22379. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22380. var bInfo = this.getBoundingInfo();
  22381. var data = this._facetData;
  22382. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22383. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22384. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22385. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22386. return null;
  22387. }
  22388. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22389. };
  22390. /**
  22391. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22392. * @param projected sets as the (x,y,z) world projection on the facet
  22393. * @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
  22394. * @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
  22395. * @param x defines x coordinate
  22396. * @param y defines y coordinate
  22397. * @param z defines z coordinate
  22398. * @returns the face index if found (or null instead)
  22399. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22400. */
  22401. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22402. if (checkFace === void 0) { checkFace = false; }
  22403. if (facing === void 0) { facing = true; }
  22404. var world = this.getWorldMatrix();
  22405. var invMat = BABYLON.Tmp.Matrix[5];
  22406. world.invertToRef(invMat);
  22407. var invVect = BABYLON.Tmp.Vector3[8];
  22408. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22409. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22410. if (projected) {
  22411. // tranform the local computed projected vector to world coordinates
  22412. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22413. }
  22414. return closest;
  22415. };
  22416. /**
  22417. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22418. * @param projected sets as the (x,y,z) local projection on the facet
  22419. * @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
  22420. * @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
  22421. * @param x defines x coordinate
  22422. * @param y defines y coordinate
  22423. * @param z defines z coordinate
  22424. * @returns the face index if found (or null instead)
  22425. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22426. */
  22427. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22428. if (checkFace === void 0) { checkFace = false; }
  22429. if (facing === void 0) { facing = true; }
  22430. var closest = null;
  22431. var tmpx = 0.0;
  22432. var tmpy = 0.0;
  22433. var tmpz = 0.0;
  22434. var d = 0.0; // tmp dot facet normal * facet position
  22435. var t0 = 0.0;
  22436. var projx = 0.0;
  22437. var projy = 0.0;
  22438. var projz = 0.0;
  22439. // Get all the facets in the same partitioning block than (x, y, z)
  22440. var facetPositions = this.getFacetLocalPositions();
  22441. var facetNormals = this.getFacetLocalNormals();
  22442. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22443. if (!facetsInBlock) {
  22444. return null;
  22445. }
  22446. // Get the closest facet to (x, y, z)
  22447. var shortest = Number.MAX_VALUE; // init distance vars
  22448. var tmpDistance = shortest;
  22449. var fib; // current facet in the block
  22450. var norm; // current facet normal
  22451. var p0; // current facet barycenter position
  22452. // loop on all the facets in the current partitioning block
  22453. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22454. fib = facetsInBlock[idx];
  22455. norm = facetNormals[fib];
  22456. p0 = facetPositions[fib];
  22457. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22458. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22459. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22460. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22461. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22462. projx = x + norm.x * t0;
  22463. projy = y + norm.y * t0;
  22464. projz = z + norm.z * t0;
  22465. tmpx = projx - x;
  22466. tmpy = projy - y;
  22467. tmpz = projz - z;
  22468. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22469. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22470. shortest = tmpDistance;
  22471. closest = fib;
  22472. if (projected) {
  22473. projected.x = projx;
  22474. projected.y = projy;
  22475. projected.z = projz;
  22476. }
  22477. }
  22478. }
  22479. }
  22480. return closest;
  22481. };
  22482. /**
  22483. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22484. * @returns the parameters
  22485. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22486. */
  22487. AbstractMesh.prototype.getFacetDataParameters = function () {
  22488. return this._facetData.facetParameters;
  22489. };
  22490. /**
  22491. * Disables the feature FacetData and frees the related memory
  22492. * @returns the current mesh
  22493. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22494. */
  22495. AbstractMesh.prototype.disableFacetData = function () {
  22496. if (this._facetData.facetDataEnabled) {
  22497. this._facetData.facetDataEnabled = false;
  22498. this._facetData.facetPositions = new Array();
  22499. this._facetData.facetNormals = new Array();
  22500. this._facetData.facetPartitioning = new Array();
  22501. this._facetData.facetParameters = null;
  22502. this._facetData.depthSortedIndices = new Uint32Array(0);
  22503. }
  22504. return this;
  22505. };
  22506. /**
  22507. * Updates the AbstractMesh indices array
  22508. * @param indices defines the data source
  22509. * @returns the current mesh
  22510. */
  22511. AbstractMesh.prototype.updateIndices = function (indices) {
  22512. return this;
  22513. };
  22514. /**
  22515. * Creates new normals data for the mesh
  22516. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22517. * @returns the current mesh
  22518. */
  22519. AbstractMesh.prototype.createNormals = function (updatable) {
  22520. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22521. var indices = this.getIndices();
  22522. var normals;
  22523. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22524. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22525. }
  22526. else {
  22527. normals = [];
  22528. }
  22529. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22530. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22531. return this;
  22532. };
  22533. /**
  22534. * Align the mesh with a normal
  22535. * @param normal defines the normal to use
  22536. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22537. * @returns the current mesh
  22538. */
  22539. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22540. if (!upDirection) {
  22541. upDirection = BABYLON.Axis.Y;
  22542. }
  22543. var axisX = BABYLON.Tmp.Vector3[0];
  22544. var axisZ = BABYLON.Tmp.Vector3[1];
  22545. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22546. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22547. if (this.rotationQuaternion) {
  22548. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22549. }
  22550. else {
  22551. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22552. }
  22553. return this;
  22554. };
  22555. /** @hidden */
  22556. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22557. return false;
  22558. };
  22559. /** No occlusion */
  22560. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22561. /** Occlusion set to optimisitic */
  22562. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22563. /** Occlusion set to strict */
  22564. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22565. /** Use an accurante occlusion algorithm */
  22566. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22567. /** Use a conservative occlusion algorithm */
  22568. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22569. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22570. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22571. /** Culling strategy with bounding sphere only and then frustum culling */
  22572. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22573. return AbstractMesh;
  22574. }(BABYLON.TransformNode));
  22575. BABYLON.AbstractMesh = AbstractMesh;
  22576. })(BABYLON || (BABYLON = {}));
  22577. //# sourceMappingURL=babylon.abstractMesh.js.map
  22578. var BABYLON;
  22579. (function (BABYLON) {
  22580. /**
  22581. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22582. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22583. * 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.
  22584. */
  22585. var Light = /** @class */ (function (_super) {
  22586. __extends(Light, _super);
  22587. /**
  22588. * Creates a Light object in the scene.
  22589. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22590. * @param name The firendly name of the light
  22591. * @param scene The scene the light belongs too
  22592. */
  22593. function Light(name, scene) {
  22594. var _this = _super.call(this, name, scene) || this;
  22595. /**
  22596. * Diffuse gives the basic color to an object.
  22597. */
  22598. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22599. /**
  22600. * Specular produces a highlight color on an object.
  22601. * Note: This is note affecting PBR materials.
  22602. */
  22603. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22604. /**
  22605. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22606. * falling off base on range or angle.
  22607. * This can be set to any values in Light.FALLOFF_x.
  22608. *
  22609. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22610. * other types of materials.
  22611. */
  22612. _this.falloffType = Light.FALLOFF_DEFAULT;
  22613. /**
  22614. * Strength of the light.
  22615. * Note: By default it is define in the framework own unit.
  22616. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22617. */
  22618. _this.intensity = 1.0;
  22619. _this._range = Number.MAX_VALUE;
  22620. _this._inverseSquaredRange = 0;
  22621. /**
  22622. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22623. * of light.
  22624. */
  22625. _this._photometricScale = 1.0;
  22626. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22627. _this._radius = 0.00001;
  22628. /**
  22629. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22630. * exceeding the number allowed of the materials.
  22631. */
  22632. _this.renderPriority = 0;
  22633. _this._shadowEnabled = true;
  22634. _this._excludeWithLayerMask = 0;
  22635. _this._includeOnlyWithLayerMask = 0;
  22636. _this._lightmapMode = 0;
  22637. /**
  22638. * @hidden Internal use only.
  22639. */
  22640. _this._excludedMeshesIds = new Array();
  22641. /**
  22642. * @hidden Internal use only.
  22643. */
  22644. _this._includedOnlyMeshesIds = new Array();
  22645. _this.getScene().addLight(_this);
  22646. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22647. _this._buildUniformLayout();
  22648. _this.includedOnlyMeshes = new Array();
  22649. _this.excludedMeshes = new Array();
  22650. _this._resyncMeshes();
  22651. return _this;
  22652. }
  22653. Object.defineProperty(Light.prototype, "range", {
  22654. /**
  22655. * Defines how far from the source the light is impacting in scene units.
  22656. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22657. */
  22658. get: function () {
  22659. return this._range;
  22660. },
  22661. /**
  22662. * Defines how far from the source the light is impacting in scene units.
  22663. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22664. */
  22665. set: function (value) {
  22666. this._range = value;
  22667. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22668. },
  22669. enumerable: true,
  22670. configurable: true
  22671. });
  22672. Object.defineProperty(Light.prototype, "intensityMode", {
  22673. /**
  22674. * Gets the photometric scale used to interpret the intensity.
  22675. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22676. */
  22677. get: function () {
  22678. return this._intensityMode;
  22679. },
  22680. /**
  22681. * Sets the photometric scale used to interpret the intensity.
  22682. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22683. */
  22684. set: function (value) {
  22685. this._intensityMode = value;
  22686. this._computePhotometricScale();
  22687. },
  22688. enumerable: true,
  22689. configurable: true
  22690. });
  22691. Object.defineProperty(Light.prototype, "radius", {
  22692. /**
  22693. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22694. */
  22695. get: function () {
  22696. return this._radius;
  22697. },
  22698. /**
  22699. * sets the light radius used by PBR Materials to simulate soft area lights.
  22700. */
  22701. set: function (value) {
  22702. this._radius = value;
  22703. this._computePhotometricScale();
  22704. },
  22705. enumerable: true,
  22706. configurable: true
  22707. });
  22708. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22709. /**
  22710. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22711. * the current shadow generator.
  22712. */
  22713. get: function () {
  22714. return this._shadowEnabled;
  22715. },
  22716. /**
  22717. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22718. * the current shadow generator.
  22719. */
  22720. set: function (value) {
  22721. if (this._shadowEnabled === value) {
  22722. return;
  22723. }
  22724. this._shadowEnabled = value;
  22725. this._markMeshesAsLightDirty();
  22726. },
  22727. enumerable: true,
  22728. configurable: true
  22729. });
  22730. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22731. /**
  22732. * Gets the only meshes impacted by this light.
  22733. */
  22734. get: function () {
  22735. return this._includedOnlyMeshes;
  22736. },
  22737. /**
  22738. * Sets the only meshes impacted by this light.
  22739. */
  22740. set: function (value) {
  22741. this._includedOnlyMeshes = value;
  22742. this._hookArrayForIncludedOnly(value);
  22743. },
  22744. enumerable: true,
  22745. configurable: true
  22746. });
  22747. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22748. /**
  22749. * Gets the meshes not impacted by this light.
  22750. */
  22751. get: function () {
  22752. return this._excludedMeshes;
  22753. },
  22754. /**
  22755. * Sets the meshes not impacted by this light.
  22756. */
  22757. set: function (value) {
  22758. this._excludedMeshes = value;
  22759. this._hookArrayForExcluded(value);
  22760. },
  22761. enumerable: true,
  22762. configurable: true
  22763. });
  22764. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22765. /**
  22766. * Gets the layer id use to find what meshes are not impacted by the light.
  22767. * Inactive if 0
  22768. */
  22769. get: function () {
  22770. return this._excludeWithLayerMask;
  22771. },
  22772. /**
  22773. * Sets the layer id use to find what meshes are not impacted by the light.
  22774. * Inactive if 0
  22775. */
  22776. set: function (value) {
  22777. this._excludeWithLayerMask = value;
  22778. this._resyncMeshes();
  22779. },
  22780. enumerable: true,
  22781. configurable: true
  22782. });
  22783. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  22784. /**
  22785. * Gets the layer id use to find what meshes are impacted by the light.
  22786. * Inactive if 0
  22787. */
  22788. get: function () {
  22789. return this._includeOnlyWithLayerMask;
  22790. },
  22791. /**
  22792. * Sets the layer id use to find what meshes are impacted by the light.
  22793. * Inactive if 0
  22794. */
  22795. set: function (value) {
  22796. this._includeOnlyWithLayerMask = value;
  22797. this._resyncMeshes();
  22798. },
  22799. enumerable: true,
  22800. configurable: true
  22801. });
  22802. Object.defineProperty(Light.prototype, "lightmapMode", {
  22803. /**
  22804. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22805. */
  22806. get: function () {
  22807. return this._lightmapMode;
  22808. },
  22809. /**
  22810. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22811. */
  22812. set: function (value) {
  22813. if (this._lightmapMode === value) {
  22814. return;
  22815. }
  22816. this._lightmapMode = value;
  22817. this._markMeshesAsLightDirty();
  22818. },
  22819. enumerable: true,
  22820. configurable: true
  22821. });
  22822. /**
  22823. * Returns the string "Light".
  22824. * @returns the class name
  22825. */
  22826. Light.prototype.getClassName = function () {
  22827. return "Light";
  22828. };
  22829. /**
  22830. * Converts the light information to a readable string for debug purpose.
  22831. * @param fullDetails Supports for multiple levels of logging within scene loading
  22832. * @returns the human readable light info
  22833. */
  22834. Light.prototype.toString = function (fullDetails) {
  22835. var ret = "Name: " + this.name;
  22836. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  22837. if (this.animations) {
  22838. for (var i = 0; i < this.animations.length; i++) {
  22839. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22840. }
  22841. }
  22842. if (fullDetails) {
  22843. }
  22844. return ret;
  22845. };
  22846. /** @hidden */
  22847. Light.prototype._syncParentEnabledState = function () {
  22848. _super.prototype._syncParentEnabledState.call(this);
  22849. this._resyncMeshes();
  22850. };
  22851. /**
  22852. * Set the enabled state of this node.
  22853. * @param value - the new enabled state
  22854. */
  22855. Light.prototype.setEnabled = function (value) {
  22856. _super.prototype.setEnabled.call(this, value);
  22857. this._resyncMeshes();
  22858. };
  22859. /**
  22860. * Returns the Light associated shadow generator if any.
  22861. * @return the associated shadow generator.
  22862. */
  22863. Light.prototype.getShadowGenerator = function () {
  22864. return this._shadowGenerator;
  22865. };
  22866. /**
  22867. * Returns a Vector3, the absolute light position in the World.
  22868. * @returns the world space position of the light
  22869. */
  22870. Light.prototype.getAbsolutePosition = function () {
  22871. return BABYLON.Vector3.Zero();
  22872. };
  22873. /**
  22874. * Specifies if the light will affect the passed mesh.
  22875. * @param mesh The mesh to test against the light
  22876. * @return true the mesh is affected otherwise, false.
  22877. */
  22878. Light.prototype.canAffectMesh = function (mesh) {
  22879. if (!mesh) {
  22880. return true;
  22881. }
  22882. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  22883. return false;
  22884. }
  22885. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  22886. return false;
  22887. }
  22888. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  22889. return false;
  22890. }
  22891. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  22892. return false;
  22893. }
  22894. return true;
  22895. };
  22896. /**
  22897. * Sort function to order lights for rendering.
  22898. * @param a First Light object to compare to second.
  22899. * @param b Second Light object to compare first.
  22900. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  22901. */
  22902. Light.CompareLightsPriority = function (a, b) {
  22903. //shadow-casting lights have priority over non-shadow-casting lights
  22904. //the renderPrioirty is a secondary sort criterion
  22905. if (a.shadowEnabled !== b.shadowEnabled) {
  22906. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  22907. }
  22908. return b.renderPriority - a.renderPriority;
  22909. };
  22910. /**
  22911. * Releases resources associated with this node.
  22912. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22913. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22914. */
  22915. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22916. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22917. if (this._shadowGenerator) {
  22918. this._shadowGenerator.dispose();
  22919. this._shadowGenerator = null;
  22920. }
  22921. // Animations
  22922. this.getScene().stopAnimation(this);
  22923. // Remove from meshes
  22924. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22925. var mesh = _a[_i];
  22926. mesh._removeLightSource(this);
  22927. }
  22928. this._uniformBuffer.dispose();
  22929. // Remove from scene
  22930. this.getScene().removeLight(this);
  22931. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22932. };
  22933. /**
  22934. * Returns the light type ID (integer).
  22935. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  22936. */
  22937. Light.prototype.getTypeID = function () {
  22938. return 0;
  22939. };
  22940. /**
  22941. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  22942. * @returns the scaled intensity in intensity mode unit
  22943. */
  22944. Light.prototype.getScaledIntensity = function () {
  22945. return this._photometricScale * this.intensity;
  22946. };
  22947. /**
  22948. * Returns a new Light object, named "name", from the current one.
  22949. * @param name The name of the cloned light
  22950. * @returns the new created light
  22951. */
  22952. Light.prototype.clone = function (name) {
  22953. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  22954. if (!constructor) {
  22955. return null;
  22956. }
  22957. return BABYLON.SerializationHelper.Clone(constructor, this);
  22958. };
  22959. /**
  22960. * Serializes the current light into a Serialization object.
  22961. * @returns the serialized object.
  22962. */
  22963. Light.prototype.serialize = function () {
  22964. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  22965. // Type
  22966. serializationObject.type = this.getTypeID();
  22967. // Parent
  22968. if (this.parent) {
  22969. serializationObject.parentId = this.parent.id;
  22970. }
  22971. // Inclusion / exclusions
  22972. if (this.excludedMeshes.length > 0) {
  22973. serializationObject.excludedMeshesIds = [];
  22974. this.excludedMeshes.forEach(function (mesh) {
  22975. serializationObject.excludedMeshesIds.push(mesh.id);
  22976. });
  22977. }
  22978. if (this.includedOnlyMeshes.length > 0) {
  22979. serializationObject.includedOnlyMeshesIds = [];
  22980. this.includedOnlyMeshes.forEach(function (mesh) {
  22981. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  22982. });
  22983. }
  22984. // Animations
  22985. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  22986. serializationObject.ranges = this.serializeAnimationRanges();
  22987. return serializationObject;
  22988. };
  22989. /**
  22990. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  22991. * This new light is named "name" and added to the passed scene.
  22992. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  22993. * @param name The friendly name of the light
  22994. * @param scene The scene the new light will belong to
  22995. * @returns the constructor function
  22996. */
  22997. Light.GetConstructorFromName = function (type, name, scene) {
  22998. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  22999. if (constructorFunc) {
  23000. return constructorFunc;
  23001. }
  23002. // Default to no light for none present once.
  23003. return null;
  23004. };
  23005. /**
  23006. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23007. * @param parsedLight The JSON representation of the light
  23008. * @param scene The scene to create the parsed light in
  23009. * @returns the created light after parsing
  23010. */
  23011. Light.Parse = function (parsedLight, scene) {
  23012. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23013. if (!constructor) {
  23014. return null;
  23015. }
  23016. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23017. // Inclusion / exclusions
  23018. if (parsedLight.excludedMeshesIds) {
  23019. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23020. }
  23021. if (parsedLight.includedOnlyMeshesIds) {
  23022. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23023. }
  23024. // Parent
  23025. if (parsedLight.parentId) {
  23026. light._waitingParentId = parsedLight.parentId;
  23027. }
  23028. // Animations
  23029. if (parsedLight.animations) {
  23030. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23031. var parsedAnimation = parsedLight.animations[animationIndex];
  23032. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23033. }
  23034. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23035. }
  23036. if (parsedLight.autoAnimate) {
  23037. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23038. }
  23039. return light;
  23040. };
  23041. Light.prototype._hookArrayForExcluded = function (array) {
  23042. var _this = this;
  23043. var oldPush = array.push;
  23044. array.push = function () {
  23045. var items = [];
  23046. for (var _i = 0; _i < arguments.length; _i++) {
  23047. items[_i] = arguments[_i];
  23048. }
  23049. var result = oldPush.apply(array, items);
  23050. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23051. var item = items_1[_a];
  23052. item._resyncLighSource(_this);
  23053. }
  23054. return result;
  23055. };
  23056. var oldSplice = array.splice;
  23057. array.splice = function (index, deleteCount) {
  23058. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23059. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23060. var item = deleted_1[_i];
  23061. item._resyncLighSource(_this);
  23062. }
  23063. return deleted;
  23064. };
  23065. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23066. var item = array_1[_i];
  23067. item._resyncLighSource(this);
  23068. }
  23069. };
  23070. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23071. var _this = this;
  23072. var oldPush = array.push;
  23073. array.push = function () {
  23074. var items = [];
  23075. for (var _i = 0; _i < arguments.length; _i++) {
  23076. items[_i] = arguments[_i];
  23077. }
  23078. var result = oldPush.apply(array, items);
  23079. _this._resyncMeshes();
  23080. return result;
  23081. };
  23082. var oldSplice = array.splice;
  23083. array.splice = function (index, deleteCount) {
  23084. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23085. _this._resyncMeshes();
  23086. return deleted;
  23087. };
  23088. this._resyncMeshes();
  23089. };
  23090. Light.prototype._resyncMeshes = function () {
  23091. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23092. var mesh = _a[_i];
  23093. mesh._resyncLighSource(this);
  23094. }
  23095. };
  23096. /**
  23097. * Forces the meshes to update their light related information in their rendering used effects
  23098. * @hidden Internal Use Only
  23099. */
  23100. Light.prototype._markMeshesAsLightDirty = function () {
  23101. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23102. var mesh = _a[_i];
  23103. if (mesh._lightSources.indexOf(this) !== -1) {
  23104. mesh._markSubMeshesAsLightDirty();
  23105. }
  23106. }
  23107. };
  23108. /**
  23109. * Recomputes the cached photometric scale if needed.
  23110. */
  23111. Light.prototype._computePhotometricScale = function () {
  23112. this._photometricScale = this._getPhotometricScale();
  23113. this.getScene().resetCachedMaterial();
  23114. };
  23115. /**
  23116. * Returns the Photometric Scale according to the light type and intensity mode.
  23117. */
  23118. Light.prototype._getPhotometricScale = function () {
  23119. var photometricScale = 0.0;
  23120. var lightTypeID = this.getTypeID();
  23121. //get photometric mode
  23122. var photometricMode = this.intensityMode;
  23123. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23124. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23125. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23126. }
  23127. else {
  23128. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23129. }
  23130. }
  23131. //compute photometric scale
  23132. switch (lightTypeID) {
  23133. case Light.LIGHTTYPEID_POINTLIGHT:
  23134. case Light.LIGHTTYPEID_SPOTLIGHT:
  23135. switch (photometricMode) {
  23136. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23137. photometricScale = 1.0 / (4.0 * Math.PI);
  23138. break;
  23139. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23140. photometricScale = 1.0;
  23141. break;
  23142. case Light.INTENSITYMODE_LUMINANCE:
  23143. photometricScale = this.radius * this.radius;
  23144. break;
  23145. }
  23146. break;
  23147. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23148. switch (photometricMode) {
  23149. case Light.INTENSITYMODE_ILLUMINANCE:
  23150. photometricScale = 1.0;
  23151. break;
  23152. case Light.INTENSITYMODE_LUMINANCE:
  23153. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23154. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23155. var apexAngleRadians = this.radius;
  23156. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23157. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23158. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23159. photometricScale = solidAngle;
  23160. break;
  23161. }
  23162. break;
  23163. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23164. // No fall off in hemisperic light.
  23165. photometricScale = 1.0;
  23166. break;
  23167. }
  23168. return photometricScale;
  23169. };
  23170. /**
  23171. * Reorder the light in the scene according to their defined priority.
  23172. * @hidden Internal Use Only
  23173. */
  23174. Light.prototype._reorderLightsInScene = function () {
  23175. var scene = this.getScene();
  23176. if (this._renderPriority != 0) {
  23177. scene.requireLightSorting = true;
  23178. }
  23179. this.getScene().sortLightsByPriority();
  23180. };
  23181. /**
  23182. * Falloff Default: light is falling off following the material specification:
  23183. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23184. */
  23185. Light.FALLOFF_DEFAULT = 0;
  23186. /**
  23187. * Falloff Physical: light is falling off following the inverse squared distance law.
  23188. */
  23189. Light.FALLOFF_PHYSICAL = 1;
  23190. /**
  23191. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23192. * to enhance interoperability with other engines.
  23193. */
  23194. Light.FALLOFF_GLTF = 2;
  23195. /**
  23196. * Falloff Standard: light is falling off like in the standard material
  23197. * to enhance interoperability with other materials.
  23198. */
  23199. Light.FALLOFF_STANDARD = 3;
  23200. //lightmapMode Consts
  23201. /**
  23202. * If every light affecting the material is in this lightmapMode,
  23203. * material.lightmapTexture adds or multiplies
  23204. * (depends on material.useLightmapAsShadowmap)
  23205. * after every other light calculations.
  23206. */
  23207. Light.LIGHTMAP_DEFAULT = 0;
  23208. /**
  23209. * material.lightmapTexture as only diffuse lighting from this light
  23210. * adds only specular lighting from this light
  23211. * adds dynamic shadows
  23212. */
  23213. Light.LIGHTMAP_SPECULAR = 1;
  23214. /**
  23215. * material.lightmapTexture as only lighting
  23216. * no light calculation from this light
  23217. * only adds dynamic shadows from this light
  23218. */
  23219. Light.LIGHTMAP_SHADOWSONLY = 2;
  23220. // Intensity Mode Consts
  23221. /**
  23222. * Each light type uses the default quantity according to its type:
  23223. * point/spot lights use luminous intensity
  23224. * directional lights use illuminance
  23225. */
  23226. Light.INTENSITYMODE_AUTOMATIC = 0;
  23227. /**
  23228. * lumen (lm)
  23229. */
  23230. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23231. /**
  23232. * candela (lm/sr)
  23233. */
  23234. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23235. /**
  23236. * lux (lm/m^2)
  23237. */
  23238. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23239. /**
  23240. * nit (cd/m^2)
  23241. */
  23242. Light.INTENSITYMODE_LUMINANCE = 4;
  23243. // Light types ids const.
  23244. /**
  23245. * Light type const id of the point light.
  23246. */
  23247. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23248. /**
  23249. * Light type const id of the directional light.
  23250. */
  23251. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23252. /**
  23253. * Light type const id of the spot light.
  23254. */
  23255. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23256. /**
  23257. * Light type const id of the hemispheric light.
  23258. */
  23259. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23260. __decorate([
  23261. BABYLON.serializeAsColor3()
  23262. ], Light.prototype, "diffuse", void 0);
  23263. __decorate([
  23264. BABYLON.serializeAsColor3()
  23265. ], Light.prototype, "specular", void 0);
  23266. __decorate([
  23267. BABYLON.serialize()
  23268. ], Light.prototype, "falloffType", void 0);
  23269. __decorate([
  23270. BABYLON.serialize()
  23271. ], Light.prototype, "intensity", void 0);
  23272. __decorate([
  23273. BABYLON.serialize()
  23274. ], Light.prototype, "range", null);
  23275. __decorate([
  23276. BABYLON.serialize()
  23277. ], Light.prototype, "intensityMode", null);
  23278. __decorate([
  23279. BABYLON.serialize()
  23280. ], Light.prototype, "radius", null);
  23281. __decorate([
  23282. BABYLON.serialize()
  23283. ], Light.prototype, "_renderPriority", void 0);
  23284. __decorate([
  23285. BABYLON.expandToProperty("_reorderLightsInScene")
  23286. ], Light.prototype, "renderPriority", void 0);
  23287. __decorate([
  23288. BABYLON.serialize("shadowEnabled")
  23289. ], Light.prototype, "_shadowEnabled", void 0);
  23290. __decorate([
  23291. BABYLON.serialize("excludeWithLayerMask")
  23292. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23293. __decorate([
  23294. BABYLON.serialize("includeOnlyWithLayerMask")
  23295. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23296. __decorate([
  23297. BABYLON.serialize("lightmapMode")
  23298. ], Light.prototype, "_lightmapMode", void 0);
  23299. return Light;
  23300. }(BABYLON.Node));
  23301. BABYLON.Light = Light;
  23302. })(BABYLON || (BABYLON = {}));
  23303. //# sourceMappingURL=babylon.light.js.map
  23304. var BABYLON;
  23305. (function (BABYLON) {
  23306. /**
  23307. * This is the base class of all the camera used in the application.
  23308. * @see http://doc.babylonjs.com/features/cameras
  23309. */
  23310. var Camera = /** @class */ (function (_super) {
  23311. __extends(Camera, _super);
  23312. /**
  23313. * Instantiates a new camera object.
  23314. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23315. * @see http://doc.babylonjs.com/features/cameras
  23316. * @param name Defines the name of the camera in the scene
  23317. * @param position Defines the position of the camera
  23318. * @param scene Defines the scene the camera belongs too
  23319. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23320. */
  23321. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23322. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23323. var _this = _super.call(this, name, scene) || this;
  23324. /**
  23325. * The vector the camera should consider as up.
  23326. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23327. */
  23328. _this.upVector = BABYLON.Vector3.Up();
  23329. /**
  23330. * Define the current limit on the left side for an orthographic camera
  23331. * In scene unit
  23332. */
  23333. _this.orthoLeft = null;
  23334. /**
  23335. * Define the current limit on the right side for an orthographic camera
  23336. * In scene unit
  23337. */
  23338. _this.orthoRight = null;
  23339. /**
  23340. * Define the current limit on the bottom side for an orthographic camera
  23341. * In scene unit
  23342. */
  23343. _this.orthoBottom = null;
  23344. /**
  23345. * Define the current limit on the top side for an orthographic camera
  23346. * In scene unit
  23347. */
  23348. _this.orthoTop = null;
  23349. /**
  23350. * Field Of View is set in Radians. (default is 0.8)
  23351. */
  23352. _this.fov = 0.8;
  23353. /**
  23354. * Define the minimum distance the camera can see from.
  23355. * This is important to note that the depth buffer are not infinite and the closer it starts
  23356. * the more your scene might encounter depth fighting issue.
  23357. */
  23358. _this.minZ = 1;
  23359. /**
  23360. * Define the maximum distance the camera can see to.
  23361. * This is important to note that the depth buffer are not infinite and the further it end
  23362. * the more your scene might encounter depth fighting issue.
  23363. */
  23364. _this.maxZ = 10000.0;
  23365. /**
  23366. * Define the default inertia of the camera.
  23367. * This helps giving a smooth feeling to the camera movement.
  23368. */
  23369. _this.inertia = 0.9;
  23370. /**
  23371. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23372. */
  23373. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23374. /**
  23375. * Define wether the camera is intermediate.
  23376. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23377. */
  23378. _this.isIntermediate = false;
  23379. /**
  23380. * Define the viewport of the camera.
  23381. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23382. */
  23383. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23384. /**
  23385. * Restricts the camera to viewing objects with the same layerMask.
  23386. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23387. */
  23388. _this.layerMask = 0x0FFFFFFF;
  23389. /**
  23390. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23391. */
  23392. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23393. /**
  23394. * Rig mode of the camera.
  23395. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23396. * This is normally controlled byt the camera themselves as internal use.
  23397. */
  23398. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23399. /**
  23400. * 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
  23401. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23402. * else in the scene.
  23403. */
  23404. _this.customRenderTargets = new Array();
  23405. /**
  23406. * When set, the camera will render to this render target instead of the default canvas
  23407. */
  23408. _this.outputRenderTarget = null;
  23409. /**
  23410. * Observable triggered when the camera view matrix has changed.
  23411. */
  23412. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23413. /**
  23414. * Observable triggered when the camera Projection matrix has changed.
  23415. */
  23416. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23417. /**
  23418. * Observable triggered when the inputs have been processed.
  23419. */
  23420. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23421. /**
  23422. * Observable triggered when reset has been called and applied to the camera.
  23423. */
  23424. _this.onRestoreStateObservable = new BABYLON.Observable();
  23425. /** @hidden */
  23426. _this._rigCameras = new Array();
  23427. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23428. /** @hidden */
  23429. _this._skipRendering = false;
  23430. /** @hidden */
  23431. _this._projectionMatrix = new BABYLON.Matrix();
  23432. /** @hidden */
  23433. _this._postProcesses = new Array();
  23434. /** @hidden */
  23435. _this._activeMeshes = new BABYLON.SmartArray(256);
  23436. _this._globalPosition = BABYLON.Vector3.Zero();
  23437. /** hidden */
  23438. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23439. _this._doNotComputeProjectionMatrix = false;
  23440. _this._transformMatrix = BABYLON.Matrix.Zero();
  23441. _this._refreshFrustumPlanes = true;
  23442. _this.getScene().addCamera(_this);
  23443. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23444. _this.getScene().activeCamera = _this;
  23445. }
  23446. _this.position = position;
  23447. return _this;
  23448. }
  23449. /**
  23450. * Store current camera state (fov, position, etc..)
  23451. * @returns the camera
  23452. */
  23453. Camera.prototype.storeState = function () {
  23454. this._stateStored = true;
  23455. this._storedFov = this.fov;
  23456. return this;
  23457. };
  23458. /**
  23459. * Restores the camera state values if it has been stored. You must call storeState() first
  23460. */
  23461. Camera.prototype._restoreStateValues = function () {
  23462. if (!this._stateStored) {
  23463. return false;
  23464. }
  23465. this.fov = this._storedFov;
  23466. return true;
  23467. };
  23468. /**
  23469. * Restored camera state. You must call storeState() first.
  23470. * @returns true if restored and false otherwise
  23471. */
  23472. Camera.prototype.restoreState = function () {
  23473. if (this._restoreStateValues()) {
  23474. this.onRestoreStateObservable.notifyObservers(this);
  23475. return true;
  23476. }
  23477. return false;
  23478. };
  23479. /**
  23480. * Gets the class name of the camera.
  23481. * @returns the class name
  23482. */
  23483. Camera.prototype.getClassName = function () {
  23484. return "Camera";
  23485. };
  23486. /**
  23487. * Gets a string representation of the camera usefull for debug purpose.
  23488. * @param fullDetails Defines that a more verboe level of logging is required
  23489. * @returns the string representation
  23490. */
  23491. Camera.prototype.toString = function (fullDetails) {
  23492. var ret = "Name: " + this.name;
  23493. ret += ", type: " + this.getClassName();
  23494. if (this.animations) {
  23495. for (var i = 0; i < this.animations.length; i++) {
  23496. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23497. }
  23498. }
  23499. if (fullDetails) {
  23500. }
  23501. return ret;
  23502. };
  23503. Object.defineProperty(Camera.prototype, "globalPosition", {
  23504. /**
  23505. * Gets the current world space position of the camera.
  23506. */
  23507. get: function () {
  23508. return this._globalPosition;
  23509. },
  23510. enumerable: true,
  23511. configurable: true
  23512. });
  23513. /**
  23514. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23515. * @returns the active meshe list
  23516. */
  23517. Camera.prototype.getActiveMeshes = function () {
  23518. return this._activeMeshes;
  23519. };
  23520. /**
  23521. * Check wether a mesh is part of the current active mesh list of the camera
  23522. * @param mesh Defines the mesh to check
  23523. * @returns true if active, false otherwise
  23524. */
  23525. Camera.prototype.isActiveMesh = function (mesh) {
  23526. return (this._activeMeshes.indexOf(mesh) !== -1);
  23527. };
  23528. /**
  23529. * Is this camera ready to be used/rendered
  23530. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23531. * @return true if the camera is ready
  23532. */
  23533. Camera.prototype.isReady = function (completeCheck) {
  23534. if (completeCheck === void 0) { completeCheck = false; }
  23535. if (completeCheck) {
  23536. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23537. var pp = _a[_i];
  23538. if (pp && !pp.isReady()) {
  23539. return false;
  23540. }
  23541. }
  23542. }
  23543. return _super.prototype.isReady.call(this, completeCheck);
  23544. };
  23545. /** @hidden */
  23546. Camera.prototype._initCache = function () {
  23547. _super.prototype._initCache.call(this);
  23548. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23549. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23550. this._cache.mode = undefined;
  23551. this._cache.minZ = undefined;
  23552. this._cache.maxZ = undefined;
  23553. this._cache.fov = undefined;
  23554. this._cache.fovMode = undefined;
  23555. this._cache.aspectRatio = undefined;
  23556. this._cache.orthoLeft = undefined;
  23557. this._cache.orthoRight = undefined;
  23558. this._cache.orthoBottom = undefined;
  23559. this._cache.orthoTop = undefined;
  23560. this._cache.renderWidth = undefined;
  23561. this._cache.renderHeight = undefined;
  23562. };
  23563. /** @hidden */
  23564. Camera.prototype._updateCache = function (ignoreParentClass) {
  23565. if (!ignoreParentClass) {
  23566. _super.prototype._updateCache.call(this);
  23567. }
  23568. this._cache.position.copyFrom(this.position);
  23569. this._cache.upVector.copyFrom(this.upVector);
  23570. };
  23571. /** @hidden */
  23572. Camera.prototype._isSynchronized = function () {
  23573. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23574. };
  23575. /** @hidden */
  23576. Camera.prototype._isSynchronizedViewMatrix = function () {
  23577. if (!_super.prototype._isSynchronized.call(this)) {
  23578. return false;
  23579. }
  23580. return this._cache.position.equals(this.position)
  23581. && this._cache.upVector.equals(this.upVector)
  23582. && this.isSynchronizedWithParent();
  23583. };
  23584. /** @hidden */
  23585. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23586. var check = this._cache.mode === this.mode
  23587. && this._cache.minZ === this.minZ
  23588. && this._cache.maxZ === this.maxZ;
  23589. if (!check) {
  23590. return false;
  23591. }
  23592. var engine = this.getEngine();
  23593. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23594. check = this._cache.fov === this.fov
  23595. && this._cache.fovMode === this.fovMode
  23596. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23597. }
  23598. else {
  23599. check = this._cache.orthoLeft === this.orthoLeft
  23600. && this._cache.orthoRight === this.orthoRight
  23601. && this._cache.orthoBottom === this.orthoBottom
  23602. && this._cache.orthoTop === this.orthoTop
  23603. && this._cache.renderWidth === engine.getRenderWidth()
  23604. && this._cache.renderHeight === engine.getRenderHeight();
  23605. }
  23606. return check;
  23607. };
  23608. /**
  23609. * Attach the input controls to a specific dom element to get the input from.
  23610. * @param element Defines the element the controls should be listened from
  23611. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23612. */
  23613. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23614. };
  23615. /**
  23616. * Detach the current controls from the specified dom element.
  23617. * @param element Defines the element to stop listening the inputs from
  23618. */
  23619. Camera.prototype.detachControl = function (element) {
  23620. };
  23621. /**
  23622. * Update the camera state according to the different inputs gathered during the frame.
  23623. */
  23624. Camera.prototype.update = function () {
  23625. this._checkInputs();
  23626. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23627. this._updateRigCameras();
  23628. }
  23629. };
  23630. /** @hidden */
  23631. Camera.prototype._checkInputs = function () {
  23632. this.onAfterCheckInputsObservable.notifyObservers(this);
  23633. };
  23634. Object.defineProperty(Camera.prototype, "rigCameras", {
  23635. /** @hidden */
  23636. get: function () {
  23637. return this._rigCameras;
  23638. },
  23639. enumerable: true,
  23640. configurable: true
  23641. });
  23642. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23643. /**
  23644. * Gets the post process used by the rig cameras
  23645. */
  23646. get: function () {
  23647. return this._rigPostProcess;
  23648. },
  23649. enumerable: true,
  23650. configurable: true
  23651. });
  23652. /**
  23653. * Internal, gets the first post proces.
  23654. * @returns the first post process to be run on this camera.
  23655. */
  23656. Camera.prototype._getFirstPostProcess = function () {
  23657. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23658. if (this._postProcesses[ppIndex] !== null) {
  23659. return this._postProcesses[ppIndex];
  23660. }
  23661. }
  23662. return null;
  23663. };
  23664. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23665. // invalidate framebuffer
  23666. var firstPostProcess = this._getFirstPostProcess();
  23667. if (firstPostProcess) {
  23668. firstPostProcess.markTextureDirty();
  23669. }
  23670. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23671. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23672. var cam = this._rigCameras[i];
  23673. var rigPostProcess = cam._rigPostProcess;
  23674. // for VR rig, there does not have to be a post process
  23675. if (rigPostProcess) {
  23676. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23677. if (isPass) {
  23678. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23679. cam.isIntermediate = this._postProcesses.length === 0;
  23680. }
  23681. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23682. rigPostProcess.markTextureDirty();
  23683. }
  23684. else {
  23685. cam._postProcesses = this._postProcesses.slice(0);
  23686. }
  23687. }
  23688. };
  23689. /**
  23690. * Attach a post process to the camera.
  23691. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23692. * @param postProcess The post process to attach to the camera
  23693. * @param insertAt The position of the post process in case several of them are in use in the scene
  23694. * @returns the position the post process has been inserted at
  23695. */
  23696. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23697. if (insertAt === void 0) { insertAt = null; }
  23698. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23699. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23700. return 0;
  23701. }
  23702. if (insertAt == null || insertAt < 0) {
  23703. this._postProcesses.push(postProcess);
  23704. }
  23705. else if (this._postProcesses[insertAt] === null) {
  23706. this._postProcesses[insertAt] = postProcess;
  23707. }
  23708. else {
  23709. this._postProcesses.splice(insertAt, 0, postProcess);
  23710. }
  23711. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23712. return this._postProcesses.indexOf(postProcess);
  23713. };
  23714. /**
  23715. * Detach a post process to the camera.
  23716. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23717. * @param postProcess The post process to detach from the camera
  23718. */
  23719. Camera.prototype.detachPostProcess = function (postProcess) {
  23720. var idx = this._postProcesses.indexOf(postProcess);
  23721. if (idx !== -1) {
  23722. this._postProcesses[idx] = null;
  23723. }
  23724. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23725. };
  23726. /**
  23727. * Gets the current world matrix of the camera
  23728. */
  23729. Camera.prototype.getWorldMatrix = function () {
  23730. if (this._isSynchronizedViewMatrix()) {
  23731. return this._worldMatrix;
  23732. }
  23733. // Getting the the view matrix will also compute the world matrix.
  23734. this.getViewMatrix();
  23735. return this._worldMatrix;
  23736. };
  23737. /** @hidden */
  23738. Camera.prototype._getViewMatrix = function () {
  23739. return BABYLON.Matrix.Identity();
  23740. };
  23741. /**
  23742. * Gets the current view matrix of the camera.
  23743. * @param force forces the camera to recompute the matrix without looking at the cached state
  23744. * @returns the view matrix
  23745. */
  23746. Camera.prototype.getViewMatrix = function (force) {
  23747. if (!force && this._isSynchronizedViewMatrix()) {
  23748. return this._computedViewMatrix;
  23749. }
  23750. this.updateCache();
  23751. this._computedViewMatrix = this._getViewMatrix();
  23752. this._currentRenderId = this.getScene().getRenderId();
  23753. this._childRenderId = this._currentRenderId;
  23754. this._refreshFrustumPlanes = true;
  23755. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23756. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23757. }
  23758. this.onViewMatrixChangedObservable.notifyObservers(this);
  23759. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23760. return this._computedViewMatrix;
  23761. };
  23762. /**
  23763. * Freeze the projection matrix.
  23764. * It will prevent the cache check of the camera projection compute and can speed up perf
  23765. * if no parameter of the camera are meant to change
  23766. * @param projection Defines manually a projection if necessary
  23767. */
  23768. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23769. this._doNotComputeProjectionMatrix = true;
  23770. if (projection !== undefined) {
  23771. this._projectionMatrix = projection;
  23772. }
  23773. };
  23774. /**
  23775. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  23776. */
  23777. Camera.prototype.unfreezeProjectionMatrix = function () {
  23778. this._doNotComputeProjectionMatrix = false;
  23779. };
  23780. /**
  23781. * Gets the current projection matrix of the camera.
  23782. * @param force forces the camera to recompute the matrix without looking at the cached state
  23783. * @returns the projection matrix
  23784. */
  23785. Camera.prototype.getProjectionMatrix = function (force) {
  23786. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  23787. return this._projectionMatrix;
  23788. }
  23789. // Cache
  23790. this._cache.mode = this.mode;
  23791. this._cache.minZ = this.minZ;
  23792. this._cache.maxZ = this.maxZ;
  23793. // Matrix
  23794. this._refreshFrustumPlanes = true;
  23795. var engine = this.getEngine();
  23796. var scene = this.getScene();
  23797. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23798. this._cache.fov = this.fov;
  23799. this._cache.fovMode = this.fovMode;
  23800. this._cache.aspectRatio = engine.getAspectRatio(this);
  23801. if (this.minZ <= 0) {
  23802. this.minZ = 0.1;
  23803. }
  23804. if (scene.useRightHandedSystem) {
  23805. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23806. }
  23807. else {
  23808. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23809. }
  23810. }
  23811. else {
  23812. var halfWidth = engine.getRenderWidth() / 2.0;
  23813. var halfHeight = engine.getRenderHeight() / 2.0;
  23814. if (scene.useRightHandedSystem) {
  23815. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23816. }
  23817. else {
  23818. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23819. }
  23820. this._cache.orthoLeft = this.orthoLeft;
  23821. this._cache.orthoRight = this.orthoRight;
  23822. this._cache.orthoBottom = this.orthoBottom;
  23823. this._cache.orthoTop = this.orthoTop;
  23824. this._cache.renderWidth = engine.getRenderWidth();
  23825. this._cache.renderHeight = engine.getRenderHeight();
  23826. }
  23827. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  23828. return this._projectionMatrix;
  23829. };
  23830. /**
  23831. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  23832. * @returns a Matrix
  23833. */
  23834. Camera.prototype.getTransformationMatrix = function () {
  23835. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  23836. return this._transformMatrix;
  23837. };
  23838. Camera.prototype._updateFrustumPlanes = function () {
  23839. if (!this._refreshFrustumPlanes) {
  23840. return;
  23841. }
  23842. this.getTransformationMatrix();
  23843. if (!this._frustumPlanes) {
  23844. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  23845. }
  23846. else {
  23847. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  23848. }
  23849. this._refreshFrustumPlanes = false;
  23850. };
  23851. /**
  23852. * Checks if a cullable object (mesh...) is in the camera frustum
  23853. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  23854. * @param target The object to check
  23855. * @returns true if the object is in frustum otherwise false
  23856. */
  23857. Camera.prototype.isInFrustum = function (target) {
  23858. this._updateFrustumPlanes();
  23859. return target.isInFrustum(this._frustumPlanes);
  23860. };
  23861. /**
  23862. * Checks if a cullable object (mesh...) is in the camera frustum
  23863. * Unlike isInFrustum this cheks the full bounding box
  23864. * @param target The object to check
  23865. * @returns true if the object is in frustum otherwise false
  23866. */
  23867. Camera.prototype.isCompletelyInFrustum = function (target) {
  23868. this._updateFrustumPlanes();
  23869. return target.isCompletelyInFrustum(this._frustumPlanes);
  23870. };
  23871. /**
  23872. * Gets a ray in the forward direction from the camera.
  23873. * @param length Defines the length of the ray to create
  23874. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  23875. * @param origin Defines the start point of the ray which defaults to the camera position
  23876. * @returns the forward ray
  23877. */
  23878. Camera.prototype.getForwardRay = function (length, transform, origin) {
  23879. if (length === void 0) { length = 100; }
  23880. if (!transform) {
  23881. transform = this.getWorldMatrix();
  23882. }
  23883. if (!origin) {
  23884. origin = this.position;
  23885. }
  23886. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  23887. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  23888. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  23889. return new BABYLON.Ray(origin, direction, length);
  23890. };
  23891. /**
  23892. * Releases resources associated with this node.
  23893. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23894. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23895. */
  23896. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23897. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23898. // Observables
  23899. this.onViewMatrixChangedObservable.clear();
  23900. this.onProjectionMatrixChangedObservable.clear();
  23901. this.onAfterCheckInputsObservable.clear();
  23902. this.onRestoreStateObservable.clear();
  23903. // Inputs
  23904. if (this.inputs) {
  23905. this.inputs.clear();
  23906. }
  23907. // Animations
  23908. this.getScene().stopAnimation(this);
  23909. // Remove from scene
  23910. this.getScene().removeCamera(this);
  23911. while (this._rigCameras.length > 0) {
  23912. var camera = this._rigCameras.pop();
  23913. if (camera) {
  23914. camera.dispose();
  23915. }
  23916. }
  23917. // Postprocesses
  23918. if (this._rigPostProcess) {
  23919. this._rigPostProcess.dispose(this);
  23920. this._rigPostProcess = null;
  23921. this._postProcesses = [];
  23922. }
  23923. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23924. this._rigPostProcess = null;
  23925. this._postProcesses = [];
  23926. }
  23927. else {
  23928. var i = this._postProcesses.length;
  23929. while (--i >= 0) {
  23930. var postProcess = this._postProcesses[i];
  23931. if (postProcess) {
  23932. postProcess.dispose(this);
  23933. }
  23934. }
  23935. }
  23936. // Render targets
  23937. var i = this.customRenderTargets.length;
  23938. while (--i >= 0) {
  23939. this.customRenderTargets[i].dispose();
  23940. }
  23941. this.customRenderTargets = [];
  23942. // Active Meshes
  23943. this._activeMeshes.dispose();
  23944. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23945. };
  23946. Object.defineProperty(Camera.prototype, "leftCamera", {
  23947. /**
  23948. * Gets the left camera of a rig setup in case of Rigged Camera
  23949. */
  23950. get: function () {
  23951. if (this._rigCameras.length < 1) {
  23952. return null;
  23953. }
  23954. return this._rigCameras[0];
  23955. },
  23956. enumerable: true,
  23957. configurable: true
  23958. });
  23959. Object.defineProperty(Camera.prototype, "rightCamera", {
  23960. /**
  23961. * Gets the right camera of a rig setup in case of Rigged Camera
  23962. */
  23963. get: function () {
  23964. if (this._rigCameras.length < 2) {
  23965. return null;
  23966. }
  23967. return this._rigCameras[1];
  23968. },
  23969. enumerable: true,
  23970. configurable: true
  23971. });
  23972. /**
  23973. * Gets the left camera target of a rig setup in case of Rigged Camera
  23974. * @returns the target position
  23975. */
  23976. Camera.prototype.getLeftTarget = function () {
  23977. if (this._rigCameras.length < 1) {
  23978. return null;
  23979. }
  23980. return this._rigCameras[0].getTarget();
  23981. };
  23982. /**
  23983. * Gets the right camera target of a rig setup in case of Rigged Camera
  23984. * @returns the target position
  23985. */
  23986. Camera.prototype.getRightTarget = function () {
  23987. if (this._rigCameras.length < 2) {
  23988. return null;
  23989. }
  23990. return this._rigCameras[1].getTarget();
  23991. };
  23992. /**
  23993. * @hidden
  23994. */
  23995. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  23996. if (this.cameraRigMode === mode) {
  23997. return;
  23998. }
  23999. while (this._rigCameras.length > 0) {
  24000. var camera = this._rigCameras.pop();
  24001. if (camera) {
  24002. camera.dispose();
  24003. }
  24004. }
  24005. this.cameraRigMode = mode;
  24006. this._cameraRigParams = {};
  24007. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24008. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24009. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24010. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24011. // create the rig cameras, unless none
  24012. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24013. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24014. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24015. if (leftCamera && rightCamera) {
  24016. this._rigCameras.push(leftCamera);
  24017. this._rigCameras.push(rightCamera);
  24018. }
  24019. }
  24020. switch (this.cameraRigMode) {
  24021. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24022. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24023. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24024. break;
  24025. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24026. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24027. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24028. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24029. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24030. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24031. break;
  24032. case Camera.RIG_MODE_VR:
  24033. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24034. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24035. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24036. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24037. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24038. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24039. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24040. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24041. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24042. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24043. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24044. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24045. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24046. if (metrics.compensateDistortion) {
  24047. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24048. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24049. }
  24050. break;
  24051. case Camera.RIG_MODE_WEBVR:
  24052. if (rigParams.vrDisplay) {
  24053. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24054. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24055. //Left eye
  24056. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24057. this._rigCameras[0].setCameraRigParameter("left", true);
  24058. //leaving this for future reference
  24059. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24060. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24061. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24062. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24063. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24064. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24065. this._rigCameras[0].parent = this;
  24066. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24067. //Right eye
  24068. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24069. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24070. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24071. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24072. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24073. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24074. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24075. this._rigCameras[1].parent = this;
  24076. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24077. if (Camera.UseAlternateWebVRRendering) {
  24078. this._rigCameras[1]._skipRendering = true;
  24079. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24080. }
  24081. }
  24082. break;
  24083. }
  24084. this._cascadePostProcessesToRigCams();
  24085. this.update();
  24086. };
  24087. Camera.prototype._getVRProjectionMatrix = function () {
  24088. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24089. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24090. return this._projectionMatrix;
  24091. };
  24092. Camera.prototype._updateCameraRotationMatrix = function () {
  24093. //Here for WebVR
  24094. };
  24095. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24096. //Here for WebVR
  24097. };
  24098. /**
  24099. * This function MUST be overwritten by the different WebVR cameras available.
  24100. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24101. */
  24102. Camera.prototype._getWebVRProjectionMatrix = function () {
  24103. return BABYLON.Matrix.Identity();
  24104. };
  24105. /**
  24106. * This function MUST be overwritten by the different WebVR cameras available.
  24107. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24108. */
  24109. Camera.prototype._getWebVRViewMatrix = function () {
  24110. return BABYLON.Matrix.Identity();
  24111. };
  24112. /** @hidden */
  24113. Camera.prototype.setCameraRigParameter = function (name, value) {
  24114. if (!this._cameraRigParams) {
  24115. this._cameraRigParams = {};
  24116. }
  24117. this._cameraRigParams[name] = value;
  24118. //provisionnally:
  24119. if (name === "interaxialDistance") {
  24120. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24121. }
  24122. };
  24123. /**
  24124. * needs to be overridden by children so sub has required properties to be copied
  24125. * @hidden
  24126. */
  24127. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24128. return null;
  24129. };
  24130. /**
  24131. * May need to be overridden by children
  24132. * @hidden
  24133. */
  24134. Camera.prototype._updateRigCameras = function () {
  24135. for (var i = 0; i < this._rigCameras.length; i++) {
  24136. this._rigCameras[i].minZ = this.minZ;
  24137. this._rigCameras[i].maxZ = this.maxZ;
  24138. this._rigCameras[i].fov = this.fov;
  24139. }
  24140. // only update viewport when ANAGLYPH
  24141. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24142. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24143. }
  24144. };
  24145. /** @hidden */
  24146. Camera.prototype._setupInputs = function () {
  24147. };
  24148. /**
  24149. * Serialiaze the camera setup to a json represention
  24150. * @returns the JSON representation
  24151. */
  24152. Camera.prototype.serialize = function () {
  24153. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24154. // Type
  24155. serializationObject.type = this.getClassName();
  24156. // Parent
  24157. if (this.parent) {
  24158. serializationObject.parentId = this.parent.id;
  24159. }
  24160. if (this.inputs) {
  24161. this.inputs.serialize(serializationObject);
  24162. }
  24163. // Animations
  24164. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24165. serializationObject.ranges = this.serializeAnimationRanges();
  24166. return serializationObject;
  24167. };
  24168. /**
  24169. * Clones the current camera.
  24170. * @param name The cloned camera name
  24171. * @returns the cloned camera
  24172. */
  24173. Camera.prototype.clone = function (name) {
  24174. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24175. };
  24176. /**
  24177. * Gets the direction of the camera relative to a given local axis.
  24178. * @param localAxis Defines the reference axis to provide a relative direction.
  24179. * @return the direction
  24180. */
  24181. Camera.prototype.getDirection = function (localAxis) {
  24182. var result = BABYLON.Vector3.Zero();
  24183. this.getDirectionToRef(localAxis, result);
  24184. return result;
  24185. };
  24186. /**
  24187. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24188. * @param localAxis Defines the reference axis to provide a relative direction.
  24189. * @param result Defines the vector to store the result in
  24190. */
  24191. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24192. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24193. };
  24194. /**
  24195. * Gets a camera constructor for a given camera type
  24196. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24197. * @param name The name of the camera the result will be able to instantiate
  24198. * @param scene The scene the result will construct the camera in
  24199. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24200. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24201. * @returns a factory method to construc the camera
  24202. */
  24203. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24204. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24205. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24206. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24207. interaxial_distance: interaxial_distance,
  24208. isStereoscopicSideBySide: isStereoscopicSideBySide
  24209. });
  24210. if (constructorFunc) {
  24211. return constructorFunc;
  24212. }
  24213. // Default to universal camera
  24214. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24215. };
  24216. /**
  24217. * Compute the world matrix of the camera.
  24218. * @returns the camera workd matrix
  24219. */
  24220. Camera.prototype.computeWorldMatrix = function () {
  24221. return this.getWorldMatrix();
  24222. };
  24223. /**
  24224. * Parse a JSON and creates the camera from the parsed information
  24225. * @param parsedCamera The JSON to parse
  24226. * @param scene The scene to instantiate the camera in
  24227. * @returns the newly constructed camera
  24228. */
  24229. Camera.Parse = function (parsedCamera, scene) {
  24230. var type = parsedCamera.type;
  24231. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24232. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24233. // Parent
  24234. if (parsedCamera.parentId) {
  24235. camera._waitingParentId = parsedCamera.parentId;
  24236. }
  24237. //If camera has an input manager, let it parse inputs settings
  24238. if (camera.inputs) {
  24239. camera.inputs.parse(parsedCamera);
  24240. camera._setupInputs();
  24241. }
  24242. if (camera.setPosition) { // need to force position
  24243. camera.position.copyFromFloats(0, 0, 0);
  24244. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24245. }
  24246. // Target
  24247. if (parsedCamera.target) {
  24248. if (camera.setTarget) {
  24249. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24250. }
  24251. }
  24252. // Apply 3d rig, when found
  24253. if (parsedCamera.cameraRigMode) {
  24254. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24255. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24256. }
  24257. // Animations
  24258. if (parsedCamera.animations) {
  24259. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24260. var parsedAnimation = parsedCamera.animations[animationIndex];
  24261. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24262. }
  24263. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24264. }
  24265. if (parsedCamera.autoAnimate) {
  24266. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24267. }
  24268. return camera;
  24269. };
  24270. /**
  24271. * This is the default projection mode used by the cameras.
  24272. * It helps recreating a feeling of perspective and better appreciate depth.
  24273. * This is the best way to simulate real life cameras.
  24274. */
  24275. Camera.PERSPECTIVE_CAMERA = 0;
  24276. /**
  24277. * This helps creating camera with an orthographic mode.
  24278. * 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.
  24279. */
  24280. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24281. /**
  24282. * This is the default FOV mode for perspective cameras.
  24283. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24284. */
  24285. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24286. /**
  24287. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24288. */
  24289. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24290. /**
  24291. * This specifies ther is no need for a camera rig.
  24292. * Basically only one eye is rendered corresponding to the camera.
  24293. */
  24294. Camera.RIG_MODE_NONE = 0;
  24295. /**
  24296. * Simulates a camera Rig with one blue eye and one red eye.
  24297. * This can be use with 3d blue and red glasses.
  24298. */
  24299. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24300. /**
  24301. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24302. */
  24303. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24304. /**
  24305. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24306. */
  24307. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24308. /**
  24309. * Defines that both eyes of the camera will be rendered over under each other.
  24310. */
  24311. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24312. /**
  24313. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24314. */
  24315. Camera.RIG_MODE_VR = 20;
  24316. /**
  24317. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24318. */
  24319. Camera.RIG_MODE_WEBVR = 21;
  24320. /**
  24321. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24322. */
  24323. Camera.RIG_MODE_CUSTOM = 22;
  24324. /**
  24325. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24326. */
  24327. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24328. /**
  24329. * @hidden
  24330. * Might be removed once multiview will be a thing
  24331. */
  24332. Camera.UseAlternateWebVRRendering = false;
  24333. __decorate([
  24334. BABYLON.serializeAsVector3()
  24335. ], Camera.prototype, "position", void 0);
  24336. __decorate([
  24337. BABYLON.serializeAsVector3()
  24338. ], Camera.prototype, "upVector", void 0);
  24339. __decorate([
  24340. BABYLON.serialize()
  24341. ], Camera.prototype, "orthoLeft", void 0);
  24342. __decorate([
  24343. BABYLON.serialize()
  24344. ], Camera.prototype, "orthoRight", void 0);
  24345. __decorate([
  24346. BABYLON.serialize()
  24347. ], Camera.prototype, "orthoBottom", void 0);
  24348. __decorate([
  24349. BABYLON.serialize()
  24350. ], Camera.prototype, "orthoTop", void 0);
  24351. __decorate([
  24352. BABYLON.serialize()
  24353. ], Camera.prototype, "fov", void 0);
  24354. __decorate([
  24355. BABYLON.serialize()
  24356. ], Camera.prototype, "minZ", void 0);
  24357. __decorate([
  24358. BABYLON.serialize()
  24359. ], Camera.prototype, "maxZ", void 0);
  24360. __decorate([
  24361. BABYLON.serialize()
  24362. ], Camera.prototype, "inertia", void 0);
  24363. __decorate([
  24364. BABYLON.serialize()
  24365. ], Camera.prototype, "mode", void 0);
  24366. __decorate([
  24367. BABYLON.serialize()
  24368. ], Camera.prototype, "layerMask", void 0);
  24369. __decorate([
  24370. BABYLON.serialize()
  24371. ], Camera.prototype, "fovMode", void 0);
  24372. __decorate([
  24373. BABYLON.serialize()
  24374. ], Camera.prototype, "cameraRigMode", void 0);
  24375. __decorate([
  24376. BABYLON.serialize()
  24377. ], Camera.prototype, "interaxialDistance", void 0);
  24378. __decorate([
  24379. BABYLON.serialize()
  24380. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24381. return Camera;
  24382. }(BABYLON.Node));
  24383. BABYLON.Camera = Camera;
  24384. })(BABYLON || (BABYLON = {}));
  24385. //# sourceMappingURL=babylon.camera.js.map
  24386. var BABYLON;
  24387. (function (BABYLON) {
  24388. /**
  24389. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24390. * It is enable to manage the different groups as well as the different necessary sort functions.
  24391. * This should not be used directly aside of the few static configurations
  24392. */
  24393. var RenderingManager = /** @class */ (function () {
  24394. /**
  24395. * Instantiates a new rendering group for a particular scene
  24396. * @param scene Defines the scene the groups belongs to
  24397. */
  24398. function RenderingManager(scene) {
  24399. /**
  24400. * @hidden
  24401. */
  24402. this._useSceneAutoClearSetup = false;
  24403. this._renderingGroups = new Array();
  24404. this._autoClearDepthStencil = {};
  24405. this._customOpaqueSortCompareFn = {};
  24406. this._customAlphaTestSortCompareFn = {};
  24407. this._customTransparentSortCompareFn = {};
  24408. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24409. this._scene = scene;
  24410. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24411. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24412. }
  24413. }
  24414. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24415. if (depth === void 0) { depth = true; }
  24416. if (stencil === void 0) { stencil = true; }
  24417. if (this._depthStencilBufferAlreadyCleaned) {
  24418. return;
  24419. }
  24420. this._scene.getEngine().clear(null, false, depth, stencil);
  24421. this._depthStencilBufferAlreadyCleaned = true;
  24422. };
  24423. /**
  24424. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24425. * @hidden
  24426. */
  24427. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24428. // Update the observable context (not null as it only goes away on dispose)
  24429. var info = this._renderingGroupInfo;
  24430. info.scene = this._scene;
  24431. info.camera = this._scene.activeCamera;
  24432. // Dispatch sprites
  24433. if (this._scene.spriteManagers && renderSprites) {
  24434. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24435. var manager = this._scene.spriteManagers[index];
  24436. this.dispatchSprites(manager);
  24437. }
  24438. }
  24439. // Render
  24440. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24441. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24442. var renderingGroup = this._renderingGroups[index];
  24443. if (!renderingGroup) {
  24444. continue;
  24445. }
  24446. var renderingGroupMask = Math.pow(2, index);
  24447. info.renderingGroupId = index;
  24448. // Before Observable
  24449. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24450. // Clear depth/stencil if needed
  24451. if (RenderingManager.AUTOCLEAR) {
  24452. var autoClear = this._useSceneAutoClearSetup ?
  24453. this._scene.getAutoClearDepthStencilSetup(index) :
  24454. this._autoClearDepthStencil[index];
  24455. if (autoClear && autoClear.autoClear) {
  24456. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24457. }
  24458. }
  24459. // Render
  24460. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24461. var step = _a[_i];
  24462. step.action(index);
  24463. }
  24464. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24465. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24466. var step = _c[_b];
  24467. step.action(index);
  24468. }
  24469. // After Observable
  24470. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24471. }
  24472. };
  24473. /**
  24474. * Resets the different information of the group to prepare a new frame
  24475. * @hidden
  24476. */
  24477. RenderingManager.prototype.reset = function () {
  24478. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24479. var renderingGroup = this._renderingGroups[index];
  24480. if (renderingGroup) {
  24481. renderingGroup.prepare();
  24482. }
  24483. }
  24484. };
  24485. /**
  24486. * Dispose and release the group and its associated resources.
  24487. * @hidden
  24488. */
  24489. RenderingManager.prototype.dispose = function () {
  24490. this.freeRenderingGroups();
  24491. this._renderingGroups.length = 0;
  24492. this._renderingGroupInfo = null;
  24493. };
  24494. /**
  24495. * Clear the info related to rendering groups preventing retention points during dispose.
  24496. */
  24497. RenderingManager.prototype.freeRenderingGroups = function () {
  24498. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24499. var renderingGroup = this._renderingGroups[index];
  24500. if (renderingGroup) {
  24501. renderingGroup.dispose();
  24502. }
  24503. }
  24504. };
  24505. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24506. if (this._renderingGroups[renderingGroupId] === undefined) {
  24507. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24508. }
  24509. };
  24510. /**
  24511. * Add a sprite manager to the rendering manager in order to render it this frame.
  24512. * @param spriteManager Define the sprite manager to render
  24513. */
  24514. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24515. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24516. this._prepareRenderingGroup(renderingGroupId);
  24517. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24518. };
  24519. /**
  24520. * Add a particle system to the rendering manager in order to render it this frame.
  24521. * @param particleSystem Define the particle system to render
  24522. */
  24523. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24524. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24525. this._prepareRenderingGroup(renderingGroupId);
  24526. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24527. };
  24528. /**
  24529. * Add a submesh to the manager in order to render it this frame
  24530. * @param subMesh The submesh to dispatch
  24531. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24532. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24533. */
  24534. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24535. if (mesh === undefined) {
  24536. mesh = subMesh.getMesh();
  24537. }
  24538. var renderingGroupId = mesh.renderingGroupId || 0;
  24539. this._prepareRenderingGroup(renderingGroupId);
  24540. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24541. };
  24542. /**
  24543. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24544. * This allowed control for front to back rendering or reversly depending of the special needs.
  24545. *
  24546. * @param renderingGroupId The rendering group id corresponding to its index
  24547. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24548. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24549. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24550. */
  24551. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24552. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24553. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24554. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24555. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24556. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24557. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24558. if (this._renderingGroups[renderingGroupId]) {
  24559. var group = this._renderingGroups[renderingGroupId];
  24560. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24561. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24562. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24563. }
  24564. };
  24565. /**
  24566. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24567. *
  24568. * @param renderingGroupId The rendering group id corresponding to its index
  24569. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24570. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24571. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24572. */
  24573. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24574. if (depth === void 0) { depth = true; }
  24575. if (stencil === void 0) { stencil = true; }
  24576. this._autoClearDepthStencil[renderingGroupId] = {
  24577. autoClear: autoClearDepthStencil,
  24578. depth: depth,
  24579. stencil: stencil
  24580. };
  24581. };
  24582. /**
  24583. * Gets the current auto clear configuration for one rendering group of the rendering
  24584. * manager.
  24585. * @param index the rendering group index to get the information for
  24586. * @returns The auto clear setup for the requested rendering group
  24587. */
  24588. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24589. return this._autoClearDepthStencil[index];
  24590. };
  24591. /**
  24592. * The max id used for rendering groups (not included)
  24593. */
  24594. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24595. /**
  24596. * The min id used for rendering groups (included)
  24597. */
  24598. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24599. /**
  24600. * Used to globally prevent autoclearing scenes.
  24601. */
  24602. RenderingManager.AUTOCLEAR = true;
  24603. return RenderingManager;
  24604. }());
  24605. BABYLON.RenderingManager = RenderingManager;
  24606. })(BABYLON || (BABYLON = {}));
  24607. //# sourceMappingURL=babylon.renderingManager.js.map
  24608. var BABYLON;
  24609. (function (BABYLON) {
  24610. /**
  24611. * This represents the object necessary to create a rendering group.
  24612. * This is exclusively used and created by the rendering manager.
  24613. * To modify the behavior, you use the available helpers in your scene or meshes.
  24614. * @hidden
  24615. */
  24616. var RenderingGroup = /** @class */ (function () {
  24617. /**
  24618. * Creates a new rendering group.
  24619. * @param index The rendering group index
  24620. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24621. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24622. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24623. */
  24624. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24625. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24626. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24627. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24628. this.index = index;
  24629. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24630. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24631. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24632. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24633. this._particleSystems = new BABYLON.SmartArray(256);
  24634. this._spriteManagers = new BABYLON.SmartArray(256);
  24635. this._edgesRenderers = new BABYLON.SmartArray(16);
  24636. this._scene = scene;
  24637. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24638. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24639. this.transparentSortCompareFn = transparentSortCompareFn;
  24640. }
  24641. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24642. /**
  24643. * Set the opaque sort comparison function.
  24644. * If null the sub meshes will be render in the order they were created
  24645. */
  24646. set: function (value) {
  24647. this._opaqueSortCompareFn = value;
  24648. if (value) {
  24649. this._renderOpaque = this.renderOpaqueSorted;
  24650. }
  24651. else {
  24652. this._renderOpaque = RenderingGroup.renderUnsorted;
  24653. }
  24654. },
  24655. enumerable: true,
  24656. configurable: true
  24657. });
  24658. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24659. /**
  24660. * Set the alpha test sort comparison function.
  24661. * If null the sub meshes will be render in the order they were created
  24662. */
  24663. set: function (value) {
  24664. this._alphaTestSortCompareFn = value;
  24665. if (value) {
  24666. this._renderAlphaTest = this.renderAlphaTestSorted;
  24667. }
  24668. else {
  24669. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24670. }
  24671. },
  24672. enumerable: true,
  24673. configurable: true
  24674. });
  24675. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24676. /**
  24677. * Set the transparent sort comparison function.
  24678. * If null the sub meshes will be render in the order they were created
  24679. */
  24680. set: function (value) {
  24681. if (value) {
  24682. this._transparentSortCompareFn = value;
  24683. }
  24684. else {
  24685. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24686. }
  24687. this._renderTransparent = this.renderTransparentSorted;
  24688. },
  24689. enumerable: true,
  24690. configurable: true
  24691. });
  24692. /**
  24693. * Render all the sub meshes contained in the group.
  24694. * @param customRenderFunction Used to override the default render behaviour of the group.
  24695. * @returns true if rendered some submeshes.
  24696. */
  24697. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24698. if (customRenderFunction) {
  24699. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24700. return;
  24701. }
  24702. var engine = this._scene.getEngine();
  24703. // Depth only
  24704. if (this._depthOnlySubMeshes.length !== 0) {
  24705. engine.setColorWrite(false);
  24706. this._renderAlphaTest(this._depthOnlySubMeshes);
  24707. engine.setColorWrite(true);
  24708. }
  24709. // Opaque
  24710. if (this._opaqueSubMeshes.length !== 0) {
  24711. this._renderOpaque(this._opaqueSubMeshes);
  24712. }
  24713. // Alpha test
  24714. if (this._alphaTestSubMeshes.length !== 0) {
  24715. this._renderAlphaTest(this._alphaTestSubMeshes);
  24716. }
  24717. var stencilState = engine.getStencilBuffer();
  24718. engine.setStencilBuffer(false);
  24719. // Sprites
  24720. if (renderSprites) {
  24721. this._renderSprites();
  24722. }
  24723. // Particles
  24724. if (renderParticles) {
  24725. this._renderParticles(activeMeshes);
  24726. }
  24727. if (this.onBeforeTransparentRendering) {
  24728. this.onBeforeTransparentRendering();
  24729. }
  24730. // Transparent
  24731. if (this._transparentSubMeshes.length !== 0) {
  24732. this._renderTransparent(this._transparentSubMeshes);
  24733. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24734. }
  24735. // Set back stencil to false in case it changes before the edge renderer.
  24736. engine.setStencilBuffer(false);
  24737. // Edges
  24738. if (this._edgesRenderers.length) {
  24739. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24740. this._edgesRenderers.data[edgesRendererIndex].render();
  24741. }
  24742. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24743. }
  24744. // Restore Stencil state.
  24745. engine.setStencilBuffer(stencilState);
  24746. };
  24747. /**
  24748. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24749. * @param subMeshes The submeshes to render
  24750. */
  24751. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24752. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24753. };
  24754. /**
  24755. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24756. * @param subMeshes The submeshes to render
  24757. */
  24758. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24759. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24760. };
  24761. /**
  24762. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24763. * @param subMeshes The submeshes to render
  24764. */
  24765. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24766. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24767. };
  24768. /**
  24769. * Renders the submeshes in a specified order.
  24770. * @param subMeshes The submeshes to sort before render
  24771. * @param sortCompareFn The comparison function use to sort
  24772. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24773. * @param transparent Specifies to activate blending if true
  24774. */
  24775. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  24776. var subIndex = 0;
  24777. var subMesh;
  24778. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  24779. for (; subIndex < subMeshes.length; subIndex++) {
  24780. subMesh = subMeshes.data[subIndex];
  24781. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  24782. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  24783. }
  24784. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  24785. if (sortCompareFn) {
  24786. sortedArray.sort(sortCompareFn);
  24787. }
  24788. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  24789. subMesh = sortedArray[subIndex];
  24790. if (transparent) {
  24791. var material = subMesh.getMaterial();
  24792. if (material && material.needDepthPrePass) {
  24793. var engine = material.getScene().getEngine();
  24794. engine.setColorWrite(false);
  24795. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24796. subMesh.render(false);
  24797. engine.setColorWrite(true);
  24798. }
  24799. }
  24800. subMesh.render(transparent);
  24801. }
  24802. };
  24803. /**
  24804. * Renders the submeshes in the order they were dispatched (no sort applied).
  24805. * @param subMeshes The submeshes to render
  24806. */
  24807. RenderingGroup.renderUnsorted = function (subMeshes) {
  24808. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  24809. var submesh = subMeshes.data[subIndex];
  24810. submesh.render(false);
  24811. }
  24812. };
  24813. /**
  24814. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24815. * are rendered back to front if in the same alpha index.
  24816. *
  24817. * @param a The first submesh
  24818. * @param b The second submesh
  24819. * @returns The result of the comparison
  24820. */
  24821. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  24822. // Alpha index first
  24823. if (a._alphaIndex > b._alphaIndex) {
  24824. return 1;
  24825. }
  24826. if (a._alphaIndex < b._alphaIndex) {
  24827. return -1;
  24828. }
  24829. // Then distance to camera
  24830. return RenderingGroup.backToFrontSortCompare(a, b);
  24831. };
  24832. /**
  24833. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24834. * are rendered back to front.
  24835. *
  24836. * @param a The first submesh
  24837. * @param b The second submesh
  24838. * @returns The result of the comparison
  24839. */
  24840. RenderingGroup.backToFrontSortCompare = function (a, b) {
  24841. // Then distance to camera
  24842. if (a._distanceToCamera < b._distanceToCamera) {
  24843. return 1;
  24844. }
  24845. if (a._distanceToCamera > b._distanceToCamera) {
  24846. return -1;
  24847. }
  24848. return 0;
  24849. };
  24850. /**
  24851. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24852. * are rendered front to back (prevent overdraw).
  24853. *
  24854. * @param a The first submesh
  24855. * @param b The second submesh
  24856. * @returns The result of the comparison
  24857. */
  24858. RenderingGroup.frontToBackSortCompare = function (a, b) {
  24859. // Then distance to camera
  24860. if (a._distanceToCamera < b._distanceToCamera) {
  24861. return -1;
  24862. }
  24863. if (a._distanceToCamera > b._distanceToCamera) {
  24864. return 1;
  24865. }
  24866. return 0;
  24867. };
  24868. /**
  24869. * Resets the different lists of submeshes to prepare a new frame.
  24870. */
  24871. RenderingGroup.prototype.prepare = function () {
  24872. this._opaqueSubMeshes.reset();
  24873. this._transparentSubMeshes.reset();
  24874. this._alphaTestSubMeshes.reset();
  24875. this._depthOnlySubMeshes.reset();
  24876. this._particleSystems.reset();
  24877. this._spriteManagers.reset();
  24878. this._edgesRenderers.reset();
  24879. };
  24880. RenderingGroup.prototype.dispose = function () {
  24881. this._opaqueSubMeshes.dispose();
  24882. this._transparentSubMeshes.dispose();
  24883. this._alphaTestSubMeshes.dispose();
  24884. this._depthOnlySubMeshes.dispose();
  24885. this._particleSystems.dispose();
  24886. this._spriteManagers.dispose();
  24887. this._edgesRenderers.dispose();
  24888. };
  24889. /**
  24890. * Inserts the submesh in its correct queue depending on its material.
  24891. * @param subMesh The submesh to dispatch
  24892. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24893. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24894. */
  24895. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  24896. // Get mesh and materials if not provided
  24897. if (mesh === undefined) {
  24898. mesh = subMesh.getMesh();
  24899. }
  24900. if (material === undefined) {
  24901. material = subMesh.getMaterial();
  24902. }
  24903. if (material === null || material === undefined) {
  24904. return;
  24905. }
  24906. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  24907. this._transparentSubMeshes.push(subMesh);
  24908. }
  24909. else if (material.needAlphaTesting()) { // Alpha test
  24910. if (material.needDepthPrePass) {
  24911. this._depthOnlySubMeshes.push(subMesh);
  24912. }
  24913. this._alphaTestSubMeshes.push(subMesh);
  24914. }
  24915. else {
  24916. if (material.needDepthPrePass) {
  24917. this._depthOnlySubMeshes.push(subMesh);
  24918. }
  24919. this._opaqueSubMeshes.push(subMesh); // Opaque
  24920. }
  24921. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  24922. this._edgesRenderers.push(mesh._edgesRenderer);
  24923. }
  24924. };
  24925. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  24926. this._spriteManagers.push(spriteManager);
  24927. };
  24928. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  24929. this._particleSystems.push(particleSystem);
  24930. };
  24931. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  24932. if (this._particleSystems.length === 0) {
  24933. return;
  24934. }
  24935. // Particles
  24936. var activeCamera = this._scene.activeCamera;
  24937. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  24938. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  24939. var particleSystem = this._particleSystems.data[particleIndex];
  24940. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  24941. continue;
  24942. }
  24943. var emitter = particleSystem.emitter;
  24944. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  24945. this._scene._activeParticles.addCount(particleSystem.render(), false);
  24946. }
  24947. }
  24948. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  24949. };
  24950. RenderingGroup.prototype._renderSprites = function () {
  24951. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  24952. return;
  24953. }
  24954. // Sprites
  24955. var activeCamera = this._scene.activeCamera;
  24956. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  24957. for (var id = 0; id < this._spriteManagers.length; id++) {
  24958. var spriteManager = this._spriteManagers.data[id];
  24959. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  24960. spriteManager.render();
  24961. }
  24962. }
  24963. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  24964. };
  24965. return RenderingGroup;
  24966. }());
  24967. BABYLON.RenderingGroup = RenderingGroup;
  24968. })(BABYLON || (BABYLON = {}));
  24969. //# sourceMappingURL=babylon.renderingGroup.js.map
  24970. var BABYLON;
  24971. (function (BABYLON) {
  24972. /**
  24973. * Groups all the scene component constants in one place to ease maintenance.
  24974. * @hidden
  24975. */
  24976. var SceneComponentConstants = /** @class */ (function () {
  24977. function SceneComponentConstants() {
  24978. }
  24979. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  24980. SceneComponentConstants.NAME_LAYER = "Layer";
  24981. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  24982. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  24983. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  24984. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  24985. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  24986. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  24987. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  24988. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  24989. SceneComponentConstants.NAME_SPRITE = "Sprite";
  24990. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  24991. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  24992. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  24993. SceneComponentConstants.NAME_OCTREE = "Octree";
  24994. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  24995. SceneComponentConstants.NAME_AUDIO = "Audio";
  24996. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  24997. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  24998. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  24999. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25000. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25001. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25002. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25003. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25004. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25005. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25006. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25007. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25008. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25009. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25010. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25011. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25012. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25013. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25014. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25015. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25016. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25017. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25018. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25019. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25020. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25021. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25022. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25023. return SceneComponentConstants;
  25024. }());
  25025. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25026. /**
  25027. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25028. * @hidden
  25029. */
  25030. var Stage = /** @class */ (function (_super) {
  25031. __extends(Stage, _super);
  25032. /**
  25033. * Hide ctor from the rest of the world.
  25034. * @param items The items to add.
  25035. */
  25036. function Stage(items) {
  25037. return _super.apply(this, items) || this;
  25038. }
  25039. /**
  25040. * Creates a new Stage.
  25041. * @returns A new instance of a Stage
  25042. */
  25043. Stage.Create = function () {
  25044. return Object.create(Stage.prototype);
  25045. };
  25046. /**
  25047. * Registers a step in an ordered way in the targeted stage.
  25048. * @param index Defines the position to register the step in
  25049. * @param component Defines the component attached to the step
  25050. * @param action Defines the action to launch during the step
  25051. */
  25052. Stage.prototype.registerStep = function (index, component, action) {
  25053. var i = 0;
  25054. var maxIndex = Number.MAX_VALUE;
  25055. for (; i < this.length; i++) {
  25056. var step = this[i];
  25057. maxIndex = step.index;
  25058. if (index < maxIndex) {
  25059. break;
  25060. }
  25061. }
  25062. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25063. };
  25064. /**
  25065. * Clears all the steps from the stage.
  25066. */
  25067. Stage.prototype.clear = function () {
  25068. this.length = 0;
  25069. };
  25070. return Stage;
  25071. }(Array));
  25072. BABYLON.Stage = Stage;
  25073. })(BABYLON || (BABYLON = {}));
  25074. //# sourceMappingURL=babylon.sceneComponent.js.map
  25075. var BABYLON;
  25076. (function (BABYLON) {
  25077. /**
  25078. * Base class of the scene acting as a container for the different elements composing a scene.
  25079. * This class is dynamically extended by the different components of the scene increasing
  25080. * flexibility and reducing coupling
  25081. */
  25082. var AbstractScene = /** @class */ (function () {
  25083. function AbstractScene() {
  25084. /**
  25085. * Gets the list of root nodes (ie. nodes with no parent)
  25086. */
  25087. this.rootNodes = new Array();
  25088. /** All of the cameras added to this scene
  25089. * @see http://doc.babylonjs.com/babylon101/cameras
  25090. */
  25091. this.cameras = new Array();
  25092. /**
  25093. * All of the lights added to this scene
  25094. * @see http://doc.babylonjs.com/babylon101/lights
  25095. */
  25096. this.lights = new Array();
  25097. /**
  25098. * All of the (abstract) meshes added to this scene
  25099. */
  25100. this.meshes = new Array();
  25101. /**
  25102. * The list of skeletons added to the scene
  25103. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25104. */
  25105. this.skeletons = new Array();
  25106. /**
  25107. * All of the particle systems added to this scene
  25108. * @see http://doc.babylonjs.com/babylon101/particles
  25109. */
  25110. this.particleSystems = new Array();
  25111. /**
  25112. * Gets a list of Animations associated with the scene
  25113. */
  25114. this.animations = [];
  25115. /**
  25116. * All of the animation groups added to this scene
  25117. * @see http://doc.babylonjs.com/how_to/group
  25118. */
  25119. this.animationGroups = new Array();
  25120. /**
  25121. * All of the multi-materials added to this scene
  25122. * @see http://doc.babylonjs.com/how_to/multi_materials
  25123. */
  25124. this.multiMaterials = new Array();
  25125. /**
  25126. * All of the materials added to this scene
  25127. * In the context of a Scene, it is not supposed to be modified manually.
  25128. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25129. * Note also that the order of the Material wihin the array is not significant and might change.
  25130. * @see http://doc.babylonjs.com/babylon101/materials
  25131. */
  25132. this.materials = new Array();
  25133. /**
  25134. * The list of morph target managers added to the scene
  25135. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25136. */
  25137. this.morphTargetManagers = new Array();
  25138. /**
  25139. * The list of geometries used in the scene.
  25140. */
  25141. this.geometries = new Array();
  25142. /**
  25143. * All of the tranform nodes added to this scene
  25144. * In the context of a Scene, it is not supposed to be modified manually.
  25145. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25146. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25147. * @see http://doc.babylonjs.com/how_to/transformnode
  25148. */
  25149. this.transformNodes = new Array();
  25150. /**
  25151. * ActionManagers available on the scene.
  25152. */
  25153. this.actionManagers = new Array();
  25154. /**
  25155. * Textures to keep.
  25156. */
  25157. this.textures = new Array();
  25158. }
  25159. /**
  25160. * Adds a parser in the list of available ones
  25161. * @param name Defines the name of the parser
  25162. * @param parser Defines the parser to add
  25163. */
  25164. AbstractScene.AddParser = function (name, parser) {
  25165. this._BabylonFileParsers[name] = parser;
  25166. };
  25167. /**
  25168. * Gets a general parser from the list of avaialble ones
  25169. * @param name Defines the name of the parser
  25170. * @returns the requested parser or null
  25171. */
  25172. AbstractScene.GetParser = function (name) {
  25173. if (this._BabylonFileParsers[name]) {
  25174. return this._BabylonFileParsers[name];
  25175. }
  25176. return null;
  25177. };
  25178. /**
  25179. * Adds n individual parser in the list of available ones
  25180. * @param name Defines the name of the parser
  25181. * @param parser Defines the parser to add
  25182. */
  25183. AbstractScene.AddIndividualParser = function (name, parser) {
  25184. this._IndividualBabylonFileParsers[name] = parser;
  25185. };
  25186. /**
  25187. * Gets an individual parser from the list of avaialble ones
  25188. * @param name Defines the name of the parser
  25189. * @returns the requested parser or null
  25190. */
  25191. AbstractScene.GetIndividualParser = function (name) {
  25192. if (this._IndividualBabylonFileParsers[name]) {
  25193. return this._IndividualBabylonFileParsers[name];
  25194. }
  25195. return null;
  25196. };
  25197. /**
  25198. * Parser json data and populate both a scene and its associated container object
  25199. * @param jsonData Defines the data to parse
  25200. * @param scene Defines the scene to parse the data for
  25201. * @param container Defines the container attached to the parsing sequence
  25202. * @param rootUrl Defines the root url of the data
  25203. */
  25204. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25205. for (var parserName in this._BabylonFileParsers) {
  25206. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25207. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25208. }
  25209. }
  25210. };
  25211. /**
  25212. * Stores the list of available parsers in the application.
  25213. */
  25214. AbstractScene._BabylonFileParsers = {};
  25215. /**
  25216. * Stores the list of available individual parsers in the application.
  25217. */
  25218. AbstractScene._IndividualBabylonFileParsers = {};
  25219. return AbstractScene;
  25220. }());
  25221. BABYLON.AbstractScene = AbstractScene;
  25222. })(BABYLON || (BABYLON = {}));
  25223. //# sourceMappingURL=babylon.abstractScene.js.map
  25224. var BABYLON;
  25225. (function (BABYLON) {
  25226. /** @hidden */
  25227. var ClickInfo = /** @class */ (function () {
  25228. function ClickInfo() {
  25229. this._singleClick = false;
  25230. this._doubleClick = false;
  25231. this._hasSwiped = false;
  25232. this._ignore = false;
  25233. }
  25234. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25235. get: function () {
  25236. return this._singleClick;
  25237. },
  25238. set: function (b) {
  25239. this._singleClick = b;
  25240. },
  25241. enumerable: true,
  25242. configurable: true
  25243. });
  25244. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25245. get: function () {
  25246. return this._doubleClick;
  25247. },
  25248. set: function (b) {
  25249. this._doubleClick = b;
  25250. },
  25251. enumerable: true,
  25252. configurable: true
  25253. });
  25254. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25255. get: function () {
  25256. return this._hasSwiped;
  25257. },
  25258. set: function (b) {
  25259. this._hasSwiped = b;
  25260. },
  25261. enumerable: true,
  25262. configurable: true
  25263. });
  25264. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25265. get: function () {
  25266. return this._ignore;
  25267. },
  25268. set: function (b) {
  25269. this._ignore = b;
  25270. },
  25271. enumerable: true,
  25272. configurable: true
  25273. });
  25274. return ClickInfo;
  25275. }());
  25276. /**
  25277. * This class is used by the onRenderingGroupObservable
  25278. */
  25279. var RenderingGroupInfo = /** @class */ (function () {
  25280. function RenderingGroupInfo() {
  25281. }
  25282. return RenderingGroupInfo;
  25283. }());
  25284. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25285. /**
  25286. * Represents a scene to be rendered by the engine.
  25287. * @see http://doc.babylonjs.com/features/scene
  25288. */
  25289. var Scene = /** @class */ (function (_super) {
  25290. __extends(Scene, _super);
  25291. /**
  25292. * Creates a new Scene
  25293. * @param engine defines the engine to use to render this scene
  25294. */
  25295. function Scene(engine, options) {
  25296. var _this = _super.call(this) || this;
  25297. // Members
  25298. /**
  25299. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25300. */
  25301. _this.autoClear = true;
  25302. /**
  25303. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25304. */
  25305. _this.autoClearDepthAndStencil = true;
  25306. /**
  25307. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25308. */
  25309. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25310. /**
  25311. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25312. */
  25313. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25314. _this._forceWireframe = false;
  25315. _this._forcePointsCloud = false;
  25316. /**
  25317. * Gets or sets a boolean indicating if animations are enabled
  25318. */
  25319. _this.animationsEnabled = true;
  25320. _this._animationPropertiesOverride = null;
  25321. /**
  25322. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25323. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25324. */
  25325. _this.useConstantAnimationDeltaTime = false;
  25326. /**
  25327. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25328. * Please note that it requires to run a ray cast through the scene on every frame
  25329. */
  25330. _this.constantlyUpdateMeshUnderPointer = false;
  25331. /**
  25332. * Defines the HTML cursor to use when hovering over interactive elements
  25333. */
  25334. _this.hoverCursor = "pointer";
  25335. /**
  25336. * Defines the HTML default cursor to use (empty by default)
  25337. */
  25338. _this.defaultCursor = "";
  25339. /**
  25340. * This is used to call preventDefault() on pointer down
  25341. * in order to block unwanted artifacts like system double clicks
  25342. */
  25343. _this.preventDefaultOnPointerDown = true;
  25344. /**
  25345. * This is used to call preventDefault() on pointer up
  25346. * in order to block unwanted artifacts like system double clicks
  25347. */
  25348. _this.preventDefaultOnPointerUp = true;
  25349. // Metadata
  25350. /**
  25351. * Gets or sets user defined metadata
  25352. */
  25353. _this.metadata = null;
  25354. /**
  25355. * Use this array to add regular expressions used to disable offline support for specific urls
  25356. */
  25357. _this.disableOfflineSupportExceptionRules = new Array();
  25358. /**
  25359. * An event triggered when the scene is disposed.
  25360. */
  25361. _this.onDisposeObservable = new BABYLON.Observable();
  25362. _this._onDisposeObserver = null;
  25363. /**
  25364. * An event triggered before rendering the scene (right after animations and physics)
  25365. */
  25366. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25367. _this._onBeforeRenderObserver = null;
  25368. /**
  25369. * An event triggered after rendering the scene
  25370. */
  25371. _this.onAfterRenderObservable = new BABYLON.Observable();
  25372. _this._onAfterRenderObserver = null;
  25373. /**
  25374. * An event triggered before animating the scene
  25375. */
  25376. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25377. /**
  25378. * An event triggered after animations processing
  25379. */
  25380. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25381. /**
  25382. * An event triggered before draw calls are ready to be sent
  25383. */
  25384. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25385. /**
  25386. * An event triggered after draw calls have been sent
  25387. */
  25388. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25389. /**
  25390. * An event triggered when the scene is ready
  25391. */
  25392. _this.onReadyObservable = new BABYLON.Observable();
  25393. /**
  25394. * An event triggered before rendering a camera
  25395. */
  25396. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25397. _this._onBeforeCameraRenderObserver = null;
  25398. /**
  25399. * An event triggered after rendering a camera
  25400. */
  25401. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25402. _this._onAfterCameraRenderObserver = null;
  25403. /**
  25404. * An event triggered when active meshes evaluation is about to start
  25405. */
  25406. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25407. /**
  25408. * An event triggered when active meshes evaluation is done
  25409. */
  25410. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25411. /**
  25412. * An event triggered when particles rendering is about to start
  25413. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25414. */
  25415. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25416. /**
  25417. * An event triggered when particles rendering is done
  25418. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25419. */
  25420. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25421. /**
  25422. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25423. */
  25424. _this.onDataLoadedObservable = new BABYLON.Observable();
  25425. /**
  25426. * An event triggered when a camera is created
  25427. */
  25428. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25429. /**
  25430. * An event triggered when a camera is removed
  25431. */
  25432. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25433. /**
  25434. * An event triggered when a light is created
  25435. */
  25436. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25437. /**
  25438. * An event triggered when a light is removed
  25439. */
  25440. _this.onLightRemovedObservable = new BABYLON.Observable();
  25441. /**
  25442. * An event triggered when a geometry is created
  25443. */
  25444. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25445. /**
  25446. * An event triggered when a geometry is removed
  25447. */
  25448. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25449. /**
  25450. * An event triggered when a transform node is created
  25451. */
  25452. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25453. /**
  25454. * An event triggered when a transform node is removed
  25455. */
  25456. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25457. /**
  25458. * An event triggered when a mesh is created
  25459. */
  25460. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25461. /**
  25462. * An event triggered when a mesh is removed
  25463. */
  25464. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25465. /**
  25466. * An event triggered when a material is created
  25467. */
  25468. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25469. /**
  25470. * An event triggered when a material is removed
  25471. */
  25472. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25473. /**
  25474. * An event triggered when a texture is created
  25475. */
  25476. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25477. /**
  25478. * An event triggered when a texture is removed
  25479. */
  25480. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25481. /**
  25482. * An event triggered when render targets are about to be rendered
  25483. * Can happen multiple times per frame.
  25484. */
  25485. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25486. /**
  25487. * An event triggered when render targets were rendered.
  25488. * Can happen multiple times per frame.
  25489. */
  25490. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25491. /**
  25492. * An event triggered before calculating deterministic simulation step
  25493. */
  25494. _this.onBeforeStepObservable = new BABYLON.Observable();
  25495. /**
  25496. * An event triggered after calculating deterministic simulation step
  25497. */
  25498. _this.onAfterStepObservable = new BABYLON.Observable();
  25499. /**
  25500. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25501. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25502. * 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)
  25503. */
  25504. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25505. /**
  25506. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25507. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25508. * 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)
  25509. */
  25510. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25511. /**
  25512. * This Observable will when a mesh has been imported into the scene.
  25513. */
  25514. _this.onMeshImportedObservable = new BABYLON.Observable();
  25515. // Animations
  25516. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25517. /**
  25518. * 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).
  25519. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25520. */
  25521. _this.onPrePointerObservable = new BABYLON.Observable();
  25522. /**
  25523. * Observable event triggered each time an input event is received from the rendering canvas
  25524. */
  25525. _this.onPointerObservable = new BABYLON.Observable();
  25526. _this._meshPickProceed = false;
  25527. _this._currentPickResult = null;
  25528. _this._previousPickResult = null;
  25529. _this._totalPointersPressed = 0;
  25530. _this._doubleClickOccured = false;
  25531. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25532. _this.cameraToUseForPointers = null;
  25533. _this._pointerX = 0;
  25534. _this._pointerY = 0;
  25535. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25536. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25537. _this._startingPointerTime = 0;
  25538. _this._previousStartingPointerTime = 0;
  25539. _this._pointerCaptures = {};
  25540. // Deterministic lockstep
  25541. _this._timeAccumulator = 0;
  25542. _this._currentStepId = 0;
  25543. _this._currentInternalStep = 0;
  25544. // Keyboard
  25545. /**
  25546. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25547. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25548. */
  25549. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25550. /**
  25551. * Observable event triggered each time an keyboard event is received from the hosting window
  25552. */
  25553. _this.onKeyboardObservable = new BABYLON.Observable();
  25554. // Coordinates system
  25555. _this._useRightHandedSystem = false;
  25556. // Fog
  25557. _this._fogEnabled = true;
  25558. _this._fogMode = Scene.FOGMODE_NONE;
  25559. /**
  25560. * Gets or sets the fog color to use
  25561. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25562. * (Default is Color3(0.2, 0.2, 0.3))
  25563. */
  25564. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25565. /**
  25566. * Gets or sets the fog density to use
  25567. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25568. * (Default is 0.1)
  25569. */
  25570. _this.fogDensity = 0.1;
  25571. /**
  25572. * Gets or sets the fog start distance to use
  25573. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25574. * (Default is 0)
  25575. */
  25576. _this.fogStart = 0;
  25577. /**
  25578. * Gets or sets the fog end distance to use
  25579. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25580. * (Default is 1000)
  25581. */
  25582. _this.fogEnd = 1000.0;
  25583. // Lights
  25584. _this._shadowsEnabled = true;
  25585. _this._lightsEnabled = true;
  25586. /** All of the active cameras added to this scene. */
  25587. _this.activeCameras = new Array();
  25588. // Textures
  25589. _this._texturesEnabled = true;
  25590. // Particles
  25591. /**
  25592. * Gets or sets a boolean indicating if particles are enabled on this scene
  25593. */
  25594. _this.particlesEnabled = true;
  25595. // Sprites
  25596. /**
  25597. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25598. */
  25599. _this.spritesEnabled = true;
  25600. // Skeletons
  25601. _this._skeletonsEnabled = true;
  25602. // Lens flares
  25603. /**
  25604. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25605. */
  25606. _this.lensFlaresEnabled = true;
  25607. // Collisions
  25608. /**
  25609. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25610. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25611. */
  25612. _this.collisionsEnabled = true;
  25613. /**
  25614. * Defines the gravity applied to this scene (used only for collisions)
  25615. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25616. */
  25617. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25618. // Postprocesses
  25619. /**
  25620. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25621. */
  25622. _this.postProcessesEnabled = true;
  25623. /**
  25624. * The list of postprocesses added to the scene
  25625. */
  25626. _this.postProcesses = new Array();
  25627. // Customs render targets
  25628. /**
  25629. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25630. */
  25631. _this.renderTargetsEnabled = true;
  25632. /**
  25633. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25634. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25635. */
  25636. _this.dumpNextRenderTargets = false;
  25637. /**
  25638. * The list of user defined render targets added to the scene
  25639. */
  25640. _this.customRenderTargets = new Array();
  25641. /**
  25642. * Gets the list of meshes imported to the scene through SceneLoader
  25643. */
  25644. _this.importedMeshesFiles = new Array();
  25645. // Probes
  25646. /**
  25647. * Gets or sets a boolean indicating if probes are enabled on this scene
  25648. */
  25649. _this.probesEnabled = true;
  25650. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25651. // Procedural textures
  25652. /**
  25653. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25654. */
  25655. _this.proceduralTexturesEnabled = true;
  25656. // Performance counters
  25657. _this._totalVertices = new BABYLON.PerfCounter();
  25658. /** @hidden */
  25659. _this._activeIndices = new BABYLON.PerfCounter();
  25660. /** @hidden */
  25661. _this._activeParticles = new BABYLON.PerfCounter();
  25662. /** @hidden */
  25663. _this._activeBones = new BABYLON.PerfCounter();
  25664. _this._animationTime = 0;
  25665. /**
  25666. * Gets or sets a general scale for animation speed
  25667. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25668. */
  25669. _this.animationTimeScale = 1;
  25670. _this._renderId = 0;
  25671. _this._frameId = 0;
  25672. _this._executeWhenReadyTimeoutId = -1;
  25673. _this._intermediateRendering = false;
  25674. _this._viewUpdateFlag = -1;
  25675. _this._projectionUpdateFlag = -1;
  25676. _this._alternateViewUpdateFlag = -1;
  25677. _this._alternateProjectionUpdateFlag = -1;
  25678. /** @hidden */
  25679. _this._toBeDisposed = new Array(256);
  25680. _this._activeRequests = new Array();
  25681. _this._pendingData = new Array();
  25682. _this._isDisposed = false;
  25683. /**
  25684. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25685. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25686. */
  25687. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25688. _this._activeMeshes = new BABYLON.SmartArray(256);
  25689. _this._processedMaterials = new BABYLON.SmartArray(256);
  25690. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25691. /** @hidden */
  25692. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25693. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25694. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25695. /** @hidden */
  25696. _this._activeAnimatables = new Array();
  25697. _this._transformMatrix = BABYLON.Matrix.Zero();
  25698. _this._useAlternateCameraConfiguration = false;
  25699. _this._alternateRendering = false;
  25700. _this._wheelEventName = "";
  25701. /**
  25702. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25703. * This is useful if there are more lights that the maximum simulteanous authorized
  25704. */
  25705. _this.requireLightSorting = false;
  25706. /**
  25707. * @hidden
  25708. * Backing store of defined scene components.
  25709. */
  25710. _this._components = [];
  25711. /**
  25712. * @hidden
  25713. * Backing store of defined scene components.
  25714. */
  25715. _this._serializableComponents = [];
  25716. /**
  25717. * List of components to register on the next registration step.
  25718. */
  25719. _this._transientComponents = [];
  25720. /**
  25721. * @hidden
  25722. * Defines the actions happening before camera updates.
  25723. */
  25724. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25725. /**
  25726. * @hidden
  25727. * Defines the actions happening before clear the canvas.
  25728. */
  25729. _this._beforeClearStage = BABYLON.Stage.Create();
  25730. /**
  25731. * @hidden
  25732. * Defines the actions when collecting render targets for the frame.
  25733. */
  25734. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25735. /**
  25736. * @hidden
  25737. * Defines the actions happening for one camera in the frame.
  25738. */
  25739. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25740. /**
  25741. * @hidden
  25742. * Defines the actions happening during the per mesh ready checks.
  25743. */
  25744. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25745. /**
  25746. * @hidden
  25747. * Defines the actions happening before evaluate active mesh checks.
  25748. */
  25749. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25750. /**
  25751. * @hidden
  25752. * Defines the actions happening during the evaluate sub mesh checks.
  25753. */
  25754. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25755. /**
  25756. * @hidden
  25757. * Defines the actions happening during the active mesh stage.
  25758. */
  25759. _this._activeMeshStage = BABYLON.Stage.Create();
  25760. /**
  25761. * @hidden
  25762. * Defines the actions happening during the per camera render target step.
  25763. */
  25764. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25765. /**
  25766. * @hidden
  25767. * Defines the actions happening just before the active camera is drawing.
  25768. */
  25769. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  25770. /**
  25771. * @hidden
  25772. * Defines the actions happening just before a rendering group is drawing.
  25773. */
  25774. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  25775. /**
  25776. * @hidden
  25777. * Defines the actions happening just before a mesh is drawing.
  25778. */
  25779. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  25780. /**
  25781. * @hidden
  25782. * Defines the actions happening just after a mesh has been drawn.
  25783. */
  25784. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  25785. /**
  25786. * @hidden
  25787. * Defines the actions happening just after a rendering group has been drawn.
  25788. */
  25789. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  25790. /**
  25791. * @hidden
  25792. * Defines the actions happening just after the active camera has been drawn.
  25793. */
  25794. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  25795. /**
  25796. * @hidden
  25797. * Defines the actions happening just after rendering all cameras and computing intersections.
  25798. */
  25799. _this._afterRenderStage = BABYLON.Stage.Create();
  25800. /**
  25801. * @hidden
  25802. * Defines the actions happening when a pointer move event happens.
  25803. */
  25804. _this._pointerMoveStage = BABYLON.Stage.Create();
  25805. /**
  25806. * @hidden
  25807. * Defines the actions happening when a pointer down event happens.
  25808. */
  25809. _this._pointerDownStage = BABYLON.Stage.Create();
  25810. /**
  25811. * @hidden
  25812. * Defines the actions happening when a pointer up event happens.
  25813. */
  25814. _this._pointerUpStage = BABYLON.Stage.Create();
  25815. /**
  25816. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  25817. */
  25818. _this.geometriesById = null;
  25819. _this._defaultMeshCandidates = {
  25820. data: [],
  25821. length: 0
  25822. };
  25823. _this._defaultSubMeshCandidates = {
  25824. data: [],
  25825. length: 0
  25826. };
  25827. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  25828. _this._activeMeshesFrozen = false;
  25829. /** @hidden */
  25830. _this._allowPostProcessClearColor = true;
  25831. /**
  25832. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  25833. */
  25834. _this.getDeterministicFrameTime = function () {
  25835. return 1000.0 / 60.0; // frame time in ms
  25836. };
  25837. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  25838. _this._blockMaterialDirtyMechanism = false;
  25839. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  25840. _this._engine.scenes.push(_this);
  25841. _this._uid = null;
  25842. _this._renderingManager = new BABYLON.RenderingManager(_this);
  25843. if (BABYLON.PostProcessManager) {
  25844. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  25845. }
  25846. if (BABYLON.Tools.IsWindowObjectExist()) {
  25847. _this.attachControl();
  25848. }
  25849. //collision coordinator initialization. For now legacy per default.
  25850. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  25851. // Uniform Buffer
  25852. _this._createUbo();
  25853. // Default Image processing definition
  25854. if (BABYLON.ImageProcessingConfiguration) {
  25855. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  25856. }
  25857. _this.setDefaultCandidateProviders();
  25858. if (options && options.useGeometryIdsMap === true) {
  25859. _this.geometriesById = {};
  25860. }
  25861. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  25862. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  25863. return _this;
  25864. }
  25865. Object.defineProperty(Scene.prototype, "environmentTexture", {
  25866. /**
  25867. * Texture used in all pbr material as the reflection texture.
  25868. * As in the majority of the scene they are the same (exception for multi room and so on),
  25869. * this is easier to reference from here than from all the materials.
  25870. */
  25871. get: function () {
  25872. return this._environmentTexture;
  25873. },
  25874. /**
  25875. * Texture used in all pbr material as the reflection texture.
  25876. * As in the majority of the scene they are the same (exception for multi room and so on),
  25877. * this is easier to set here than in all the materials.
  25878. */
  25879. set: function (value) {
  25880. if (this._environmentTexture === value) {
  25881. return;
  25882. }
  25883. this._environmentTexture = value;
  25884. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  25885. },
  25886. enumerable: true,
  25887. configurable: true
  25888. });
  25889. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  25890. /**
  25891. * Default image processing configuration used either in the rendering
  25892. * Forward main pass or through the imageProcessingPostProcess if present.
  25893. * As in the majority of the scene they are the same (exception for multi camera),
  25894. * this is easier to reference from here than from all the materials and post process.
  25895. *
  25896. * No setter as we it is a shared configuration, you can set the values instead.
  25897. */
  25898. get: function () {
  25899. return this._imageProcessingConfiguration;
  25900. },
  25901. enumerable: true,
  25902. configurable: true
  25903. });
  25904. Object.defineProperty(Scene.prototype, "forceWireframe", {
  25905. get: function () {
  25906. return this._forceWireframe;
  25907. },
  25908. /**
  25909. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  25910. */
  25911. set: function (value) {
  25912. if (this._forceWireframe === value) {
  25913. return;
  25914. }
  25915. this._forceWireframe = value;
  25916. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25917. },
  25918. enumerable: true,
  25919. configurable: true
  25920. });
  25921. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  25922. get: function () {
  25923. return this._forcePointsCloud;
  25924. },
  25925. /**
  25926. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  25927. */
  25928. set: function (value) {
  25929. if (this._forcePointsCloud === value) {
  25930. return;
  25931. }
  25932. this._forcePointsCloud = value;
  25933. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25934. },
  25935. enumerable: true,
  25936. configurable: true
  25937. });
  25938. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  25939. /**
  25940. * Gets or sets the animation properties override
  25941. */
  25942. get: function () {
  25943. return this._animationPropertiesOverride;
  25944. },
  25945. set: function (value) {
  25946. this._animationPropertiesOverride = value;
  25947. },
  25948. enumerable: true,
  25949. configurable: true
  25950. });
  25951. Object.defineProperty(Scene.prototype, "onDispose", {
  25952. /** Sets a function to be executed when this scene is disposed. */
  25953. set: function (callback) {
  25954. if (this._onDisposeObserver) {
  25955. this.onDisposeObservable.remove(this._onDisposeObserver);
  25956. }
  25957. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  25958. },
  25959. enumerable: true,
  25960. configurable: true
  25961. });
  25962. Object.defineProperty(Scene.prototype, "beforeRender", {
  25963. /** Sets a function to be executed before rendering this scene */
  25964. set: function (callback) {
  25965. if (this._onBeforeRenderObserver) {
  25966. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  25967. }
  25968. if (callback) {
  25969. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  25970. }
  25971. },
  25972. enumerable: true,
  25973. configurable: true
  25974. });
  25975. Object.defineProperty(Scene.prototype, "afterRender", {
  25976. /** Sets a function to be executed after rendering this scene */
  25977. set: function (callback) {
  25978. if (this._onAfterRenderObserver) {
  25979. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  25980. }
  25981. if (callback) {
  25982. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  25983. }
  25984. },
  25985. enumerable: true,
  25986. configurable: true
  25987. });
  25988. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  25989. /** Sets a function to be executed before rendering a camera*/
  25990. set: function (callback) {
  25991. if (this._onBeforeCameraRenderObserver) {
  25992. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  25993. }
  25994. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  25995. },
  25996. enumerable: true,
  25997. configurable: true
  25998. });
  25999. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26000. /** Sets a function to be executed after rendering a camera*/
  26001. set: function (callback) {
  26002. if (this._onAfterCameraRenderObserver) {
  26003. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26004. }
  26005. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26006. },
  26007. enumerable: true,
  26008. configurable: true
  26009. });
  26010. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26011. /**
  26012. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26013. */
  26014. get: function () {
  26015. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26016. },
  26017. enumerable: true,
  26018. configurable: true
  26019. });
  26020. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26021. get: function () {
  26022. return this._useRightHandedSystem;
  26023. },
  26024. /**
  26025. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26026. */
  26027. set: function (value) {
  26028. if (this._useRightHandedSystem === value) {
  26029. return;
  26030. }
  26031. this._useRightHandedSystem = value;
  26032. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26033. },
  26034. enumerable: true,
  26035. configurable: true
  26036. });
  26037. /**
  26038. * Sets the step Id used by deterministic lock step
  26039. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26040. * @param newStepId defines the step Id
  26041. */
  26042. Scene.prototype.setStepId = function (newStepId) {
  26043. this._currentStepId = newStepId;
  26044. };
  26045. /**
  26046. * Gets the step Id used by deterministic lock step
  26047. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26048. * @returns the step Id
  26049. */
  26050. Scene.prototype.getStepId = function () {
  26051. return this._currentStepId;
  26052. };
  26053. /**
  26054. * Gets the internal step used by deterministic lock step
  26055. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26056. * @returns the internal step
  26057. */
  26058. Scene.prototype.getInternalStep = function () {
  26059. return this._currentInternalStep;
  26060. };
  26061. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26062. get: function () {
  26063. return this._fogEnabled;
  26064. },
  26065. /**
  26066. * Gets or sets a boolean indicating if fog is enabled on this scene
  26067. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26068. * (Default is true)
  26069. */
  26070. set: function (value) {
  26071. if (this._fogEnabled === value) {
  26072. return;
  26073. }
  26074. this._fogEnabled = value;
  26075. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26076. },
  26077. enumerable: true,
  26078. configurable: true
  26079. });
  26080. Object.defineProperty(Scene.prototype, "fogMode", {
  26081. get: function () {
  26082. return this._fogMode;
  26083. },
  26084. /**
  26085. * Gets or sets the fog mode to use
  26086. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26087. * | mode | value |
  26088. * | --- | --- |
  26089. * | FOGMODE_NONE | 0 |
  26090. * | FOGMODE_EXP | 1 |
  26091. * | FOGMODE_EXP2 | 2 |
  26092. * | FOGMODE_LINEAR | 3 |
  26093. */
  26094. set: function (value) {
  26095. if (this._fogMode === value) {
  26096. return;
  26097. }
  26098. this._fogMode = value;
  26099. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26100. },
  26101. enumerable: true,
  26102. configurable: true
  26103. });
  26104. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26105. get: function () {
  26106. return this._shadowsEnabled;
  26107. },
  26108. /**
  26109. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26110. */
  26111. set: function (value) {
  26112. if (this._shadowsEnabled === value) {
  26113. return;
  26114. }
  26115. this._shadowsEnabled = value;
  26116. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26117. },
  26118. enumerable: true,
  26119. configurable: true
  26120. });
  26121. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26122. get: function () {
  26123. return this._lightsEnabled;
  26124. },
  26125. /**
  26126. * Gets or sets a boolean indicating if lights are enabled on this scene
  26127. */
  26128. set: function (value) {
  26129. if (this._lightsEnabled === value) {
  26130. return;
  26131. }
  26132. this._lightsEnabled = value;
  26133. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26134. },
  26135. enumerable: true,
  26136. configurable: true
  26137. });
  26138. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26139. /** The default material used on meshes when no material is affected */
  26140. get: function () {
  26141. if (!this._defaultMaterial) {
  26142. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26143. }
  26144. return this._defaultMaterial;
  26145. },
  26146. /** The default material used on meshes when no material is affected */
  26147. set: function (value) {
  26148. this._defaultMaterial = value;
  26149. },
  26150. enumerable: true,
  26151. configurable: true
  26152. });
  26153. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26154. get: function () {
  26155. return this._texturesEnabled;
  26156. },
  26157. /**
  26158. * Gets or sets a boolean indicating if textures are enabled on this scene
  26159. */
  26160. set: function (value) {
  26161. if (this._texturesEnabled === value) {
  26162. return;
  26163. }
  26164. this._texturesEnabled = value;
  26165. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26166. },
  26167. enumerable: true,
  26168. configurable: true
  26169. });
  26170. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26171. get: function () {
  26172. return this._skeletonsEnabled;
  26173. },
  26174. /**
  26175. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26176. */
  26177. set: function (value) {
  26178. if (this._skeletonsEnabled === value) {
  26179. return;
  26180. }
  26181. this._skeletonsEnabled = value;
  26182. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26183. },
  26184. enumerable: true,
  26185. configurable: true
  26186. });
  26187. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26188. /** @hidden */
  26189. get: function () {
  26190. return this._alternateRendering;
  26191. },
  26192. enumerable: true,
  26193. configurable: true
  26194. });
  26195. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26196. /**
  26197. * Gets the list of frustum planes (built from the active camera)
  26198. */
  26199. get: function () {
  26200. return this._frustumPlanes;
  26201. },
  26202. enumerable: true,
  26203. configurable: true
  26204. });
  26205. /**
  26206. * Registers the transient components if needed.
  26207. */
  26208. Scene.prototype._registerTransientComponents = function () {
  26209. // Register components that have been associated lately to the scene.
  26210. if (this._transientComponents.length > 0) {
  26211. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26212. var component = _a[_i];
  26213. component.register();
  26214. }
  26215. this._transientComponents = [];
  26216. }
  26217. };
  26218. /**
  26219. * @hidden
  26220. * Add a component to the scene.
  26221. * Note that the ccomponent could be registered on th next frame if this is called after
  26222. * the register component stage.
  26223. * @param component Defines the component to add to the scene
  26224. */
  26225. Scene.prototype._addComponent = function (component) {
  26226. this._components.push(component);
  26227. this._transientComponents.push(component);
  26228. var serializableComponent = component;
  26229. if (serializableComponent.addFromContainer) {
  26230. this._serializableComponents.push(serializableComponent);
  26231. }
  26232. };
  26233. /**
  26234. * @hidden
  26235. * Gets a component from the scene.
  26236. * @param name defines the name of the component to retrieve
  26237. * @returns the component or null if not present
  26238. */
  26239. Scene.prototype._getComponent = function (name) {
  26240. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26241. var component = _a[_i];
  26242. if (component.name === name) {
  26243. return component;
  26244. }
  26245. }
  26246. return null;
  26247. };
  26248. /**
  26249. * @hidden
  26250. */
  26251. Scene.prototype._getDefaultMeshCandidates = function () {
  26252. this._defaultMeshCandidates.data = this.meshes;
  26253. this._defaultMeshCandidates.length = this.meshes.length;
  26254. return this._defaultMeshCandidates;
  26255. };
  26256. /**
  26257. * @hidden
  26258. */
  26259. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26260. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26261. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26262. return this._defaultSubMeshCandidates;
  26263. };
  26264. /**
  26265. * Sets the default candidate providers for the scene.
  26266. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26267. * and getCollidingSubMeshCandidates to their default function
  26268. */
  26269. Scene.prototype.setDefaultCandidateProviders = function () {
  26270. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26271. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26272. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26273. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26274. };
  26275. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26276. /**
  26277. * Gets a boolean indicating if collisions are processed on a web worker
  26278. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26279. */
  26280. get: function () {
  26281. return this._workerCollisions;
  26282. },
  26283. set: function (enabled) {
  26284. if (!BABYLON.CollisionCoordinatorLegacy) {
  26285. return;
  26286. }
  26287. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26288. this._workerCollisions = enabled;
  26289. if (this.collisionCoordinator) {
  26290. this.collisionCoordinator.destroy();
  26291. }
  26292. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26293. this.collisionCoordinator.init(this);
  26294. },
  26295. enumerable: true,
  26296. configurable: true
  26297. });
  26298. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26299. /**
  26300. * Gets the mesh that is currently under the pointer
  26301. */
  26302. get: function () {
  26303. return this._pointerOverMesh;
  26304. },
  26305. enumerable: true,
  26306. configurable: true
  26307. });
  26308. Object.defineProperty(Scene.prototype, "pointerX", {
  26309. /**
  26310. * Gets the current on-screen X position of the pointer
  26311. */
  26312. get: function () {
  26313. return this._pointerX;
  26314. },
  26315. enumerable: true,
  26316. configurable: true
  26317. });
  26318. Object.defineProperty(Scene.prototype, "pointerY", {
  26319. /**
  26320. * Gets the current on-screen Y position of the pointer
  26321. */
  26322. get: function () {
  26323. return this._pointerY;
  26324. },
  26325. enumerable: true,
  26326. configurable: true
  26327. });
  26328. /**
  26329. * Gets the cached material (ie. the latest rendered one)
  26330. * @returns the cached material
  26331. */
  26332. Scene.prototype.getCachedMaterial = function () {
  26333. return this._cachedMaterial;
  26334. };
  26335. /**
  26336. * Gets the cached effect (ie. the latest rendered one)
  26337. * @returns the cached effect
  26338. */
  26339. Scene.prototype.getCachedEffect = function () {
  26340. return this._cachedEffect;
  26341. };
  26342. /**
  26343. * Gets the cached visibility state (ie. the latest rendered one)
  26344. * @returns the cached visibility state
  26345. */
  26346. Scene.prototype.getCachedVisibility = function () {
  26347. return this._cachedVisibility;
  26348. };
  26349. /**
  26350. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26351. * @param material defines the current material
  26352. * @param effect defines the current effect
  26353. * @param visibility defines the current visibility state
  26354. * @returns true if one parameter is not cached
  26355. */
  26356. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26357. if (visibility === void 0) { visibility = 1; }
  26358. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26359. };
  26360. /**
  26361. * Gets the engine associated with the scene
  26362. * @returns an Engine
  26363. */
  26364. Scene.prototype.getEngine = function () {
  26365. return this._engine;
  26366. };
  26367. /**
  26368. * Gets the total number of vertices rendered per frame
  26369. * @returns the total number of vertices rendered per frame
  26370. */
  26371. Scene.prototype.getTotalVertices = function () {
  26372. return this._totalVertices.current;
  26373. };
  26374. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26375. /**
  26376. * Gets the performance counter for total vertices
  26377. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26378. */
  26379. get: function () {
  26380. return this._totalVertices;
  26381. },
  26382. enumerable: true,
  26383. configurable: true
  26384. });
  26385. /**
  26386. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26387. * @returns the total number of active indices rendered per frame
  26388. */
  26389. Scene.prototype.getActiveIndices = function () {
  26390. return this._activeIndices.current;
  26391. };
  26392. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26393. /**
  26394. * Gets the performance counter for active indices
  26395. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26396. */
  26397. get: function () {
  26398. return this._activeIndices;
  26399. },
  26400. enumerable: true,
  26401. configurable: true
  26402. });
  26403. /**
  26404. * Gets the total number of active particles rendered per frame
  26405. * @returns the total number of active particles rendered per frame
  26406. */
  26407. Scene.prototype.getActiveParticles = function () {
  26408. return this._activeParticles.current;
  26409. };
  26410. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26411. /**
  26412. * Gets the performance counter for active particles
  26413. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26414. */
  26415. get: function () {
  26416. return this._activeParticles;
  26417. },
  26418. enumerable: true,
  26419. configurable: true
  26420. });
  26421. /**
  26422. * Gets the total number of active bones rendered per frame
  26423. * @returns the total number of active bones rendered per frame
  26424. */
  26425. Scene.prototype.getActiveBones = function () {
  26426. return this._activeBones.current;
  26427. };
  26428. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26429. /**
  26430. * Gets the performance counter for active bones
  26431. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26432. */
  26433. get: function () {
  26434. return this._activeBones;
  26435. },
  26436. enumerable: true,
  26437. configurable: true
  26438. });
  26439. /** @hidden */
  26440. Scene.prototype.getInterFramePerfCounter = function () {
  26441. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26442. return 0;
  26443. };
  26444. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  26445. /** @hidden */
  26446. get: function () {
  26447. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26448. return null;
  26449. },
  26450. enumerable: true,
  26451. configurable: true
  26452. });
  26453. /** @hidden */
  26454. Scene.prototype.getLastFrameDuration = function () {
  26455. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  26456. return 0;
  26457. };
  26458. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  26459. /** @hidden */
  26460. get: function () {
  26461. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26462. return null;
  26463. },
  26464. enumerable: true,
  26465. configurable: true
  26466. });
  26467. /** @hidden */
  26468. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  26469. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  26470. return 0;
  26471. };
  26472. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  26473. /** @hidden */
  26474. get: function () {
  26475. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26476. return null;
  26477. },
  26478. enumerable: true,
  26479. configurable: true
  26480. });
  26481. /**
  26482. * Gets the array of active meshes
  26483. * @returns an array of AbstractMesh
  26484. */
  26485. Scene.prototype.getActiveMeshes = function () {
  26486. return this._activeMeshes;
  26487. };
  26488. /** @hidden */
  26489. Scene.prototype.getRenderTargetsDuration = function () {
  26490. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  26491. return 0;
  26492. };
  26493. /** @hidden */
  26494. Scene.prototype.getRenderDuration = function () {
  26495. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  26496. return 0;
  26497. };
  26498. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  26499. /** @hidden */
  26500. get: function () {
  26501. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26502. return null;
  26503. },
  26504. enumerable: true,
  26505. configurable: true
  26506. });
  26507. /** @hidden */
  26508. Scene.prototype.getParticlesDuration = function () {
  26509. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  26510. return 0;
  26511. };
  26512. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  26513. /** @hidden */
  26514. get: function () {
  26515. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26516. return null;
  26517. },
  26518. enumerable: true,
  26519. configurable: true
  26520. });
  26521. /** @hidden */
  26522. Scene.prototype.getSpritesDuration = function () {
  26523. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  26524. return 0;
  26525. };
  26526. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  26527. /** @hidden */
  26528. get: function () {
  26529. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  26530. return null;
  26531. },
  26532. enumerable: true,
  26533. configurable: true
  26534. });
  26535. /**
  26536. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26537. * @returns a number
  26538. */
  26539. Scene.prototype.getAnimationRatio = function () {
  26540. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26541. };
  26542. /**
  26543. * Gets an unique Id for the current render phase
  26544. * @returns a number
  26545. */
  26546. Scene.prototype.getRenderId = function () {
  26547. return this._renderId;
  26548. };
  26549. /**
  26550. * Gets an unique Id for the current frame
  26551. * @returns a number
  26552. */
  26553. Scene.prototype.getFrameId = function () {
  26554. return this._frameId;
  26555. };
  26556. /** Call this function if you want to manually increment the render Id*/
  26557. Scene.prototype.incrementRenderId = function () {
  26558. this._renderId++;
  26559. };
  26560. Scene.prototype._updatePointerPosition = function (evt) {
  26561. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26562. if (!canvasRect) {
  26563. return;
  26564. }
  26565. this._pointerX = evt.clientX - canvasRect.left;
  26566. this._pointerY = evt.clientY - canvasRect.top;
  26567. this._unTranslatedPointerX = this._pointerX;
  26568. this._unTranslatedPointerY = this._pointerY;
  26569. };
  26570. Scene.prototype._createUbo = function () {
  26571. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26572. this._sceneUbo.addUniform("viewProjection", 16);
  26573. this._sceneUbo.addUniform("view", 16);
  26574. };
  26575. Scene.prototype._createAlternateUbo = function () {
  26576. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26577. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26578. this._alternateSceneUbo.addUniform("view", 16);
  26579. };
  26580. // Pointers handling
  26581. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26582. if (pointerInfo.pickInfo) {
  26583. if (!pointerInfo.pickInfo.ray) {
  26584. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26585. }
  26586. }
  26587. };
  26588. /**
  26589. * Use this method to simulate a pointer move on a mesh
  26590. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26591. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26592. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26593. * @returns the current scene
  26594. */
  26595. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26596. var evt = new PointerEvent("pointermove", pointerEventInit);
  26597. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26598. return this;
  26599. }
  26600. return this._processPointerMove(pickResult, evt);
  26601. };
  26602. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26603. var canvas = this._engine.getRenderingCanvas();
  26604. if (!canvas) {
  26605. return this;
  26606. }
  26607. // Restore pointer
  26608. canvas.style.cursor = this.defaultCursor;
  26609. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26610. if (isMeshPicked) {
  26611. this.setPointerOverMesh(pickResult.pickedMesh);
  26612. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26613. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26614. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26615. }
  26616. else {
  26617. canvas.style.cursor = this.hoverCursor;
  26618. }
  26619. }
  26620. }
  26621. else {
  26622. this.setPointerOverMesh(null);
  26623. }
  26624. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26625. var step = _a[_i];
  26626. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26627. }
  26628. if (pickResult) {
  26629. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26630. if (this.onPointerMove) {
  26631. this.onPointerMove(evt, pickResult, type);
  26632. }
  26633. if (this.onPointerObservable.hasObservers()) {
  26634. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26635. this._setRayOnPointerInfo(pi);
  26636. this.onPointerObservable.notifyObservers(pi, type);
  26637. }
  26638. }
  26639. return this;
  26640. };
  26641. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26642. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26643. if (pickResult) {
  26644. pi.ray = pickResult.ray;
  26645. }
  26646. this.onPrePointerObservable.notifyObservers(pi, type);
  26647. if (pi.skipOnPointerObservable) {
  26648. return true;
  26649. }
  26650. else {
  26651. return false;
  26652. }
  26653. };
  26654. /**
  26655. * Use this method to simulate a pointer down on a mesh
  26656. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26657. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26658. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26659. * @returns the current scene
  26660. */
  26661. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26662. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26663. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26664. return this;
  26665. }
  26666. return this._processPointerDown(pickResult, evt);
  26667. };
  26668. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26669. var _this = this;
  26670. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26671. this._pickedDownMesh = pickResult.pickedMesh;
  26672. var actionManager = pickResult.pickedMesh.actionManager;
  26673. if (actionManager) {
  26674. if (actionManager.hasPickTriggers) {
  26675. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26676. switch (evt.button) {
  26677. case 0:
  26678. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26679. break;
  26680. case 1:
  26681. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26682. break;
  26683. case 2:
  26684. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26685. break;
  26686. }
  26687. }
  26688. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26689. window.setTimeout(function () {
  26690. 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);
  26691. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26692. if (_this._totalPointersPressed !== 0 &&
  26693. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26694. !_this._isPointerSwiping()) {
  26695. _this._startingPointerTime = 0;
  26696. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26697. }
  26698. }
  26699. }, Scene.LongPressDelay);
  26700. }
  26701. }
  26702. }
  26703. else {
  26704. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26705. var step = _a[_i];
  26706. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26707. }
  26708. }
  26709. if (pickResult) {
  26710. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26711. if (this.onPointerDown) {
  26712. this.onPointerDown(evt, pickResult, type);
  26713. }
  26714. if (this.onPointerObservable.hasObservers()) {
  26715. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26716. this._setRayOnPointerInfo(pi);
  26717. this.onPointerObservable.notifyObservers(pi, type);
  26718. }
  26719. }
  26720. return this;
  26721. };
  26722. /**
  26723. * Use this method to simulate a pointer up on a mesh
  26724. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26725. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26726. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26727. * @returns the current scene
  26728. */
  26729. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit) {
  26730. var evt = new PointerEvent("pointerup", pointerEventInit);
  26731. var clickInfo = new ClickInfo();
  26732. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26733. return this;
  26734. }
  26735. return this._processPointerUp(pickResult, evt, clickInfo);
  26736. };
  26737. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26738. if (pickResult && pickResult && pickResult.pickedMesh) {
  26739. this._pickedUpMesh = pickResult.pickedMesh;
  26740. if (this._pickedDownMesh === this._pickedUpMesh) {
  26741. if (this.onPointerPick) {
  26742. this.onPointerPick(evt, pickResult);
  26743. }
  26744. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26745. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26746. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26747. this._setRayOnPointerInfo(pi);
  26748. this.onPointerObservable.notifyObservers(pi, type_1);
  26749. }
  26750. }
  26751. if (pickResult.pickedMesh.actionManager) {
  26752. if (clickInfo.ignore) {
  26753. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26754. }
  26755. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26756. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26757. }
  26758. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26759. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26760. }
  26761. }
  26762. }
  26763. else {
  26764. if (!clickInfo.ignore) {
  26765. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26766. var step = _a[_i];
  26767. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26768. }
  26769. }
  26770. }
  26771. if (this._pickedDownMesh &&
  26772. this._pickedDownMesh.actionManager &&
  26773. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26774. this._pickedDownMesh !== this._pickedUpMesh) {
  26775. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26776. }
  26777. var type = BABYLON.PointerEventTypes.POINTERUP;
  26778. if (this.onPointerObservable.hasObservers()) {
  26779. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  26780. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26781. type = BABYLON.PointerEventTypes.POINTERTAP;
  26782. }
  26783. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26784. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26785. }
  26786. }
  26787. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26788. this._setRayOnPointerInfo(pi);
  26789. this.onPointerObservable.notifyObservers(pi, type);
  26790. }
  26791. if (this.onPointerUp && !clickInfo.ignore) {
  26792. this.onPointerUp(evt, pickResult, type);
  26793. }
  26794. return this;
  26795. };
  26796. /**
  26797. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26798. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26799. * @returns true if the pointer was captured
  26800. */
  26801. Scene.prototype.isPointerCaptured = function (pointerId) {
  26802. if (pointerId === void 0) { pointerId = 0; }
  26803. return this._pointerCaptures[pointerId];
  26804. };
  26805. /** @hidden */
  26806. Scene.prototype._isPointerSwiping = function () {
  26807. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26808. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26809. };
  26810. /**
  26811. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26812. * @param attachUp defines if you want to attach events to pointerup
  26813. * @param attachDown defines if you want to attach events to pointerdown
  26814. * @param attachMove defines if you want to attach events to pointermove
  26815. */
  26816. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26817. var _this = this;
  26818. if (attachUp === void 0) { attachUp = true; }
  26819. if (attachDown === void 0) { attachDown = true; }
  26820. if (attachMove === void 0) { attachMove = true; }
  26821. this._initActionManager = function (act, clickInfo) {
  26822. if (!_this._meshPickProceed) {
  26823. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26824. _this._currentPickResult = pickResult;
  26825. if (pickResult) {
  26826. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26827. }
  26828. _this._meshPickProceed = true;
  26829. }
  26830. return act;
  26831. };
  26832. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  26833. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  26834. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  26835. btn !== _this._previousButtonPressed) {
  26836. _this._doubleClickOccured = false;
  26837. clickInfo.singleClick = true;
  26838. clickInfo.ignore = false;
  26839. cb(clickInfo, _this._currentPickResult);
  26840. }
  26841. };
  26842. this._initClickEvent = function (obs1, obs2, evt, cb) {
  26843. var clickInfo = new ClickInfo();
  26844. _this._currentPickResult = null;
  26845. var act = null;
  26846. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  26847. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  26848. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26849. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  26850. act = _this._initActionManager(act, clickInfo);
  26851. if (act) {
  26852. checkPicking = act.hasPickTriggers;
  26853. }
  26854. }
  26855. if (checkPicking) {
  26856. var btn = evt.button;
  26857. clickInfo.hasSwiped = _this._isPointerSwiping();
  26858. if (!clickInfo.hasSwiped) {
  26859. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  26860. if (!checkSingleClickImmediately) {
  26861. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  26862. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26863. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26864. act = _this._initActionManager(act, clickInfo);
  26865. if (act) {
  26866. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26867. }
  26868. }
  26869. }
  26870. if (checkSingleClickImmediately) {
  26871. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  26872. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  26873. btn !== _this._previousButtonPressed) {
  26874. clickInfo.singleClick = true;
  26875. cb(clickInfo, _this._currentPickResult);
  26876. }
  26877. }
  26878. // at least one double click is required to be check and exclusive double click is enabled
  26879. else {
  26880. // wait that no double click has been raised during the double click delay
  26881. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26882. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  26883. }
  26884. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  26885. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26886. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26887. act = _this._initActionManager(act, clickInfo);
  26888. if (act) {
  26889. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26890. }
  26891. }
  26892. if (checkDoubleClick) {
  26893. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  26894. if (btn === _this._previousButtonPressed &&
  26895. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  26896. !_this._doubleClickOccured) {
  26897. // pointer has not moved for 2 clicks, it's a double click
  26898. if (!clickInfo.hasSwiped &&
  26899. !_this._isPointerSwiping()) {
  26900. _this._previousStartingPointerTime = 0;
  26901. _this._doubleClickOccured = true;
  26902. clickInfo.doubleClick = true;
  26903. clickInfo.ignore = false;
  26904. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  26905. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26906. }
  26907. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26908. cb(clickInfo, _this._currentPickResult);
  26909. }
  26910. // if the two successive clicks are too far, it's just two simple clicks
  26911. else {
  26912. _this._doubleClickOccured = false;
  26913. _this._previousStartingPointerTime = _this._startingPointerTime;
  26914. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26915. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26916. _this._previousButtonPressed = btn;
  26917. if (Scene.ExclusiveDoubleClickMode) {
  26918. if (_this._previousDelayedSimpleClickTimeout) {
  26919. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26920. }
  26921. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26922. cb(clickInfo, _this._previousPickResult);
  26923. }
  26924. else {
  26925. cb(clickInfo, _this._currentPickResult);
  26926. }
  26927. }
  26928. }
  26929. // just the first click of the double has been raised
  26930. else {
  26931. _this._doubleClickOccured = false;
  26932. _this._previousStartingPointerTime = _this._startingPointerTime;
  26933. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26934. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26935. _this._previousButtonPressed = btn;
  26936. }
  26937. }
  26938. }
  26939. }
  26940. clickInfo.ignore = true;
  26941. cb(clickInfo, _this._currentPickResult);
  26942. };
  26943. this._onPointerMove = function (evt) {
  26944. _this._updatePointerPosition(evt);
  26945. // PreObservable support
  26946. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  26947. return;
  26948. }
  26949. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26950. return;
  26951. }
  26952. if (!_this.pointerMovePredicate) {
  26953. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  26954. }
  26955. // Meshes
  26956. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  26957. _this._processPointerMove(pickResult, evt);
  26958. };
  26959. this._onPointerDown = function (evt) {
  26960. _this._totalPointersPressed++;
  26961. _this._pickedDownMesh = null;
  26962. _this._meshPickProceed = false;
  26963. _this._updatePointerPosition(evt);
  26964. if (_this.preventDefaultOnPointerDown && canvas) {
  26965. evt.preventDefault();
  26966. canvas.focus();
  26967. }
  26968. // PreObservable support
  26969. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26970. return;
  26971. }
  26972. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  26973. return;
  26974. }
  26975. _this._pointerCaptures[evt.pointerId] = true;
  26976. _this._startingPointerPosition.x = _this._pointerX;
  26977. _this._startingPointerPosition.y = _this._pointerY;
  26978. _this._startingPointerTime = Date.now();
  26979. if (!_this.pointerDownPredicate) {
  26980. _this.pointerDownPredicate = function (mesh) {
  26981. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  26982. };
  26983. }
  26984. // Meshes
  26985. _this._pickedDownMesh = null;
  26986. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26987. _this._processPointerDown(pickResult, evt);
  26988. };
  26989. this._onPointerUp = function (evt) {
  26990. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  26991. return; // So we need to test it the pointer down was pressed before.
  26992. }
  26993. _this._totalPointersPressed--;
  26994. _this._pickedUpMesh = null;
  26995. _this._meshPickProceed = false;
  26996. _this._updatePointerPosition(evt);
  26997. if (_this.preventDefaultOnPointerUp && canvas) {
  26998. evt.preventDefault();
  26999. canvas.focus();
  27000. }
  27001. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27002. // PreObservable support
  27003. if (_this.onPrePointerObservable.hasObservers()) {
  27004. if (!clickInfo.ignore) {
  27005. if (!clickInfo.hasSwiped) {
  27006. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27007. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27008. return;
  27009. }
  27010. }
  27011. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27012. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27013. return;
  27014. }
  27015. }
  27016. }
  27017. }
  27018. else {
  27019. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27020. return;
  27021. }
  27022. }
  27023. }
  27024. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27025. return;
  27026. }
  27027. _this._pointerCaptures[evt.pointerId] = false;
  27028. if (!_this.pointerUpPredicate) {
  27029. _this.pointerUpPredicate = function (mesh) {
  27030. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27031. };
  27032. }
  27033. // Meshes
  27034. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27035. _this._initActionManager(null, clickInfo);
  27036. }
  27037. if (!pickResult) {
  27038. pickResult = _this._currentPickResult;
  27039. }
  27040. _this._processPointerUp(pickResult, evt, clickInfo);
  27041. _this._previousPickResult = _this._currentPickResult;
  27042. });
  27043. };
  27044. this._onKeyDown = function (evt) {
  27045. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27046. if (_this.onPreKeyboardObservable.hasObservers()) {
  27047. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27048. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27049. if (pi.skipOnPointerObservable) {
  27050. return;
  27051. }
  27052. }
  27053. if (_this.onKeyboardObservable.hasObservers()) {
  27054. var pi = new BABYLON.KeyboardInfo(type, evt);
  27055. _this.onKeyboardObservable.notifyObservers(pi, type);
  27056. }
  27057. if (_this.actionManager) {
  27058. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27059. }
  27060. };
  27061. this._onKeyUp = function (evt) {
  27062. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27063. if (_this.onPreKeyboardObservable.hasObservers()) {
  27064. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27065. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27066. if (pi.skipOnPointerObservable) {
  27067. return;
  27068. }
  27069. }
  27070. if (_this.onKeyboardObservable.hasObservers()) {
  27071. var pi = new BABYLON.KeyboardInfo(type, evt);
  27072. _this.onKeyboardObservable.notifyObservers(pi, type);
  27073. }
  27074. if (_this.actionManager) {
  27075. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27076. }
  27077. };
  27078. var engine = this.getEngine();
  27079. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27080. if (!canvas) {
  27081. return;
  27082. }
  27083. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27084. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27085. });
  27086. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27087. if (!canvas) {
  27088. return;
  27089. }
  27090. canvas.removeEventListener("keydown", _this._onKeyDown);
  27091. canvas.removeEventListener("keyup", _this._onKeyUp);
  27092. });
  27093. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27094. var canvas = this._engine.getRenderingCanvas();
  27095. if (!canvas) {
  27096. return;
  27097. }
  27098. if (attachMove) {
  27099. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27100. // Wheel
  27101. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27102. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27103. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27104. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27105. }
  27106. if (attachDown) {
  27107. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27108. }
  27109. if (attachUp) {
  27110. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27111. }
  27112. canvas.tabIndex = 1;
  27113. };
  27114. /** Detaches all event handlers*/
  27115. Scene.prototype.detachControl = function () {
  27116. var engine = this.getEngine();
  27117. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27118. var canvas = engine.getRenderingCanvas();
  27119. if (!canvas) {
  27120. return;
  27121. }
  27122. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27123. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27124. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27125. if (this._onCanvasBlurObserver) {
  27126. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27127. }
  27128. if (this._onCanvasFocusObserver) {
  27129. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27130. }
  27131. // Wheel
  27132. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27133. // Keyboard
  27134. canvas.removeEventListener("keydown", this._onKeyDown);
  27135. canvas.removeEventListener("keyup", this._onKeyUp);
  27136. // Observables
  27137. this.onKeyboardObservable.clear();
  27138. this.onPreKeyboardObservable.clear();
  27139. this.onPointerObservable.clear();
  27140. this.onPrePointerObservable.clear();
  27141. };
  27142. /**
  27143. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27144. * Delay loaded resources are not taking in account
  27145. * @return true if all required resources are ready
  27146. */
  27147. Scene.prototype.isReady = function () {
  27148. if (this._isDisposed) {
  27149. return false;
  27150. }
  27151. var index;
  27152. var engine = this.getEngine();
  27153. // Effects
  27154. if (!engine.areAllEffectsReady()) {
  27155. return false;
  27156. }
  27157. // Pending data
  27158. if (this._pendingData.length > 0) {
  27159. return false;
  27160. }
  27161. // Meshes
  27162. for (index = 0; index < this.meshes.length; index++) {
  27163. var mesh = this.meshes[index];
  27164. if (!mesh.isEnabled()) {
  27165. continue;
  27166. }
  27167. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27168. continue;
  27169. }
  27170. if (!mesh.isReady(true)) {
  27171. return false;
  27172. }
  27173. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27174. // Is Ready For Mesh
  27175. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27176. var step = _a[_i];
  27177. if (!step.action(mesh, hardwareInstancedRendering)) {
  27178. return false;
  27179. }
  27180. }
  27181. }
  27182. // Geometries
  27183. for (index = 0; index < this.geometries.length; index++) {
  27184. var geometry = this.geometries[index];
  27185. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27186. return false;
  27187. }
  27188. }
  27189. // Post-processes
  27190. if (this.activeCameras && this.activeCameras.length > 0) {
  27191. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27192. var camera = _c[_b];
  27193. if (!camera.isReady(true)) {
  27194. return false;
  27195. }
  27196. }
  27197. }
  27198. else if (this.activeCamera) {
  27199. if (!this.activeCamera.isReady(true)) {
  27200. return false;
  27201. }
  27202. }
  27203. // Particles
  27204. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27205. var particleSystem = _e[_d];
  27206. if (!particleSystem.isReady()) {
  27207. return false;
  27208. }
  27209. }
  27210. return true;
  27211. };
  27212. /** Resets all cached information relative to material (including effect and visibility) */
  27213. Scene.prototype.resetCachedMaterial = function () {
  27214. this._cachedMaterial = null;
  27215. this._cachedEffect = null;
  27216. this._cachedVisibility = null;
  27217. };
  27218. /**
  27219. * Registers a function to be called before every frame render
  27220. * @param func defines the function to register
  27221. */
  27222. Scene.prototype.registerBeforeRender = function (func) {
  27223. this.onBeforeRenderObservable.add(func);
  27224. };
  27225. /**
  27226. * Unregisters a function called before every frame render
  27227. * @param func defines the function to unregister
  27228. */
  27229. Scene.prototype.unregisterBeforeRender = function (func) {
  27230. this.onBeforeRenderObservable.removeCallback(func);
  27231. };
  27232. /**
  27233. * Registers a function to be called after every frame render
  27234. * @param func defines the function to register
  27235. */
  27236. Scene.prototype.registerAfterRender = function (func) {
  27237. this.onAfterRenderObservable.add(func);
  27238. };
  27239. /**
  27240. * Unregisters a function called after every frame render
  27241. * @param func defines the function to unregister
  27242. */
  27243. Scene.prototype.unregisterAfterRender = function (func) {
  27244. this.onAfterRenderObservable.removeCallback(func);
  27245. };
  27246. Scene.prototype._executeOnceBeforeRender = function (func) {
  27247. var _this = this;
  27248. var execFunc = function () {
  27249. func();
  27250. setTimeout(function () {
  27251. _this.unregisterBeforeRender(execFunc);
  27252. });
  27253. };
  27254. this.registerBeforeRender(execFunc);
  27255. };
  27256. /**
  27257. * The provided function will run before render once and will be disposed afterwards.
  27258. * A timeout delay can be provided so that the function will be executed in N ms.
  27259. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27260. * @param func The function to be executed.
  27261. * @param timeout optional delay in ms
  27262. */
  27263. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27264. var _this = this;
  27265. if (timeout !== undefined) {
  27266. setTimeout(function () {
  27267. _this._executeOnceBeforeRender(func);
  27268. }, timeout);
  27269. }
  27270. else {
  27271. this._executeOnceBeforeRender(func);
  27272. }
  27273. };
  27274. /** @hidden */
  27275. Scene.prototype._addPendingData = function (data) {
  27276. this._pendingData.push(data);
  27277. };
  27278. /** @hidden */
  27279. Scene.prototype._removePendingData = function (data) {
  27280. var wasLoading = this.isLoading;
  27281. var index = this._pendingData.indexOf(data);
  27282. if (index !== -1) {
  27283. this._pendingData.splice(index, 1);
  27284. }
  27285. if (wasLoading && !this.isLoading) {
  27286. this.onDataLoadedObservable.notifyObservers(this);
  27287. }
  27288. };
  27289. /**
  27290. * Returns the number of items waiting to be loaded
  27291. * @returns the number of items waiting to be loaded
  27292. */
  27293. Scene.prototype.getWaitingItemsCount = function () {
  27294. return this._pendingData.length;
  27295. };
  27296. Object.defineProperty(Scene.prototype, "isLoading", {
  27297. /**
  27298. * Returns a boolean indicating if the scene is still loading data
  27299. */
  27300. get: function () {
  27301. return this._pendingData.length > 0;
  27302. },
  27303. enumerable: true,
  27304. configurable: true
  27305. });
  27306. /**
  27307. * Registers a function to be executed when the scene is ready
  27308. * @param {Function} func - the function to be executed
  27309. */
  27310. Scene.prototype.executeWhenReady = function (func) {
  27311. var _this = this;
  27312. this.onReadyObservable.add(func);
  27313. if (this._executeWhenReadyTimeoutId !== -1) {
  27314. return;
  27315. }
  27316. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27317. _this._checkIsReady();
  27318. }, 150);
  27319. };
  27320. /**
  27321. * Returns a promise that resolves when the scene is ready
  27322. * @returns A promise that resolves when the scene is ready
  27323. */
  27324. Scene.prototype.whenReadyAsync = function () {
  27325. var _this = this;
  27326. return new Promise(function (resolve) {
  27327. _this.executeWhenReady(function () {
  27328. resolve();
  27329. });
  27330. });
  27331. };
  27332. /** @hidden */
  27333. Scene.prototype._checkIsReady = function () {
  27334. var _this = this;
  27335. this._registerTransientComponents();
  27336. if (this.isReady()) {
  27337. this.onReadyObservable.notifyObservers(this);
  27338. this.onReadyObservable.clear();
  27339. this._executeWhenReadyTimeoutId = -1;
  27340. return;
  27341. }
  27342. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27343. _this._checkIsReady();
  27344. }, 150);
  27345. };
  27346. // Animations
  27347. /**
  27348. * Will start the animation sequence of a given target
  27349. * @param target defines the target
  27350. * @param from defines from which frame should animation start
  27351. * @param to defines until which frame should animation run.
  27352. * @param weight defines the weight to apply to the animation (1.0 by default)
  27353. * @param loop defines if the animation loops
  27354. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27355. * @param onAnimationEnd defines the function to be executed when the animation ends
  27356. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27357. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27358. * @returns the animatable object created for this animation
  27359. */
  27360. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27361. if (weight === void 0) { weight = 1.0; }
  27362. if (speedRatio === void 0) { speedRatio = 1.0; }
  27363. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27364. returnedAnimatable.weight = weight;
  27365. return returnedAnimatable;
  27366. };
  27367. /**
  27368. * Will start the animation sequence of a given target
  27369. * @param target defines the target
  27370. * @param from defines from which frame should animation start
  27371. * @param to defines until which frame should animation run.
  27372. * @param loop defines if the animation loops
  27373. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27374. * @param onAnimationEnd defines the function to be executed when the animation ends
  27375. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27376. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27377. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27378. * @returns the animatable object created for this animation
  27379. */
  27380. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27381. if (speedRatio === void 0) { speedRatio = 1.0; }
  27382. if (stopCurrent === void 0) { stopCurrent = true; }
  27383. if (from > to && speedRatio > 0) {
  27384. speedRatio *= -1;
  27385. }
  27386. if (stopCurrent) {
  27387. this.stopAnimation(target, undefined, targetMask);
  27388. }
  27389. if (!animatable) {
  27390. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27391. }
  27392. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27393. // Local animations
  27394. if (target.animations && shouldRunTargetAnimations) {
  27395. animatable.appendAnimations(target, target.animations);
  27396. }
  27397. // Children animations
  27398. if (target.getAnimatables) {
  27399. var animatables = target.getAnimatables();
  27400. for (var index = 0; index < animatables.length; index++) {
  27401. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27402. }
  27403. }
  27404. animatable.reset();
  27405. return animatable;
  27406. };
  27407. /**
  27408. * Begin a new animation on a given node
  27409. * @param target defines the target where the animation will take place
  27410. * @param animations defines the list of animations to start
  27411. * @param from defines the initial value
  27412. * @param to defines the final value
  27413. * @param loop defines if you want animation to loop (off by default)
  27414. * @param speedRatio defines the speed ratio to apply to all animations
  27415. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27416. * @returns the list of created animatables
  27417. */
  27418. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27419. if (speedRatio === undefined) {
  27420. speedRatio = 1.0;
  27421. }
  27422. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27423. return animatable;
  27424. };
  27425. /**
  27426. * Begin a new animation on a given node and its hierarchy
  27427. * @param target defines the root node where the animation will take place
  27428. * @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.
  27429. * @param animations defines the list of animations to start
  27430. * @param from defines the initial value
  27431. * @param to defines the final value
  27432. * @param loop defines if you want animation to loop (off by default)
  27433. * @param speedRatio defines the speed ratio to apply to all animations
  27434. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27435. * @returns the list of animatables created for all nodes
  27436. */
  27437. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27438. var children = target.getDescendants(directDescendantsOnly);
  27439. var result = [];
  27440. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27441. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27442. var child = children_1[_i];
  27443. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27444. }
  27445. return result;
  27446. };
  27447. /**
  27448. * Gets the animatable associated with a specific target
  27449. * @param target defines the target of the animatable
  27450. * @returns the required animatable if found
  27451. */
  27452. Scene.prototype.getAnimatableByTarget = function (target) {
  27453. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27454. if (this._activeAnimatables[index].target === target) {
  27455. return this._activeAnimatables[index];
  27456. }
  27457. }
  27458. return null;
  27459. };
  27460. /**
  27461. * Gets all animatables associated with a given target
  27462. * @param target defines the target to look animatables for
  27463. * @returns an array of Animatables
  27464. */
  27465. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27466. var result = [];
  27467. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27468. if (this._activeAnimatables[index].target === target) {
  27469. result.push(this._activeAnimatables[index]);
  27470. }
  27471. }
  27472. return result;
  27473. };
  27474. Object.defineProperty(Scene.prototype, "animatables", {
  27475. /**
  27476. * Gets all animatable attached to the scene
  27477. */
  27478. get: function () {
  27479. return this._activeAnimatables;
  27480. },
  27481. enumerable: true,
  27482. configurable: true
  27483. });
  27484. /**
  27485. * Will stop the animation of the given target
  27486. * @param target - the target
  27487. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27488. * @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)
  27489. */
  27490. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27491. var animatables = this.getAllAnimatablesByTarget(target);
  27492. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27493. var animatable = animatables_1[_i];
  27494. animatable.stop(animationName, targetMask);
  27495. }
  27496. };
  27497. /**
  27498. * Stops and removes all animations that have been applied to the scene
  27499. */
  27500. Scene.prototype.stopAllAnimations = function () {
  27501. if (this._activeAnimatables) {
  27502. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27503. this._activeAnimatables[i].stop();
  27504. }
  27505. this._activeAnimatables = [];
  27506. }
  27507. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27508. var group = _a[_i];
  27509. group.stop();
  27510. }
  27511. };
  27512. Scene.prototype._animate = function () {
  27513. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27514. return;
  27515. }
  27516. // Getting time
  27517. var now = BABYLON.Tools.Now;
  27518. if (!this._animationTimeLast) {
  27519. if (this._pendingData.length > 0) {
  27520. return;
  27521. }
  27522. this._animationTimeLast = now;
  27523. }
  27524. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27525. this._animationTime += deltaTime;
  27526. this._animationTimeLast = now;
  27527. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27528. this._activeAnimatables[index]._animate(this._animationTime);
  27529. }
  27530. // Late animation bindings
  27531. this._processLateAnimationBindings();
  27532. };
  27533. /** @hidden */
  27534. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27535. var target = runtimeAnimation.target;
  27536. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27537. if (!target._lateAnimationHolders) {
  27538. target._lateAnimationHolders = {};
  27539. }
  27540. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27541. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27542. totalWeight: 0,
  27543. animations: [],
  27544. originalValue: originalValue
  27545. };
  27546. }
  27547. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27548. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27549. };
  27550. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27551. var normalizer = 1.0;
  27552. var finalPosition = BABYLON.Tmp.Vector3[0];
  27553. var finalScaling = BABYLON.Tmp.Vector3[1];
  27554. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27555. var startIndex = 0;
  27556. var originalAnimation = holder.animations[0];
  27557. var originalValue = holder.originalValue;
  27558. var scale = 1;
  27559. if (holder.totalWeight < 1.0) {
  27560. // We need to mix the original value in
  27561. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27562. scale = 1.0 - holder.totalWeight;
  27563. }
  27564. else {
  27565. startIndex = 1;
  27566. // We need to normalize the weights
  27567. normalizer = holder.totalWeight;
  27568. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27569. scale = originalAnimation.weight / normalizer;
  27570. if (scale == 1) {
  27571. return originalAnimation.currentValue;
  27572. }
  27573. }
  27574. finalScaling.scaleInPlace(scale);
  27575. finalPosition.scaleInPlace(scale);
  27576. finalQuaternion.scaleInPlace(scale);
  27577. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27578. var runtimeAnimation = holder.animations[animIndex];
  27579. var scale = runtimeAnimation.weight / normalizer;
  27580. var currentPosition = BABYLON.Tmp.Vector3[2];
  27581. var currentScaling = BABYLON.Tmp.Vector3[3];
  27582. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27583. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27584. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27585. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27586. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27587. }
  27588. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27589. return originalAnimation._workValue;
  27590. };
  27591. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27592. var originalAnimation = holder.animations[0];
  27593. var originalValue = holder.originalValue;
  27594. if (holder.animations.length === 1) {
  27595. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27596. return refQuaternion;
  27597. }
  27598. var normalizer = 1.0;
  27599. var quaternions;
  27600. var weights;
  27601. if (holder.totalWeight < 1.0) {
  27602. var scale = 1.0 - holder.totalWeight;
  27603. quaternions = [];
  27604. weights = [];
  27605. quaternions.push(originalValue);
  27606. weights.push(scale);
  27607. }
  27608. else {
  27609. if (holder.animations.length === 2) { // Slerp as soon as we can
  27610. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27611. return refQuaternion;
  27612. }
  27613. quaternions = [];
  27614. weights = [];
  27615. normalizer = holder.totalWeight;
  27616. }
  27617. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27618. var runtimeAnimation = holder.animations[animIndex];
  27619. quaternions.push(runtimeAnimation.currentValue);
  27620. weights.push(runtimeAnimation.weight / normalizer);
  27621. }
  27622. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27623. var cumulativeAmount = 0;
  27624. var cumulativeQuaternion = null;
  27625. for (var index = 0; index < quaternions.length;) {
  27626. if (!cumulativeQuaternion) {
  27627. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27628. cumulativeQuaternion = refQuaternion;
  27629. cumulativeAmount = weights[index] + weights[index + 1];
  27630. index += 2;
  27631. continue;
  27632. }
  27633. cumulativeAmount += weights[index];
  27634. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27635. index++;
  27636. }
  27637. return cumulativeQuaternion;
  27638. };
  27639. Scene.prototype._processLateAnimationBindings = function () {
  27640. if (!this._registeredForLateAnimationBindings.length) {
  27641. return;
  27642. }
  27643. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27644. var target = this._registeredForLateAnimationBindings.data[index];
  27645. for (var path in target._lateAnimationHolders) {
  27646. var holder = target._lateAnimationHolders[path];
  27647. var originalAnimation = holder.animations[0];
  27648. var originalValue = holder.originalValue;
  27649. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27650. var finalValue = target[path];
  27651. if (matrixDecomposeMode) {
  27652. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27653. }
  27654. else {
  27655. var quaternionMode = originalValue.w !== undefined;
  27656. if (quaternionMode) {
  27657. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27658. }
  27659. else {
  27660. var startIndex = 0;
  27661. var normalizer = 1.0;
  27662. if (holder.totalWeight < 1.0) {
  27663. // We need to mix the original value in
  27664. if (originalValue.scale) {
  27665. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27666. }
  27667. else {
  27668. finalValue = originalValue * (1.0 - holder.totalWeight);
  27669. }
  27670. }
  27671. else {
  27672. // We need to normalize the weights
  27673. normalizer = holder.totalWeight;
  27674. var scale_1 = originalAnimation.weight / normalizer;
  27675. if (scale_1 !== 1) {
  27676. if (originalAnimation.currentValue.scale) {
  27677. finalValue = originalAnimation.currentValue.scale(scale_1);
  27678. }
  27679. else {
  27680. finalValue = originalAnimation.currentValue * scale_1;
  27681. }
  27682. }
  27683. else {
  27684. finalValue = originalAnimation.currentValue;
  27685. }
  27686. startIndex = 1;
  27687. }
  27688. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27689. var runtimeAnimation = holder.animations[animIndex];
  27690. var scale = runtimeAnimation.weight / normalizer;
  27691. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27692. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27693. }
  27694. else {
  27695. finalValue += runtimeAnimation.currentValue * scale;
  27696. }
  27697. }
  27698. }
  27699. }
  27700. target[path] = finalValue;
  27701. }
  27702. target._lateAnimationHolders = {};
  27703. }
  27704. this._registeredForLateAnimationBindings.reset();
  27705. };
  27706. // Matrix
  27707. /** @hidden */
  27708. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27709. this._useAlternateCameraConfiguration = active;
  27710. };
  27711. /**
  27712. * Gets the current view matrix
  27713. * @returns a Matrix
  27714. */
  27715. Scene.prototype.getViewMatrix = function () {
  27716. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27717. };
  27718. /**
  27719. * Gets the current projection matrix
  27720. * @returns a Matrix
  27721. */
  27722. Scene.prototype.getProjectionMatrix = function () {
  27723. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27724. };
  27725. /**
  27726. * Gets the current transform matrix
  27727. * @returns a Matrix made of View * Projection
  27728. */
  27729. Scene.prototype.getTransformMatrix = function () {
  27730. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27731. };
  27732. /**
  27733. * Sets the current transform matrix
  27734. * @param view defines the View matrix to use
  27735. * @param projection defines the Projection matrix to use
  27736. */
  27737. Scene.prototype.setTransformMatrix = function (view, projection) {
  27738. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27739. return;
  27740. }
  27741. this._viewUpdateFlag = view.updateFlag;
  27742. this._projectionUpdateFlag = projection.updateFlag;
  27743. this._viewMatrix = view;
  27744. this._projectionMatrix = projection;
  27745. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27746. // Update frustum
  27747. if (!this._frustumPlanes) {
  27748. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27749. }
  27750. else {
  27751. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27752. }
  27753. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27754. var otherCamera = this.activeCamera._alternateCamera;
  27755. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27756. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27757. }
  27758. if (this._sceneUbo.useUbo) {
  27759. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27760. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27761. this._sceneUbo.update();
  27762. }
  27763. };
  27764. /** @hidden */
  27765. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27766. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27767. return;
  27768. }
  27769. this._alternateViewUpdateFlag = view.updateFlag;
  27770. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27771. this._alternateViewMatrix = view;
  27772. this._alternateProjectionMatrix = projection;
  27773. if (!this._alternateTransformMatrix) {
  27774. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27775. }
  27776. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27777. if (!this._alternateSceneUbo) {
  27778. this._createAlternateUbo();
  27779. }
  27780. if (this._alternateSceneUbo.useUbo) {
  27781. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27782. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27783. this._alternateSceneUbo.update();
  27784. }
  27785. };
  27786. /**
  27787. * Gets the uniform buffer used to store scene data
  27788. * @returns a UniformBuffer
  27789. */
  27790. Scene.prototype.getSceneUniformBuffer = function () {
  27791. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27792. };
  27793. /**
  27794. * Gets an unique (relatively to the current scene) Id
  27795. * @returns an unique number for the scene
  27796. */
  27797. Scene.prototype.getUniqueId = function () {
  27798. var result = Scene._uniqueIdCounter;
  27799. Scene._uniqueIdCounter++;
  27800. return result;
  27801. };
  27802. /**
  27803. * Add a mesh to the list of scene's meshes
  27804. * @param newMesh defines the mesh to add
  27805. * @param recursive if all child meshes should also be added to the scene
  27806. */
  27807. Scene.prototype.addMesh = function (newMesh, recursive) {
  27808. var _this = this;
  27809. if (recursive === void 0) { recursive = false; }
  27810. this.meshes.push(newMesh);
  27811. //notify the collision coordinator
  27812. if (this.collisionCoordinator) {
  27813. this.collisionCoordinator.onMeshAdded(newMesh);
  27814. }
  27815. newMesh._resyncLightSources();
  27816. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  27817. if (recursive) {
  27818. newMesh.getChildMeshes().forEach(function (m) {
  27819. _this.addMesh(m);
  27820. });
  27821. }
  27822. };
  27823. /**
  27824. * Remove a mesh for the list of scene's meshes
  27825. * @param toRemove defines the mesh to remove
  27826. * @param recursive if all child meshes should also be removed from the scene
  27827. * @returns the index where the mesh was in the mesh list
  27828. */
  27829. Scene.prototype.removeMesh = function (toRemove, recursive) {
  27830. var _this = this;
  27831. if (recursive === void 0) { recursive = false; }
  27832. var index = this.meshes.indexOf(toRemove);
  27833. if (index !== -1) {
  27834. // Remove from the scene if mesh found
  27835. this.meshes[index] = this.meshes[this.meshes.length - 1];
  27836. this.meshes.pop();
  27837. }
  27838. this.onMeshRemovedObservable.notifyObservers(toRemove);
  27839. if (recursive) {
  27840. toRemove.getChildMeshes().forEach(function (m) {
  27841. _this.removeMesh(m);
  27842. });
  27843. }
  27844. return index;
  27845. };
  27846. /**
  27847. * Add a transform node to the list of scene's transform nodes
  27848. * @param newTransformNode defines the transform node to add
  27849. */
  27850. Scene.prototype.addTransformNode = function (newTransformNode) {
  27851. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  27852. this.transformNodes.push(newTransformNode);
  27853. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  27854. };
  27855. /**
  27856. * Remove a transform node for the list of scene's transform nodes
  27857. * @param toRemove defines the transform node to remove
  27858. * @returns the index where the transform node was in the transform node list
  27859. */
  27860. Scene.prototype.removeTransformNode = function (toRemove) {
  27861. var index = toRemove._indexInSceneTransformNodesArray;
  27862. if (index !== -1) {
  27863. if (index !== this.transformNodes.length - 1) {
  27864. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  27865. this.transformNodes[index] = lastNode;
  27866. lastNode._indexInSceneTransformNodesArray = index;
  27867. }
  27868. toRemove._indexInSceneTransformNodesArray = -1;
  27869. this.transformNodes.pop();
  27870. }
  27871. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  27872. return index;
  27873. };
  27874. /**
  27875. * Remove a skeleton for the list of scene's skeletons
  27876. * @param toRemove defines the skeleton to remove
  27877. * @returns the index where the skeleton was in the skeleton list
  27878. */
  27879. Scene.prototype.removeSkeleton = function (toRemove) {
  27880. var index = this.skeletons.indexOf(toRemove);
  27881. if (index !== -1) {
  27882. // Remove from the scene if found
  27883. this.skeletons.splice(index, 1);
  27884. }
  27885. return index;
  27886. };
  27887. /**
  27888. * Remove a morph target for the list of scene's morph targets
  27889. * @param toRemove defines the morph target to remove
  27890. * @returns the index where the morph target was in the morph target list
  27891. */
  27892. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  27893. var index = this.morphTargetManagers.indexOf(toRemove);
  27894. if (index !== -1) {
  27895. // Remove from the scene if found
  27896. this.morphTargetManagers.splice(index, 1);
  27897. }
  27898. return index;
  27899. };
  27900. /**
  27901. * Remove a light for the list of scene's lights
  27902. * @param toRemove defines the light to remove
  27903. * @returns the index where the light was in the light list
  27904. */
  27905. Scene.prototype.removeLight = function (toRemove) {
  27906. var index = this.lights.indexOf(toRemove);
  27907. if (index !== -1) {
  27908. // Remove from meshes
  27909. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27910. var mesh = _a[_i];
  27911. mesh._removeLightSource(toRemove);
  27912. }
  27913. // Remove from the scene if mesh found
  27914. this.lights.splice(index, 1);
  27915. this.sortLightsByPriority();
  27916. }
  27917. this.onLightRemovedObservable.notifyObservers(toRemove);
  27918. return index;
  27919. };
  27920. /**
  27921. * Remove a camera for the list of scene's cameras
  27922. * @param toRemove defines the camera to remove
  27923. * @returns the index where the camera was in the camera list
  27924. */
  27925. Scene.prototype.removeCamera = function (toRemove) {
  27926. var index = this.cameras.indexOf(toRemove);
  27927. if (index !== -1) {
  27928. // Remove from the scene if mesh found
  27929. this.cameras.splice(index, 1);
  27930. }
  27931. // Remove from activeCameras
  27932. var index2 = this.activeCameras.indexOf(toRemove);
  27933. if (index2 !== -1) {
  27934. // Remove from the scene if mesh found
  27935. this.activeCameras.splice(index2, 1);
  27936. }
  27937. // Reset the activeCamera
  27938. if (this.activeCamera === toRemove) {
  27939. if (this.cameras.length > 0) {
  27940. this.activeCamera = this.cameras[0];
  27941. }
  27942. else {
  27943. this.activeCamera = null;
  27944. }
  27945. }
  27946. this.onCameraRemovedObservable.notifyObservers(toRemove);
  27947. return index;
  27948. };
  27949. /**
  27950. * Remove a particle system for the list of scene's particle systems
  27951. * @param toRemove defines the particle system to remove
  27952. * @returns the index where the particle system was in the particle system list
  27953. */
  27954. Scene.prototype.removeParticleSystem = function (toRemove) {
  27955. var index = this.particleSystems.indexOf(toRemove);
  27956. if (index !== -1) {
  27957. this.particleSystems.splice(index, 1);
  27958. }
  27959. return index;
  27960. };
  27961. /**
  27962. * Remove a animation for the list of scene's animations
  27963. * @param toRemove defines the animation to remove
  27964. * @returns the index where the animation was in the animation list
  27965. */
  27966. Scene.prototype.removeAnimation = function (toRemove) {
  27967. var index = this.animations.indexOf(toRemove);
  27968. if (index !== -1) {
  27969. this.animations.splice(index, 1);
  27970. }
  27971. return index;
  27972. };
  27973. /**
  27974. * Removes the given animation group from this scene.
  27975. * @param toRemove The animation group to remove
  27976. * @returns The index of the removed animation group
  27977. */
  27978. Scene.prototype.removeAnimationGroup = function (toRemove) {
  27979. var index = this.animationGroups.indexOf(toRemove);
  27980. if (index !== -1) {
  27981. this.animationGroups.splice(index, 1);
  27982. }
  27983. return index;
  27984. };
  27985. /**
  27986. * Removes the given multi-material from this scene.
  27987. * @param toRemove The multi-material to remove
  27988. * @returns The index of the removed multi-material
  27989. */
  27990. Scene.prototype.removeMultiMaterial = function (toRemove) {
  27991. var index = this.multiMaterials.indexOf(toRemove);
  27992. if (index !== -1) {
  27993. this.multiMaterials.splice(index, 1);
  27994. }
  27995. return index;
  27996. };
  27997. /**
  27998. * Removes the given material from this scene.
  27999. * @param toRemove The material to remove
  28000. * @returns The index of the removed material
  28001. */
  28002. Scene.prototype.removeMaterial = function (toRemove) {
  28003. var index = toRemove._indexInSceneMaterialArray;
  28004. if (index !== -1) {
  28005. if (index !== this.materials.length - 1) {
  28006. var lastMaterial = this.materials[this.materials.length - 1];
  28007. this.materials[index] = lastMaterial;
  28008. lastMaterial._indexInSceneMaterialArray = index;
  28009. }
  28010. toRemove._indexInSceneMaterialArray = -1;
  28011. this.materials.pop();
  28012. }
  28013. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28014. return index;
  28015. };
  28016. /**
  28017. * Removes the given action manager from this scene.
  28018. * @param toRemove The action manager to remove
  28019. * @returns The index of the removed action manager
  28020. */
  28021. Scene.prototype.removeActionManager = function (toRemove) {
  28022. var index = this.actionManagers.indexOf(toRemove);
  28023. if (index !== -1) {
  28024. this.actionManagers.splice(index, 1);
  28025. }
  28026. return index;
  28027. };
  28028. /**
  28029. * Removes the given texture from this scene.
  28030. * @param toRemove The texture to remove
  28031. * @returns The index of the removed texture
  28032. */
  28033. Scene.prototype.removeTexture = function (toRemove) {
  28034. var index = this.textures.indexOf(toRemove);
  28035. if (index !== -1) {
  28036. this.textures.splice(index, 1);
  28037. }
  28038. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28039. return index;
  28040. };
  28041. /**
  28042. * Adds the given light to this scene
  28043. * @param newLight The light to add
  28044. */
  28045. Scene.prototype.addLight = function (newLight) {
  28046. this.lights.push(newLight);
  28047. this.sortLightsByPriority();
  28048. // Add light to all meshes (To support if the light is removed and then readded)
  28049. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28050. var mesh = _a[_i];
  28051. if (mesh._lightSources.indexOf(newLight) === -1) {
  28052. mesh._lightSources.push(newLight);
  28053. mesh._resyncLightSources();
  28054. }
  28055. }
  28056. this.onNewLightAddedObservable.notifyObservers(newLight);
  28057. };
  28058. /**
  28059. * Sorts the list list based on light priorities
  28060. */
  28061. Scene.prototype.sortLightsByPriority = function () {
  28062. if (this.requireLightSorting) {
  28063. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28064. }
  28065. };
  28066. /**
  28067. * Adds the given camera to this scene
  28068. * @param newCamera The camera to add
  28069. */
  28070. Scene.prototype.addCamera = function (newCamera) {
  28071. this.cameras.push(newCamera);
  28072. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28073. };
  28074. /**
  28075. * Adds the given skeleton to this scene
  28076. * @param newSkeleton The skeleton to add
  28077. */
  28078. Scene.prototype.addSkeleton = function (newSkeleton) {
  28079. this.skeletons.push(newSkeleton);
  28080. };
  28081. /**
  28082. * Adds the given particle system to this scene
  28083. * @param newParticleSystem The particle system to add
  28084. */
  28085. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28086. this.particleSystems.push(newParticleSystem);
  28087. };
  28088. /**
  28089. * Adds the given animation to this scene
  28090. * @param newAnimation The animation to add
  28091. */
  28092. Scene.prototype.addAnimation = function (newAnimation) {
  28093. this.animations.push(newAnimation);
  28094. };
  28095. /**
  28096. * Adds the given animation group to this scene.
  28097. * @param newAnimationGroup The animation group to add
  28098. */
  28099. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28100. this.animationGroups.push(newAnimationGroup);
  28101. };
  28102. /**
  28103. * Adds the given multi-material to this scene
  28104. * @param newMultiMaterial The multi-material to add
  28105. */
  28106. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28107. this.multiMaterials.push(newMultiMaterial);
  28108. };
  28109. /**
  28110. * Adds the given material to this scene
  28111. * @param newMaterial The material to add
  28112. */
  28113. Scene.prototype.addMaterial = function (newMaterial) {
  28114. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28115. this.materials.push(newMaterial);
  28116. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28117. };
  28118. /**
  28119. * Adds the given morph target to this scene
  28120. * @param newMorphTargetManager The morph target to add
  28121. */
  28122. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28123. this.morphTargetManagers.push(newMorphTargetManager);
  28124. };
  28125. /**
  28126. * Adds the given geometry to this scene
  28127. * @param newGeometry The geometry to add
  28128. */
  28129. Scene.prototype.addGeometry = function (newGeometry) {
  28130. if (this.geometriesById) {
  28131. this.geometriesById[newGeometry.id] = this.geometries.length;
  28132. }
  28133. this.geometries.push(newGeometry);
  28134. };
  28135. /**
  28136. * Adds the given action manager to this scene
  28137. * @param newActionManager The action manager to add
  28138. */
  28139. Scene.prototype.addActionManager = function (newActionManager) {
  28140. this.actionManagers.push(newActionManager);
  28141. };
  28142. /**
  28143. * Adds the given texture to this scene.
  28144. * @param newTexture The texture to add
  28145. */
  28146. Scene.prototype.addTexture = function (newTexture) {
  28147. this.textures.push(newTexture);
  28148. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28149. };
  28150. /**
  28151. * Switch active camera
  28152. * @param newCamera defines the new active camera
  28153. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28154. */
  28155. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28156. if (attachControl === void 0) { attachControl = true; }
  28157. var canvas = this._engine.getRenderingCanvas();
  28158. if (!canvas) {
  28159. return;
  28160. }
  28161. if (this.activeCamera) {
  28162. this.activeCamera.detachControl(canvas);
  28163. }
  28164. this.activeCamera = newCamera;
  28165. if (attachControl) {
  28166. newCamera.attachControl(canvas);
  28167. }
  28168. };
  28169. /**
  28170. * sets the active camera of the scene using its ID
  28171. * @param id defines the camera's ID
  28172. * @return the new active camera or null if none found.
  28173. */
  28174. Scene.prototype.setActiveCameraByID = function (id) {
  28175. var camera = this.getCameraByID(id);
  28176. if (camera) {
  28177. this.activeCamera = camera;
  28178. return camera;
  28179. }
  28180. return null;
  28181. };
  28182. /**
  28183. * sets the active camera of the scene using its name
  28184. * @param name defines the camera's name
  28185. * @returns the new active camera or null if none found.
  28186. */
  28187. Scene.prototype.setActiveCameraByName = function (name) {
  28188. var camera = this.getCameraByName(name);
  28189. if (camera) {
  28190. this.activeCamera = camera;
  28191. return camera;
  28192. }
  28193. return null;
  28194. };
  28195. /**
  28196. * get an animation group using its name
  28197. * @param name defines the material's name
  28198. * @return the animation group or null if none found.
  28199. */
  28200. Scene.prototype.getAnimationGroupByName = function (name) {
  28201. for (var index = 0; index < this.animationGroups.length; index++) {
  28202. if (this.animationGroups[index].name === name) {
  28203. return this.animationGroups[index];
  28204. }
  28205. }
  28206. return null;
  28207. };
  28208. /**
  28209. * get a material using its id
  28210. * @param id defines the material's ID
  28211. * @return the material or null if none found.
  28212. */
  28213. Scene.prototype.getMaterialByID = function (id) {
  28214. for (var index = 0; index < this.materials.length; index++) {
  28215. if (this.materials[index].id === id) {
  28216. return this.materials[index];
  28217. }
  28218. }
  28219. return null;
  28220. };
  28221. /**
  28222. * Gets a material using its name
  28223. * @param name defines the material's name
  28224. * @return the material or null if none found.
  28225. */
  28226. Scene.prototype.getMaterialByName = function (name) {
  28227. for (var index = 0; index < this.materials.length; index++) {
  28228. if (this.materials[index].name === name) {
  28229. return this.materials[index];
  28230. }
  28231. }
  28232. return null;
  28233. };
  28234. /**
  28235. * Gets a camera using its id
  28236. * @param id defines the id to look for
  28237. * @returns the camera or null if not found
  28238. */
  28239. Scene.prototype.getCameraByID = function (id) {
  28240. for (var index = 0; index < this.cameras.length; index++) {
  28241. if (this.cameras[index].id === id) {
  28242. return this.cameras[index];
  28243. }
  28244. }
  28245. return null;
  28246. };
  28247. /**
  28248. * Gets a camera using its unique id
  28249. * @param uniqueId defines the unique id to look for
  28250. * @returns the camera or null if not found
  28251. */
  28252. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28253. for (var index = 0; index < this.cameras.length; index++) {
  28254. if (this.cameras[index].uniqueId === uniqueId) {
  28255. return this.cameras[index];
  28256. }
  28257. }
  28258. return null;
  28259. };
  28260. /**
  28261. * Gets a camera using its name
  28262. * @param name defines the camera's name
  28263. * @return the camera or null if none found.
  28264. */
  28265. Scene.prototype.getCameraByName = function (name) {
  28266. for (var index = 0; index < this.cameras.length; index++) {
  28267. if (this.cameras[index].name === name) {
  28268. return this.cameras[index];
  28269. }
  28270. }
  28271. return null;
  28272. };
  28273. /**
  28274. * Gets a bone using its id
  28275. * @param id defines the bone's id
  28276. * @return the bone or null if not found
  28277. */
  28278. Scene.prototype.getBoneByID = function (id) {
  28279. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28280. var skeleton = this.skeletons[skeletonIndex];
  28281. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28282. if (skeleton.bones[boneIndex].id === id) {
  28283. return skeleton.bones[boneIndex];
  28284. }
  28285. }
  28286. }
  28287. return null;
  28288. };
  28289. /**
  28290. * Gets a bone using its id
  28291. * @param name defines the bone's name
  28292. * @return the bone or null if not found
  28293. */
  28294. Scene.prototype.getBoneByName = function (name) {
  28295. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28296. var skeleton = this.skeletons[skeletonIndex];
  28297. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28298. if (skeleton.bones[boneIndex].name === name) {
  28299. return skeleton.bones[boneIndex];
  28300. }
  28301. }
  28302. }
  28303. return null;
  28304. };
  28305. /**
  28306. * Gets a light node using its name
  28307. * @param name defines the the light's name
  28308. * @return the light or null if none found.
  28309. */
  28310. Scene.prototype.getLightByName = function (name) {
  28311. for (var index = 0; index < this.lights.length; index++) {
  28312. if (this.lights[index].name === name) {
  28313. return this.lights[index];
  28314. }
  28315. }
  28316. return null;
  28317. };
  28318. /**
  28319. * Gets a light node using its id
  28320. * @param id defines the light's id
  28321. * @return the light or null if none found.
  28322. */
  28323. Scene.prototype.getLightByID = function (id) {
  28324. for (var index = 0; index < this.lights.length; index++) {
  28325. if (this.lights[index].id === id) {
  28326. return this.lights[index];
  28327. }
  28328. }
  28329. return null;
  28330. };
  28331. /**
  28332. * Gets a light node using its scene-generated unique ID
  28333. * @param uniqueId defines the light's unique id
  28334. * @return the light or null if none found.
  28335. */
  28336. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28337. for (var index = 0; index < this.lights.length; index++) {
  28338. if (this.lights[index].uniqueId === uniqueId) {
  28339. return this.lights[index];
  28340. }
  28341. }
  28342. return null;
  28343. };
  28344. /**
  28345. * Gets a particle system by id
  28346. * @param id defines the particle system id
  28347. * @return the corresponding system or null if none found
  28348. */
  28349. Scene.prototype.getParticleSystemByID = function (id) {
  28350. for (var index = 0; index < this.particleSystems.length; index++) {
  28351. if (this.particleSystems[index].id === id) {
  28352. return this.particleSystems[index];
  28353. }
  28354. }
  28355. return null;
  28356. };
  28357. /**
  28358. * Gets a geometry using its ID
  28359. * @param id defines the geometry's id
  28360. * @return the geometry or null if none found.
  28361. */
  28362. Scene.prototype.getGeometryByID = function (id) {
  28363. if (this.geometriesById) {
  28364. var index_1 = this.geometriesById[id];
  28365. if (index_1 !== undefined) {
  28366. return this.geometries[index_1];
  28367. }
  28368. }
  28369. else {
  28370. for (var index = 0; index < this.geometries.length; index++) {
  28371. if (this.geometries[index].id === id) {
  28372. return this.geometries[index];
  28373. }
  28374. }
  28375. }
  28376. return null;
  28377. };
  28378. /**
  28379. * Add a new geometry to this scene
  28380. * @param geometry defines the geometry to be added to the scene.
  28381. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28382. * @return a boolean defining if the geometry was added or not
  28383. */
  28384. Scene.prototype.pushGeometry = function (geometry, force) {
  28385. if (!force && this.getGeometryByID(geometry.id)) {
  28386. return false;
  28387. }
  28388. this.addGeometry(geometry);
  28389. //notify the collision coordinator
  28390. if (this.collisionCoordinator) {
  28391. this.collisionCoordinator.onGeometryAdded(geometry);
  28392. }
  28393. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28394. return true;
  28395. };
  28396. /**
  28397. * Removes an existing geometry
  28398. * @param geometry defines the geometry to be removed from the scene
  28399. * @return a boolean defining if the geometry was removed or not
  28400. */
  28401. Scene.prototype.removeGeometry = function (geometry) {
  28402. var index;
  28403. if (this.geometriesById) {
  28404. index = this.geometriesById[geometry.id];
  28405. if (index === undefined) {
  28406. return false;
  28407. }
  28408. }
  28409. else {
  28410. index = this.geometries.indexOf(geometry);
  28411. if (index < 0) {
  28412. return false;
  28413. }
  28414. }
  28415. if (index !== this.geometries.length - 1) {
  28416. var lastGeometry = this.geometries[this.geometries.length - 1];
  28417. this.geometries[index] = lastGeometry;
  28418. if (this.geometriesById) {
  28419. this.geometriesById[lastGeometry.id] = index;
  28420. this.geometriesById[geometry.id] = undefined;
  28421. }
  28422. }
  28423. this.geometries.pop();
  28424. //notify the collision coordinator
  28425. if (this.collisionCoordinator) {
  28426. this.collisionCoordinator.onGeometryDeleted(geometry);
  28427. }
  28428. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28429. return true;
  28430. };
  28431. /**
  28432. * Gets the list of geometries attached to the scene
  28433. * @returns an array of Geometry
  28434. */
  28435. Scene.prototype.getGeometries = function () {
  28436. return this.geometries;
  28437. };
  28438. /**
  28439. * Gets the first added mesh found of a given ID
  28440. * @param id defines the id to search for
  28441. * @return the mesh found or null if not found at all
  28442. */
  28443. Scene.prototype.getMeshByID = function (id) {
  28444. for (var index = 0; index < this.meshes.length; index++) {
  28445. if (this.meshes[index].id === id) {
  28446. return this.meshes[index];
  28447. }
  28448. }
  28449. return null;
  28450. };
  28451. /**
  28452. * Gets a list of meshes using their id
  28453. * @param id defines the id to search for
  28454. * @returns a list of meshes
  28455. */
  28456. Scene.prototype.getMeshesByID = function (id) {
  28457. return this.meshes.filter(function (m) {
  28458. return m.id === id;
  28459. });
  28460. };
  28461. /**
  28462. * Gets the first added transform node found of a given ID
  28463. * @param id defines the id to search for
  28464. * @return the found transform node or null if not found at all.
  28465. */
  28466. Scene.prototype.getTransformNodeByID = function (id) {
  28467. for (var index = 0; index < this.transformNodes.length; index++) {
  28468. if (this.transformNodes[index].id === id) {
  28469. return this.transformNodes[index];
  28470. }
  28471. }
  28472. return null;
  28473. };
  28474. /**
  28475. * Gets a list of transform nodes using their id
  28476. * @param id defines the id to search for
  28477. * @returns a list of transform nodes
  28478. */
  28479. Scene.prototype.getTransformNodesByID = function (id) {
  28480. return this.transformNodes.filter(function (m) {
  28481. return m.id === id;
  28482. });
  28483. };
  28484. /**
  28485. * Gets a mesh with its auto-generated unique id
  28486. * @param uniqueId defines the unique id to search for
  28487. * @return the found mesh or null if not found at all.
  28488. */
  28489. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28490. for (var index = 0; index < this.meshes.length; index++) {
  28491. if (this.meshes[index].uniqueId === uniqueId) {
  28492. return this.meshes[index];
  28493. }
  28494. }
  28495. return null;
  28496. };
  28497. /**
  28498. * Gets a the last added mesh using a given id
  28499. * @param id defines the id to search for
  28500. * @return the found mesh or null if not found at all.
  28501. */
  28502. Scene.prototype.getLastMeshByID = function (id) {
  28503. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28504. if (this.meshes[index].id === id) {
  28505. return this.meshes[index];
  28506. }
  28507. }
  28508. return null;
  28509. };
  28510. /**
  28511. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28512. * @param id defines the id to search for
  28513. * @return the found node or null if not found at all
  28514. */
  28515. Scene.prototype.getLastEntryByID = function (id) {
  28516. var index;
  28517. for (index = this.meshes.length - 1; index >= 0; index--) {
  28518. if (this.meshes[index].id === id) {
  28519. return this.meshes[index];
  28520. }
  28521. }
  28522. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28523. if (this.transformNodes[index].id === id) {
  28524. return this.transformNodes[index];
  28525. }
  28526. }
  28527. for (index = this.cameras.length - 1; index >= 0; index--) {
  28528. if (this.cameras[index].id === id) {
  28529. return this.cameras[index];
  28530. }
  28531. }
  28532. for (index = this.lights.length - 1; index >= 0; index--) {
  28533. if (this.lights[index].id === id) {
  28534. return this.lights[index];
  28535. }
  28536. }
  28537. return null;
  28538. };
  28539. /**
  28540. * Gets a node (Mesh, Camera, Light) using a given id
  28541. * @param id defines the id to search for
  28542. * @return the found node or null if not found at all
  28543. */
  28544. Scene.prototype.getNodeByID = function (id) {
  28545. var mesh = this.getMeshByID(id);
  28546. if (mesh) {
  28547. return mesh;
  28548. }
  28549. var light = this.getLightByID(id);
  28550. if (light) {
  28551. return light;
  28552. }
  28553. var camera = this.getCameraByID(id);
  28554. if (camera) {
  28555. return camera;
  28556. }
  28557. var bone = this.getBoneByID(id);
  28558. return bone;
  28559. };
  28560. /**
  28561. * Gets a node (Mesh, Camera, Light) using a given name
  28562. * @param name defines the name to search for
  28563. * @return the found node or null if not found at all.
  28564. */
  28565. Scene.prototype.getNodeByName = function (name) {
  28566. var mesh = this.getMeshByName(name);
  28567. if (mesh) {
  28568. return mesh;
  28569. }
  28570. var light = this.getLightByName(name);
  28571. if (light) {
  28572. return light;
  28573. }
  28574. var camera = this.getCameraByName(name);
  28575. if (camera) {
  28576. return camera;
  28577. }
  28578. var bone = this.getBoneByName(name);
  28579. return bone;
  28580. };
  28581. /**
  28582. * Gets a mesh using a given name
  28583. * @param name defines the name to search for
  28584. * @return the found mesh or null if not found at all.
  28585. */
  28586. Scene.prototype.getMeshByName = function (name) {
  28587. for (var index = 0; index < this.meshes.length; index++) {
  28588. if (this.meshes[index].name === name) {
  28589. return this.meshes[index];
  28590. }
  28591. }
  28592. return null;
  28593. };
  28594. /**
  28595. * Gets a transform node using a given name
  28596. * @param name defines the name to search for
  28597. * @return the found transform node or null if not found at all.
  28598. */
  28599. Scene.prototype.getTransformNodeByName = function (name) {
  28600. for (var index = 0; index < this.transformNodes.length; index++) {
  28601. if (this.transformNodes[index].name === name) {
  28602. return this.transformNodes[index];
  28603. }
  28604. }
  28605. return null;
  28606. };
  28607. /**
  28608. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28609. * @param id defines the id to search for
  28610. * @return the found skeleton or null if not found at all.
  28611. */
  28612. Scene.prototype.getLastSkeletonByID = function (id) {
  28613. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28614. if (this.skeletons[index].id === id) {
  28615. return this.skeletons[index];
  28616. }
  28617. }
  28618. return null;
  28619. };
  28620. /**
  28621. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28622. * @param id defines the id to search for
  28623. * @return the found skeleton or null if not found at all.
  28624. */
  28625. Scene.prototype.getSkeletonById = function (id) {
  28626. for (var index = 0; index < this.skeletons.length; index++) {
  28627. if (this.skeletons[index].id === id) {
  28628. return this.skeletons[index];
  28629. }
  28630. }
  28631. return null;
  28632. };
  28633. /**
  28634. * Gets a skeleton using a given name
  28635. * @param name defines the name to search for
  28636. * @return the found skeleton or null if not found at all.
  28637. */
  28638. Scene.prototype.getSkeletonByName = function (name) {
  28639. for (var index = 0; index < this.skeletons.length; index++) {
  28640. if (this.skeletons[index].name === name) {
  28641. return this.skeletons[index];
  28642. }
  28643. }
  28644. return null;
  28645. };
  28646. /**
  28647. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28648. * @param id defines the id to search for
  28649. * @return the found morph target manager or null if not found at all.
  28650. */
  28651. Scene.prototype.getMorphTargetManagerById = function (id) {
  28652. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28653. if (this.morphTargetManagers[index].uniqueId === id) {
  28654. return this.morphTargetManagers[index];
  28655. }
  28656. }
  28657. return null;
  28658. };
  28659. /**
  28660. * Gets a boolean indicating if the given mesh is active
  28661. * @param mesh defines the mesh to look for
  28662. * @returns true if the mesh is in the active list
  28663. */
  28664. Scene.prototype.isActiveMesh = function (mesh) {
  28665. return (this._activeMeshes.indexOf(mesh) !== -1);
  28666. };
  28667. Object.defineProperty(Scene.prototype, "uid", {
  28668. /**
  28669. * Return a unique id as a string which can serve as an identifier for the scene
  28670. */
  28671. get: function () {
  28672. if (!this._uid) {
  28673. this._uid = BABYLON.Tools.RandomId();
  28674. }
  28675. return this._uid;
  28676. },
  28677. enumerable: true,
  28678. configurable: true
  28679. });
  28680. /**
  28681. * Add an externaly attached data from its key.
  28682. * This method call will fail and return false, if such key already exists.
  28683. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28684. * @param key the unique key that identifies the data
  28685. * @param data the data object to associate to the key for this Engine instance
  28686. * @return true if no such key were already present and the data was added successfully, false otherwise
  28687. */
  28688. Scene.prototype.addExternalData = function (key, data) {
  28689. if (!this._externalData) {
  28690. this._externalData = new BABYLON.StringDictionary();
  28691. }
  28692. return this._externalData.add(key, data);
  28693. };
  28694. /**
  28695. * Get an externaly attached data from its key
  28696. * @param key the unique key that identifies the data
  28697. * @return the associated data, if present (can be null), or undefined if not present
  28698. */
  28699. Scene.prototype.getExternalData = function (key) {
  28700. if (!this._externalData) {
  28701. return null;
  28702. }
  28703. return this._externalData.get(key);
  28704. };
  28705. /**
  28706. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28707. * @param key the unique key that identifies the data
  28708. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28709. * @return the associated data, can be null if the factory returned null.
  28710. */
  28711. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28712. if (!this._externalData) {
  28713. this._externalData = new BABYLON.StringDictionary();
  28714. }
  28715. return this._externalData.getOrAddWithFactory(key, factory);
  28716. };
  28717. /**
  28718. * Remove an externaly attached data from the Engine instance
  28719. * @param key the unique key that identifies the data
  28720. * @return true if the data was successfully removed, false if it doesn't exist
  28721. */
  28722. Scene.prototype.removeExternalData = function (key) {
  28723. return this._externalData.remove(key);
  28724. };
  28725. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28726. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28727. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28728. var step = _a[_i];
  28729. step.action(mesh, subMesh);
  28730. }
  28731. var material = subMesh.getMaterial();
  28732. if (material !== null && material !== undefined) {
  28733. // Render targets
  28734. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28735. if (this._processedMaterials.indexOf(material) === -1) {
  28736. this._processedMaterials.push(material);
  28737. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28738. }
  28739. }
  28740. // Dispatch
  28741. this._activeIndices.addCount(subMesh.indexCount, false);
  28742. this._renderingManager.dispatch(subMesh, mesh, material);
  28743. }
  28744. }
  28745. };
  28746. /**
  28747. * Clear the processed materials smart array preventing retention point in material dispose.
  28748. */
  28749. Scene.prototype.freeProcessedMaterials = function () {
  28750. this._processedMaterials.dispose();
  28751. };
  28752. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  28753. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  28754. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  28755. * when disposing several meshes in a row or a hierarchy of meshes.
  28756. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  28757. */
  28758. get: function () {
  28759. return this._preventFreeActiveMeshesAndRenderingGroups;
  28760. },
  28761. set: function (value) {
  28762. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  28763. return;
  28764. }
  28765. if (value) {
  28766. this.freeActiveMeshes();
  28767. this.freeRenderingGroups();
  28768. }
  28769. this._preventFreeActiveMeshesAndRenderingGroups = value;
  28770. },
  28771. enumerable: true,
  28772. configurable: true
  28773. });
  28774. /**
  28775. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28776. */
  28777. Scene.prototype.freeActiveMeshes = function () {
  28778. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  28779. return;
  28780. }
  28781. this._activeMeshes.dispose();
  28782. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28783. this.activeCamera._activeMeshes.dispose();
  28784. }
  28785. if (this.activeCameras) {
  28786. for (var i = 0; i < this.activeCameras.length; i++) {
  28787. var activeCamera = this.activeCameras[i];
  28788. if (activeCamera && activeCamera._activeMeshes) {
  28789. activeCamera._activeMeshes.dispose();
  28790. }
  28791. }
  28792. }
  28793. };
  28794. /**
  28795. * Clear the info related to rendering groups preventing retention points during dispose.
  28796. */
  28797. Scene.prototype.freeRenderingGroups = function () {
  28798. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  28799. return;
  28800. }
  28801. if (this._renderingManager) {
  28802. this._renderingManager.freeRenderingGroups();
  28803. }
  28804. if (this.textures) {
  28805. for (var i = 0; i < this.textures.length; i++) {
  28806. var texture = this.textures[i];
  28807. if (texture && texture.renderList) {
  28808. texture.freeRenderingGroups();
  28809. }
  28810. }
  28811. }
  28812. };
  28813. /** @hidden */
  28814. Scene.prototype._isInIntermediateRendering = function () {
  28815. return this._intermediateRendering;
  28816. };
  28817. /**
  28818. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  28819. * @returns the current scene
  28820. */
  28821. Scene.prototype.freezeActiveMeshes = function () {
  28822. if (!this.activeCamera) {
  28823. return this;
  28824. }
  28825. if (!this._frustumPlanes) {
  28826. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28827. }
  28828. this._evaluateActiveMeshes();
  28829. this._activeMeshesFrozen = true;
  28830. return this;
  28831. };
  28832. /**
  28833. * Use this function to restart evaluating active meshes on every frame
  28834. * @returns the current scene
  28835. */
  28836. Scene.prototype.unfreezeActiveMeshes = function () {
  28837. this._activeMeshesFrozen = false;
  28838. return this;
  28839. };
  28840. Scene.prototype._evaluateActiveMeshes = function () {
  28841. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  28842. return;
  28843. }
  28844. if (!this.activeCamera) {
  28845. return;
  28846. }
  28847. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  28848. this.activeCamera._activeMeshes.reset();
  28849. this._activeMeshes.reset();
  28850. this._renderingManager.reset();
  28851. this._processedMaterials.reset();
  28852. this._activeParticleSystems.reset();
  28853. this._activeSkeletons.reset();
  28854. this._softwareSkinnedMeshes.reset();
  28855. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  28856. var step = _a[_i];
  28857. step.action();
  28858. }
  28859. // Determine mesh candidates
  28860. var meshes = this.getActiveMeshCandidates();
  28861. // Check each mesh
  28862. var len = meshes.length;
  28863. for (var i = 0; i < len; i++) {
  28864. var mesh = meshes.data[i];
  28865. if (mesh.isBlocked) {
  28866. continue;
  28867. }
  28868. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  28869. if (!mesh.isReady() || !mesh.isEnabled()) {
  28870. continue;
  28871. }
  28872. mesh.computeWorldMatrix();
  28873. // Intersections
  28874. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  28875. this._meshesForIntersections.pushNoDuplicate(mesh);
  28876. }
  28877. // Switch to current LOD
  28878. var meshLOD = mesh.getLOD(this.activeCamera);
  28879. if (meshLOD === undefined || meshLOD === null) {
  28880. continue;
  28881. }
  28882. mesh._preActivate();
  28883. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  28884. this._activeMeshes.push(mesh);
  28885. this.activeCamera._activeMeshes.push(mesh);
  28886. mesh._activate(this._renderId);
  28887. if (meshLOD !== mesh) {
  28888. meshLOD._activate(this._renderId);
  28889. }
  28890. this._activeMesh(mesh, meshLOD);
  28891. }
  28892. }
  28893. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  28894. // Particle systems
  28895. if (this.particlesEnabled) {
  28896. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  28897. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  28898. var particleSystem = this.particleSystems[particleIndex];
  28899. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  28900. continue;
  28901. }
  28902. var emitter = particleSystem.emitter;
  28903. if (!emitter.position || emitter.isEnabled()) {
  28904. this._activeParticleSystems.push(particleSystem);
  28905. particleSystem.animate();
  28906. this._renderingManager.dispatchParticles(particleSystem);
  28907. }
  28908. }
  28909. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  28910. }
  28911. };
  28912. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  28913. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  28914. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  28915. mesh.skeleton.prepare();
  28916. }
  28917. if (!mesh.computeBonesUsingShaders) {
  28918. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  28919. }
  28920. }
  28921. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  28922. var step = _a[_i];
  28923. step.action(sourceMesh, mesh);
  28924. }
  28925. if (mesh !== undefined && mesh !== null
  28926. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  28927. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  28928. var len = subMeshes.length;
  28929. for (var i = 0; i < len; i++) {
  28930. var subMesh = subMeshes.data[i];
  28931. this._evaluateSubMesh(subMesh, mesh);
  28932. }
  28933. }
  28934. };
  28935. /**
  28936. * Update the transform matrix to update from the current active camera
  28937. * @param force defines a boolean used to force the update even if cache is up to date
  28938. */
  28939. Scene.prototype.updateTransformMatrix = function (force) {
  28940. if (!this.activeCamera) {
  28941. return;
  28942. }
  28943. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  28944. };
  28945. /**
  28946. * 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)
  28947. * @param alternateCamera defines the camera to use
  28948. */
  28949. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  28950. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  28951. };
  28952. Scene.prototype._renderForCamera = function (camera, rigParent) {
  28953. if (camera && camera._skipRendering) {
  28954. return;
  28955. }
  28956. var engine = this._engine;
  28957. this.activeCamera = camera;
  28958. if (!this.activeCamera) {
  28959. throw new Error("Active camera not set");
  28960. }
  28961. // Viewport
  28962. engine.setViewport(this.activeCamera.viewport);
  28963. // Camera
  28964. this.resetCachedMaterial();
  28965. this._renderId++;
  28966. this.updateTransformMatrix();
  28967. if (camera._alternateCamera) {
  28968. this.updateAlternateTransformMatrix(camera._alternateCamera);
  28969. this._alternateRendering = true;
  28970. }
  28971. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  28972. // Meshes
  28973. this._evaluateActiveMeshes();
  28974. // Software skinning
  28975. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  28976. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  28977. mesh.applySkeleton(mesh.skeleton);
  28978. }
  28979. // Render targets
  28980. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  28981. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  28982. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  28983. }
  28984. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  28985. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  28986. }
  28987. // Collects render targets from external components.
  28988. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  28989. var step = _a[_i];
  28990. step.action(this._renderTargets);
  28991. }
  28992. if (this.renderTargetsEnabled) {
  28993. this._intermediateRendering = true;
  28994. if (this._renderTargets.length > 0) {
  28995. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  28996. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  28997. var renderTarget = this._renderTargets.data[renderIndex];
  28998. if (renderTarget._shouldRender()) {
  28999. this._renderId++;
  29000. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29001. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29002. }
  29003. }
  29004. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29005. this._renderId++;
  29006. }
  29007. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29008. var step = _c[_b];
  29009. step.action(this.activeCamera);
  29010. }
  29011. this._intermediateRendering = false;
  29012. if (this.activeCamera.outputRenderTarget) {
  29013. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29014. if (internalTexture) {
  29015. engine.bindFramebuffer(internalTexture);
  29016. }
  29017. else {
  29018. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29019. }
  29020. }
  29021. else {
  29022. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29023. }
  29024. }
  29025. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29026. // Prepare Frame
  29027. if (this.postProcessManager) {
  29028. this.postProcessManager._prepareFrame();
  29029. }
  29030. // Before Camera Draw
  29031. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29032. var step = _e[_d];
  29033. step.action(this.activeCamera);
  29034. }
  29035. // Render
  29036. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29037. this._renderingManager.render(null, null, true, true);
  29038. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29039. // After Camera Draw
  29040. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29041. var step = _g[_f];
  29042. step.action(this.activeCamera);
  29043. }
  29044. // Finalize frame
  29045. if (this.postProcessManager) {
  29046. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29047. }
  29048. // Reset some special arrays
  29049. this._renderTargets.reset();
  29050. this._alternateRendering = false;
  29051. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29052. };
  29053. Scene.prototype._processSubCameras = function (camera) {
  29054. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29055. this._renderForCamera(camera);
  29056. return;
  29057. }
  29058. // rig cameras
  29059. for (var index = 0; index < camera._rigCameras.length; index++) {
  29060. this._renderForCamera(camera._rigCameras[index], camera);
  29061. }
  29062. this.activeCamera = camera;
  29063. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29064. };
  29065. Scene.prototype._checkIntersections = function () {
  29066. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29067. var sourceMesh = this._meshesForIntersections.data[index];
  29068. if (!sourceMesh.actionManager) {
  29069. continue;
  29070. }
  29071. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29072. var action = sourceMesh.actionManager.actions[actionIndex];
  29073. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29074. var parameters = action.getTriggerParameter();
  29075. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29076. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29077. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29078. if (areIntersecting && currentIntersectionInProgress === -1) {
  29079. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29080. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29081. sourceMesh._intersectionsInProgress.push(otherMesh);
  29082. }
  29083. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29084. sourceMesh._intersectionsInProgress.push(otherMesh);
  29085. }
  29086. }
  29087. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29088. //They intersected, and now they don't.
  29089. //is this trigger an exit trigger? execute an event.
  29090. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29091. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29092. }
  29093. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29094. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29095. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29096. return otherMesh === parameterMesh;
  29097. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29098. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29099. }
  29100. }
  29101. }
  29102. }
  29103. }
  29104. };
  29105. /** @hidden */
  29106. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29107. // Do nothing. Code will be replaced if physics engine component is referenced
  29108. };
  29109. /**
  29110. * Render the scene
  29111. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29112. */
  29113. Scene.prototype.render = function (updateCameras) {
  29114. if (updateCameras === void 0) { updateCameras = true; }
  29115. if (this.isDisposed) {
  29116. return;
  29117. }
  29118. this._frameId++;
  29119. // Register components that have been associated lately to the scene.
  29120. this._registerTransientComponents();
  29121. this._activeParticles.fetchNewFrame();
  29122. this._totalVertices.fetchNewFrame();
  29123. this._activeIndices.fetchNewFrame();
  29124. this._activeBones.fetchNewFrame();
  29125. this._meshesForIntersections.reset();
  29126. this.resetCachedMaterial();
  29127. this.onBeforeAnimationsObservable.notifyObservers(this);
  29128. // Actions
  29129. if (this.actionManager) {
  29130. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29131. }
  29132. if (this._engine.isDeterministicLockStep()) {
  29133. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29134. var defaultFPS = (60.0 / 1000.0);
  29135. var defaultFrameTime = this.getDeterministicFrameTime();
  29136. var stepsTaken = 0;
  29137. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29138. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29139. internalSteps = Math.min(internalSteps, maxSubSteps);
  29140. do {
  29141. this.onBeforeStepObservable.notifyObservers(this);
  29142. // Animations
  29143. this._animationRatio = defaultFrameTime * defaultFPS;
  29144. this._animate();
  29145. this.onAfterAnimationsObservable.notifyObservers(this);
  29146. // Physics
  29147. this._advancePhysicsEngineStep(defaultFrameTime);
  29148. this.onAfterStepObservable.notifyObservers(this);
  29149. this._currentStepId++;
  29150. stepsTaken++;
  29151. deltaTime -= defaultFrameTime;
  29152. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29153. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29154. }
  29155. else {
  29156. // Animations
  29157. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29158. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29159. this._animate();
  29160. this.onAfterAnimationsObservable.notifyObservers(this);
  29161. // Physics
  29162. this._advancePhysicsEngineStep(deltaTime);
  29163. }
  29164. // Before camera update steps
  29165. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29166. var step = _a[_i];
  29167. step.action();
  29168. }
  29169. // Update Cameras
  29170. if (updateCameras) {
  29171. if (this.activeCameras.length > 0) {
  29172. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29173. var camera = this.activeCameras[cameraIndex];
  29174. camera.update();
  29175. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29176. // rig cameras
  29177. for (var index = 0; index < camera._rigCameras.length; index++) {
  29178. camera._rigCameras[index].update();
  29179. }
  29180. }
  29181. }
  29182. }
  29183. else if (this.activeCamera) {
  29184. this.activeCamera.update();
  29185. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29186. // rig cameras
  29187. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29188. this.activeCamera._rigCameras[index].update();
  29189. }
  29190. }
  29191. }
  29192. }
  29193. // Before render
  29194. this.onBeforeRenderObservable.notifyObservers(this);
  29195. // Customs render targets
  29196. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29197. var engine = this.getEngine();
  29198. var currentActiveCamera = this.activeCamera;
  29199. if (this.renderTargetsEnabled) {
  29200. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29201. this._intermediateRendering = true;
  29202. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29203. var renderTarget = this.customRenderTargets[customIndex];
  29204. if (renderTarget._shouldRender()) {
  29205. this._renderId++;
  29206. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29207. if (!this.activeCamera) {
  29208. throw new Error("Active camera not set");
  29209. }
  29210. // Viewport
  29211. engine.setViewport(this.activeCamera.viewport);
  29212. // Camera
  29213. this.updateTransformMatrix();
  29214. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29215. }
  29216. }
  29217. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29218. this._intermediateRendering = false;
  29219. this._renderId++;
  29220. }
  29221. // Restore back buffer
  29222. if (this.customRenderTargets.length > 0) {
  29223. engine.restoreDefaultFramebuffer();
  29224. }
  29225. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29226. this.activeCamera = currentActiveCamera;
  29227. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29228. var step = _c[_b];
  29229. step.action();
  29230. }
  29231. // Clear
  29232. if (this.autoClearDepthAndStencil || this.autoClear) {
  29233. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29234. }
  29235. // Collects render targets from external components.
  29236. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29237. var step = _e[_d];
  29238. step.action(this._renderTargets);
  29239. }
  29240. // Multi-cameras?
  29241. if (this.activeCameras.length > 0) {
  29242. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29243. if (cameraIndex > 0) {
  29244. this._engine.clear(null, false, true, true);
  29245. }
  29246. this._processSubCameras(this.activeCameras[cameraIndex]);
  29247. }
  29248. }
  29249. else {
  29250. if (!this.activeCamera) {
  29251. throw new Error("No camera defined");
  29252. }
  29253. this._processSubCameras(this.activeCamera);
  29254. }
  29255. // Intersection checks
  29256. this._checkIntersections();
  29257. // Executes the after render stage actions.
  29258. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29259. var step = _g[_f];
  29260. step.action();
  29261. }
  29262. // After render
  29263. if (this.afterRender) {
  29264. this.afterRender();
  29265. }
  29266. this.onAfterRenderObservable.notifyObservers(this);
  29267. // Cleaning
  29268. if (this._toBeDisposed.length) {
  29269. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29270. var data = this._toBeDisposed[index];
  29271. if (data) {
  29272. data.dispose();
  29273. }
  29274. }
  29275. this._toBeDisposed = [];
  29276. }
  29277. if (this.dumpNextRenderTargets) {
  29278. this.dumpNextRenderTargets = false;
  29279. }
  29280. this._activeBones.addCount(0, true);
  29281. this._activeIndices.addCount(0, true);
  29282. this._activeParticles.addCount(0, true);
  29283. };
  29284. /**
  29285. * Freeze all materials
  29286. * A frozen material will not be updatable but should be faster to render
  29287. */
  29288. Scene.prototype.freezeMaterials = function () {
  29289. for (var i = 0; i < this.materials.length; i++) {
  29290. this.materials[i].freeze();
  29291. }
  29292. };
  29293. /**
  29294. * Unfreeze all materials
  29295. * A frozen material will not be updatable but should be faster to render
  29296. */
  29297. Scene.prototype.unfreezeMaterials = function () {
  29298. for (var i = 0; i < this.materials.length; i++) {
  29299. this.materials[i].unfreeze();
  29300. }
  29301. };
  29302. /**
  29303. * Releases all held ressources
  29304. */
  29305. Scene.prototype.dispose = function () {
  29306. this.beforeRender = null;
  29307. this.afterRender = null;
  29308. this.skeletons = [];
  29309. this.morphTargetManagers = [];
  29310. this._transientComponents = [];
  29311. this._isReadyForMeshStage.clear();
  29312. this._beforeEvaluateActiveMeshStage.clear();
  29313. this._evaluateSubMeshStage.clear();
  29314. this._activeMeshStage.clear();
  29315. this._cameraDrawRenderTargetStage.clear();
  29316. this._beforeCameraDrawStage.clear();
  29317. this._beforeRenderingGroupDrawStage.clear();
  29318. this._beforeRenderingMeshStage.clear();
  29319. this._afterRenderingMeshStage.clear();
  29320. this._afterRenderingGroupDrawStage.clear();
  29321. this._afterCameraDrawStage.clear();
  29322. this._afterRenderStage.clear();
  29323. this._beforeCameraUpdateStage.clear();
  29324. this._beforeClearStage.clear();
  29325. this._gatherRenderTargetsStage.clear();
  29326. this._gatherActiveCameraRenderTargetsStage.clear();
  29327. this._pointerMoveStage.clear();
  29328. this._pointerDownStage.clear();
  29329. this._pointerUpStage.clear();
  29330. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29331. var component = _a[_i];
  29332. component.dispose();
  29333. }
  29334. this.importedMeshesFiles = new Array();
  29335. this.stopAllAnimations();
  29336. this.resetCachedMaterial();
  29337. // Smart arrays
  29338. if (this.activeCamera) {
  29339. this.activeCamera._activeMeshes.dispose();
  29340. this.activeCamera = null;
  29341. }
  29342. this._activeMeshes.dispose();
  29343. this._renderingManager.dispose();
  29344. this._processedMaterials.dispose();
  29345. this._activeParticleSystems.dispose();
  29346. this._activeSkeletons.dispose();
  29347. this._softwareSkinnedMeshes.dispose();
  29348. this._renderTargets.dispose();
  29349. this._registeredForLateAnimationBindings.dispose();
  29350. this._meshesForIntersections.dispose();
  29351. this._toBeDisposed = [];
  29352. // Abort active requests
  29353. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29354. var request = _c[_b];
  29355. request.abort();
  29356. }
  29357. // Events
  29358. this.onDisposeObservable.notifyObservers(this);
  29359. this.onDisposeObservable.clear();
  29360. this.onBeforeRenderObservable.clear();
  29361. this.onAfterRenderObservable.clear();
  29362. this.onBeforeRenderTargetsRenderObservable.clear();
  29363. this.onAfterRenderTargetsRenderObservable.clear();
  29364. this.onAfterStepObservable.clear();
  29365. this.onBeforeStepObservable.clear();
  29366. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29367. this.onAfterActiveMeshesEvaluationObservable.clear();
  29368. this.onBeforeParticlesRenderingObservable.clear();
  29369. this.onAfterParticlesRenderingObservable.clear();
  29370. this.onBeforeDrawPhaseObservable.clear();
  29371. this.onAfterDrawPhaseObservable.clear();
  29372. this.onBeforeAnimationsObservable.clear();
  29373. this.onAfterAnimationsObservable.clear();
  29374. this.onDataLoadedObservable.clear();
  29375. this.onBeforeRenderingGroupObservable.clear();
  29376. this.onAfterRenderingGroupObservable.clear();
  29377. this.onMeshImportedObservable.clear();
  29378. this.onBeforeCameraRenderObservable.clear();
  29379. this.onAfterCameraRenderObservable.clear();
  29380. this.onReadyObservable.clear();
  29381. this.onNewCameraAddedObservable.clear();
  29382. this.onCameraRemovedObservable.clear();
  29383. this.onNewLightAddedObservable.clear();
  29384. this.onLightRemovedObservable.clear();
  29385. this.onNewGeometryAddedObservable.clear();
  29386. this.onGeometryRemovedObservable.clear();
  29387. this.onNewTransformNodeAddedObservable.clear();
  29388. this.onTransformNodeRemovedObservable.clear();
  29389. this.onNewMeshAddedObservable.clear();
  29390. this.onMeshRemovedObservable.clear();
  29391. this.onNewMaterialAddedObservable.clear();
  29392. this.onMaterialRemovedObservable.clear();
  29393. this.onNewTextureAddedObservable.clear();
  29394. this.onTextureRemovedObservable.clear();
  29395. this.onPrePointerObservable.clear();
  29396. this.onPointerObservable.clear();
  29397. this.onPreKeyboardObservable.clear();
  29398. this.onKeyboardObservable.clear();
  29399. this.detachControl();
  29400. // Detach cameras
  29401. var canvas = this._engine.getRenderingCanvas();
  29402. if (canvas) {
  29403. var index;
  29404. for (index = 0; index < this.cameras.length; index++) {
  29405. this.cameras[index].detachControl(canvas);
  29406. }
  29407. }
  29408. // Release animation groups
  29409. while (this.animationGroups.length) {
  29410. this.animationGroups[0].dispose();
  29411. }
  29412. // Release lights
  29413. while (this.lights.length) {
  29414. this.lights[0].dispose();
  29415. }
  29416. // Release meshes
  29417. while (this.meshes.length) {
  29418. this.meshes[0].dispose(true);
  29419. }
  29420. while (this.transformNodes.length) {
  29421. this.removeTransformNode(this.transformNodes[0]);
  29422. }
  29423. // Release cameras
  29424. while (this.cameras.length) {
  29425. this.cameras[0].dispose();
  29426. }
  29427. // Release materials
  29428. if (this.defaultMaterial) {
  29429. this.defaultMaterial.dispose();
  29430. }
  29431. while (this.multiMaterials.length) {
  29432. this.multiMaterials[0].dispose();
  29433. }
  29434. while (this.materials.length) {
  29435. this.materials[0].dispose();
  29436. }
  29437. // Release particles
  29438. while (this.particleSystems.length) {
  29439. this.particleSystems[0].dispose();
  29440. }
  29441. // Release postProcesses
  29442. while (this.postProcesses.length) {
  29443. this.postProcesses[0].dispose();
  29444. }
  29445. // Release textures
  29446. while (this.textures.length) {
  29447. this.textures[0].dispose();
  29448. }
  29449. // Release UBO
  29450. this._sceneUbo.dispose();
  29451. if (this._alternateSceneUbo) {
  29452. this._alternateSceneUbo.dispose();
  29453. }
  29454. // Post-processes
  29455. this.postProcessManager.dispose();
  29456. // Remove from engine
  29457. index = this._engine.scenes.indexOf(this);
  29458. if (index > -1) {
  29459. this._engine.scenes.splice(index, 1);
  29460. }
  29461. this._engine.wipeCaches(true);
  29462. this._isDisposed = true;
  29463. };
  29464. Object.defineProperty(Scene.prototype, "isDisposed", {
  29465. /**
  29466. * Gets if the scene is already disposed
  29467. */
  29468. get: function () {
  29469. return this._isDisposed;
  29470. },
  29471. enumerable: true,
  29472. configurable: true
  29473. });
  29474. /**
  29475. * Call this function to reduce memory footprint of the scene.
  29476. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29477. */
  29478. Scene.prototype.clearCachedVertexData = function () {
  29479. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29480. var mesh = this.meshes[meshIndex];
  29481. var geometry = mesh.geometry;
  29482. if (geometry) {
  29483. geometry._indices = [];
  29484. for (var vbName in geometry._vertexBuffers) {
  29485. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29486. continue;
  29487. }
  29488. geometry._vertexBuffers[vbName]._buffer._data = null;
  29489. }
  29490. }
  29491. }
  29492. };
  29493. /**
  29494. * This function will remove the local cached buffer data from texture.
  29495. * It will save memory but will prevent the texture from being rebuilt
  29496. */
  29497. Scene.prototype.cleanCachedTextureBuffer = function () {
  29498. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29499. var baseTexture = _a[_i];
  29500. var buffer = baseTexture._buffer;
  29501. if (buffer) {
  29502. baseTexture._buffer = null;
  29503. }
  29504. }
  29505. };
  29506. /**
  29507. * Get the world extend vectors with an optional filter
  29508. *
  29509. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29510. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29511. */
  29512. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29513. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29514. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29515. filterPredicate = filterPredicate || (function () { return true; });
  29516. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29517. mesh.computeWorldMatrix(true);
  29518. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29519. return;
  29520. }
  29521. var boundingInfo = mesh.getBoundingInfo();
  29522. var minBox = boundingInfo.boundingBox.minimumWorld;
  29523. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29524. BABYLON.Tools.CheckExtends(minBox, min, max);
  29525. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29526. });
  29527. return {
  29528. min: min,
  29529. max: max
  29530. };
  29531. };
  29532. // Picking
  29533. /**
  29534. * Creates a ray that can be used to pick in the scene
  29535. * @param x defines the x coordinate of the origin (on-screen)
  29536. * @param y defines the y coordinate of the origin (on-screen)
  29537. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29538. * @param camera defines the camera to use for the picking
  29539. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29540. * @returns a Ray
  29541. */
  29542. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29543. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29544. var result = BABYLON.Ray.Zero();
  29545. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29546. return result;
  29547. };
  29548. /**
  29549. * Creates a ray that can be used to pick in the scene
  29550. * @param x defines the x coordinate of the origin (on-screen)
  29551. * @param y defines the y coordinate of the origin (on-screen)
  29552. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29553. * @param result defines the ray where to store the picking ray
  29554. * @param camera defines the camera to use for the picking
  29555. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29556. * @returns the current scene
  29557. */
  29558. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29559. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29560. var engine = this._engine;
  29561. if (!camera) {
  29562. if (!this.activeCamera) {
  29563. throw new Error("Active camera not set");
  29564. }
  29565. camera = this.activeCamera;
  29566. }
  29567. var cameraViewport = camera.viewport;
  29568. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29569. // Moving coordinates to local viewport world
  29570. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29571. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29572. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  29573. return this;
  29574. };
  29575. /**
  29576. * Creates a ray that can be used to pick in the scene
  29577. * @param x defines the x coordinate of the origin (on-screen)
  29578. * @param y defines the y coordinate of the origin (on-screen)
  29579. * @param camera defines the camera to use for the picking
  29580. * @returns a Ray
  29581. */
  29582. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29583. var result = BABYLON.Ray.Zero();
  29584. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29585. return result;
  29586. };
  29587. /**
  29588. * Creates a ray that can be used to pick in the scene
  29589. * @param x defines the x coordinate of the origin (on-screen)
  29590. * @param y defines the y coordinate of the origin (on-screen)
  29591. * @param result defines the ray where to store the picking ray
  29592. * @param camera defines the camera to use for the picking
  29593. * @returns the current scene
  29594. */
  29595. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29596. if (!BABYLON.PickingInfo) {
  29597. return this;
  29598. }
  29599. var engine = this._engine;
  29600. if (!camera) {
  29601. if (!this.activeCamera) {
  29602. throw new Error("Active camera not set");
  29603. }
  29604. camera = this.activeCamera;
  29605. }
  29606. var cameraViewport = camera.viewport;
  29607. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29608. var identity = BABYLON.Matrix.Identity();
  29609. // Moving coordinates to local viewport world
  29610. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29611. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29612. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29613. return this;
  29614. };
  29615. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29616. if (!BABYLON.PickingInfo) {
  29617. return null;
  29618. }
  29619. var pickingInfo = null;
  29620. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29621. var mesh = this.meshes[meshIndex];
  29622. if (predicate) {
  29623. if (!predicate(mesh)) {
  29624. continue;
  29625. }
  29626. }
  29627. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29628. continue;
  29629. }
  29630. var world = mesh.getWorldMatrix();
  29631. var ray = rayFunction(world);
  29632. var result = mesh.intersects(ray, fastCheck);
  29633. if (!result || !result.hit) {
  29634. continue;
  29635. }
  29636. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29637. continue;
  29638. }
  29639. pickingInfo = result;
  29640. if (fastCheck) {
  29641. break;
  29642. }
  29643. }
  29644. return pickingInfo || new BABYLON.PickingInfo();
  29645. };
  29646. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29647. if (!BABYLON.PickingInfo) {
  29648. return null;
  29649. }
  29650. var pickingInfos = new Array();
  29651. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29652. var mesh = this.meshes[meshIndex];
  29653. if (predicate) {
  29654. if (!predicate(mesh)) {
  29655. continue;
  29656. }
  29657. }
  29658. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29659. continue;
  29660. }
  29661. var world = mesh.getWorldMatrix();
  29662. var ray = rayFunction(world);
  29663. var result = mesh.intersects(ray, false);
  29664. if (!result || !result.hit) {
  29665. continue;
  29666. }
  29667. pickingInfos.push(result);
  29668. }
  29669. return pickingInfos;
  29670. };
  29671. /** Launch a ray to try to pick a mesh in the scene
  29672. * @param x position on screen
  29673. * @param y position on screen
  29674. * @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
  29675. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29676. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29677. * @returns a PickingInfo
  29678. */
  29679. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29680. var _this = this;
  29681. if (!BABYLON.PickingInfo) {
  29682. return null;
  29683. }
  29684. var result = this._internalPick(function (world) {
  29685. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29686. return _this._tempPickingRay;
  29687. }, predicate, fastCheck);
  29688. if (result) {
  29689. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29690. }
  29691. return result;
  29692. };
  29693. /** Use the given ray to pick a mesh in the scene
  29694. * @param ray The ray to use to pick meshes
  29695. * @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
  29696. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29697. * @returns a PickingInfo
  29698. */
  29699. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29700. var _this = this;
  29701. var result = this._internalPick(function (world) {
  29702. if (!_this._pickWithRayInverseMatrix) {
  29703. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29704. }
  29705. world.invertToRef(_this._pickWithRayInverseMatrix);
  29706. if (!_this._cachedRayForTransform) {
  29707. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29708. }
  29709. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29710. return _this._cachedRayForTransform;
  29711. }, predicate, fastCheck);
  29712. if (result) {
  29713. result.ray = ray;
  29714. }
  29715. return result;
  29716. };
  29717. /**
  29718. * Launch a ray to try to pick a mesh in the scene
  29719. * @param x X position on screen
  29720. * @param y Y position on screen
  29721. * @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
  29722. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29723. * @returns an array of PickingInfo
  29724. */
  29725. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29726. var _this = this;
  29727. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29728. };
  29729. /**
  29730. * Launch a ray to try to pick a mesh in the scene
  29731. * @param ray Ray to use
  29732. * @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
  29733. * @returns an array of PickingInfo
  29734. */
  29735. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29736. var _this = this;
  29737. return this._internalMultiPick(function (world) {
  29738. if (!_this._pickWithRayInverseMatrix) {
  29739. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29740. }
  29741. world.invertToRef(_this._pickWithRayInverseMatrix);
  29742. if (!_this._cachedRayForTransform) {
  29743. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29744. }
  29745. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29746. return _this._cachedRayForTransform;
  29747. }, predicate);
  29748. };
  29749. /**
  29750. * Force the value of meshUnderPointer
  29751. * @param mesh defines the mesh to use
  29752. */
  29753. Scene.prototype.setPointerOverMesh = function (mesh) {
  29754. if (this._pointerOverMesh === mesh) {
  29755. return;
  29756. }
  29757. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29758. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29759. }
  29760. this._pointerOverMesh = mesh;
  29761. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29762. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29763. }
  29764. };
  29765. /**
  29766. * Gets the mesh under the pointer
  29767. * @returns a Mesh or null if no mesh is under the pointer
  29768. */
  29769. Scene.prototype.getPointerOverMesh = function () {
  29770. return this._pointerOverMesh;
  29771. };
  29772. // Misc.
  29773. /** @hidden */
  29774. Scene.prototype._rebuildGeometries = function () {
  29775. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29776. var geometry = _a[_i];
  29777. geometry._rebuild();
  29778. }
  29779. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29780. var mesh = _c[_b];
  29781. mesh._rebuild();
  29782. }
  29783. if (this.postProcessManager) {
  29784. this.postProcessManager._rebuild();
  29785. }
  29786. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  29787. var component = _e[_d];
  29788. component.rebuild();
  29789. }
  29790. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  29791. var system = _g[_f];
  29792. system.rebuild();
  29793. }
  29794. };
  29795. /** @hidden */
  29796. Scene.prototype._rebuildTextures = function () {
  29797. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29798. var texture = _a[_i];
  29799. texture._rebuild();
  29800. }
  29801. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  29802. };
  29803. // Tags
  29804. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  29805. if (tagsQuery === undefined) {
  29806. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  29807. return list;
  29808. }
  29809. var listByTags = [];
  29810. forEach = forEach || (function (item) { return; });
  29811. for (var i in list) {
  29812. var item = list[i];
  29813. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  29814. listByTags.push(item);
  29815. forEach(item);
  29816. }
  29817. }
  29818. return listByTags;
  29819. };
  29820. /**
  29821. * Get a list of meshes by tags
  29822. * @param tagsQuery defines the tags query to use
  29823. * @param forEach defines a predicate used to filter results
  29824. * @returns an array of Mesh
  29825. */
  29826. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  29827. return this._getByTags(this.meshes, tagsQuery, forEach);
  29828. };
  29829. /**
  29830. * Get a list of cameras by tags
  29831. * @param tagsQuery defines the tags query to use
  29832. * @param forEach defines a predicate used to filter results
  29833. * @returns an array of Camera
  29834. */
  29835. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  29836. return this._getByTags(this.cameras, tagsQuery, forEach);
  29837. };
  29838. /**
  29839. * Get a list of lights by tags
  29840. * @param tagsQuery defines the tags query to use
  29841. * @param forEach defines a predicate used to filter results
  29842. * @returns an array of Light
  29843. */
  29844. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  29845. return this._getByTags(this.lights, tagsQuery, forEach);
  29846. };
  29847. /**
  29848. * Get a list of materials by tags
  29849. * @param tagsQuery defines the tags query to use
  29850. * @param forEach defines a predicate used to filter results
  29851. * @returns an array of Material
  29852. */
  29853. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  29854. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  29855. };
  29856. /**
  29857. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  29858. * This allowed control for front to back rendering or reversly depending of the special needs.
  29859. *
  29860. * @param renderingGroupId The rendering group id corresponding to its index
  29861. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  29862. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  29863. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  29864. */
  29865. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  29866. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  29867. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  29868. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  29869. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  29870. };
  29871. /**
  29872. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  29873. *
  29874. * @param renderingGroupId The rendering group id corresponding to its index
  29875. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  29876. * @param depth Automatically clears depth between groups if true and autoClear is true.
  29877. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  29878. */
  29879. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  29880. if (depth === void 0) { depth = true; }
  29881. if (stencil === void 0) { stencil = true; }
  29882. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  29883. };
  29884. /**
  29885. * Gets the current auto clear configuration for one rendering group of the rendering
  29886. * manager.
  29887. * @param index the rendering group index to get the information for
  29888. * @returns The auto clear setup for the requested rendering group
  29889. */
  29890. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  29891. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  29892. };
  29893. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  29894. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  29895. get: function () {
  29896. return this._blockMaterialDirtyMechanism;
  29897. },
  29898. set: function (value) {
  29899. if (this._blockMaterialDirtyMechanism === value) {
  29900. return;
  29901. }
  29902. this._blockMaterialDirtyMechanism = value;
  29903. if (!value) { // Do a complete update
  29904. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  29905. }
  29906. },
  29907. enumerable: true,
  29908. configurable: true
  29909. });
  29910. /**
  29911. * Will flag all materials as dirty to trigger new shader compilation
  29912. * @param flag defines the flag used to specify which material part must be marked as dirty
  29913. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  29914. */
  29915. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  29916. if (this._blockMaterialDirtyMechanism) {
  29917. return;
  29918. }
  29919. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  29920. var material = _a[_i];
  29921. if (predicate && !predicate(material)) {
  29922. continue;
  29923. }
  29924. material.markAsDirty(flag);
  29925. }
  29926. };
  29927. /** @hidden */
  29928. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  29929. var _this = this;
  29930. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  29931. this._activeRequests.push(request);
  29932. request.onCompleteObservable.add(function (request) {
  29933. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  29934. });
  29935. return request;
  29936. };
  29937. /** @hidden */
  29938. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  29939. var _this = this;
  29940. return new Promise(function (resolve, reject) {
  29941. _this._loadFile(url, function (data) {
  29942. resolve(data);
  29943. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  29944. reject(exception);
  29945. });
  29946. });
  29947. };
  29948. // Statics
  29949. Scene._uniqueIdCounter = 0;
  29950. /** The fog is deactivated */
  29951. Scene.FOGMODE_NONE = 0;
  29952. /** The fog density is following an exponential function */
  29953. Scene.FOGMODE_EXP = 1;
  29954. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  29955. Scene.FOGMODE_EXP2 = 2;
  29956. /** The fog density is following a linear function. */
  29957. Scene.FOGMODE_LINEAR = 3;
  29958. /**
  29959. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  29960. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29961. */
  29962. Scene.MinDeltaTime = 1.0;
  29963. /**
  29964. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  29965. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  29966. */
  29967. Scene.MaxDeltaTime = 1000.0;
  29968. /** The distance in pixel that you have to move to prevent some events */
  29969. Scene.DragMovementThreshold = 10; // in pixels
  29970. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  29971. Scene.LongPressDelay = 500; // in milliseconds
  29972. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  29973. Scene.DoubleClickDelay = 300; // in milliseconds
  29974. /** If you need to check double click without raising a single click at first click, enable this flag */
  29975. Scene.ExclusiveDoubleClickMode = false;
  29976. return Scene;
  29977. }(BABYLON.AbstractScene));
  29978. BABYLON.Scene = Scene;
  29979. })(BABYLON || (BABYLON = {}));
  29980. //# sourceMappingURL=babylon.scene.js.map
  29981. var BABYLON;
  29982. (function (BABYLON) {
  29983. /**
  29984. * Set of assets to keep when moving a scene into an asset container.
  29985. */
  29986. var KeepAssets = /** @class */ (function (_super) {
  29987. __extends(KeepAssets, _super);
  29988. function KeepAssets() {
  29989. return _super !== null && _super.apply(this, arguments) || this;
  29990. }
  29991. return KeepAssets;
  29992. }(BABYLON.AbstractScene));
  29993. BABYLON.KeepAssets = KeepAssets;
  29994. /**
  29995. * Container with a set of assets that can be added or removed from a scene.
  29996. */
  29997. var AssetContainer = /** @class */ (function (_super) {
  29998. __extends(AssetContainer, _super);
  29999. /**
  30000. * Instantiates an AssetContainer.
  30001. * @param scene The scene the AssetContainer belongs to.
  30002. */
  30003. function AssetContainer(scene) {
  30004. var _this = _super.call(this) || this;
  30005. _this.scene = scene;
  30006. _this["sounds"] = [];
  30007. _this["effectLayers"] = [];
  30008. _this["layers"] = [];
  30009. _this["lensFlareSystems"] = [];
  30010. _this["proceduralTextures"] = [];
  30011. return _this;
  30012. }
  30013. /**
  30014. * Adds all the assets from the container to the scene.
  30015. */
  30016. AssetContainer.prototype.addAllToScene = function () {
  30017. var _this = this;
  30018. this.cameras.forEach(function (o) {
  30019. _this.scene.addCamera(o);
  30020. });
  30021. this.lights.forEach(function (o) {
  30022. _this.scene.addLight(o);
  30023. });
  30024. this.meshes.forEach(function (o) {
  30025. _this.scene.addMesh(o);
  30026. });
  30027. this.skeletons.forEach(function (o) {
  30028. _this.scene.addSkeleton(o);
  30029. });
  30030. this.animations.forEach(function (o) {
  30031. _this.scene.addAnimation(o);
  30032. });
  30033. this.animationGroups.forEach(function (o) {
  30034. _this.scene.addAnimationGroup(o);
  30035. });
  30036. this.multiMaterials.forEach(function (o) {
  30037. _this.scene.addMultiMaterial(o);
  30038. });
  30039. this.materials.forEach(function (o) {
  30040. _this.scene.addMaterial(o);
  30041. });
  30042. this.morphTargetManagers.forEach(function (o) {
  30043. _this.scene.addMorphTargetManager(o);
  30044. });
  30045. this.geometries.forEach(function (o) {
  30046. _this.scene.addGeometry(o);
  30047. });
  30048. this.transformNodes.forEach(function (o) {
  30049. _this.scene.addTransformNode(o);
  30050. });
  30051. this.actionManagers.forEach(function (o) {
  30052. _this.scene.addActionManager(o);
  30053. });
  30054. this.textures.forEach(function (o) {
  30055. _this.scene.addTexture(o);
  30056. });
  30057. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30058. var component = _a[_i];
  30059. component.addFromContainer(this);
  30060. }
  30061. };
  30062. /**
  30063. * Removes all the assets in the container from the scene
  30064. */
  30065. AssetContainer.prototype.removeAllFromScene = function () {
  30066. var _this = this;
  30067. this.cameras.forEach(function (o) {
  30068. _this.scene.removeCamera(o);
  30069. });
  30070. this.lights.forEach(function (o) {
  30071. _this.scene.removeLight(o);
  30072. });
  30073. this.meshes.forEach(function (o) {
  30074. _this.scene.removeMesh(o);
  30075. });
  30076. this.skeletons.forEach(function (o) {
  30077. _this.scene.removeSkeleton(o);
  30078. });
  30079. this.animations.forEach(function (o) {
  30080. _this.scene.removeAnimation(o);
  30081. });
  30082. this.animationGroups.forEach(function (o) {
  30083. _this.scene.removeAnimationGroup(o);
  30084. });
  30085. this.multiMaterials.forEach(function (o) {
  30086. _this.scene.removeMultiMaterial(o);
  30087. });
  30088. this.materials.forEach(function (o) {
  30089. _this.scene.removeMaterial(o);
  30090. });
  30091. this.morphTargetManagers.forEach(function (o) {
  30092. _this.scene.removeMorphTargetManager(o);
  30093. });
  30094. this.geometries.forEach(function (o) {
  30095. _this.scene.removeGeometry(o);
  30096. });
  30097. this.transformNodes.forEach(function (o) {
  30098. _this.scene.removeTransformNode(o);
  30099. });
  30100. this.actionManagers.forEach(function (o) {
  30101. _this.scene.removeActionManager(o);
  30102. });
  30103. this.textures.forEach(function (o) {
  30104. _this.scene.removeTexture(o);
  30105. });
  30106. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30107. var component = _a[_i];
  30108. component.removeFromContainer(this);
  30109. }
  30110. };
  30111. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30112. if (!sourceAssets) {
  30113. return;
  30114. }
  30115. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30116. var asset = sourceAssets_1[_i];
  30117. var move = true;
  30118. if (keepAssets) {
  30119. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30120. var keepAsset = keepAssets_1[_a];
  30121. if (asset === keepAsset) {
  30122. move = false;
  30123. break;
  30124. }
  30125. }
  30126. }
  30127. if (move) {
  30128. targetAssets.push(asset);
  30129. }
  30130. }
  30131. };
  30132. /**
  30133. * Removes all the assets contained in the scene and adds them to the container.
  30134. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30135. */
  30136. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30137. if (keepAssets === undefined) {
  30138. keepAssets = new KeepAssets();
  30139. }
  30140. for (var key in this) {
  30141. if (this.hasOwnProperty(key)) {
  30142. this[key] = this[key] || [];
  30143. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30144. }
  30145. }
  30146. this.removeAllFromScene();
  30147. };
  30148. /**
  30149. * 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.
  30150. * @returns the root mesh
  30151. */
  30152. AssetContainer.prototype.createRootMesh = function () {
  30153. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30154. this.meshes.forEach(function (m) {
  30155. if (!m.parent) {
  30156. rootMesh.addChild(m);
  30157. }
  30158. });
  30159. this.meshes.unshift(rootMesh);
  30160. return rootMesh;
  30161. };
  30162. return AssetContainer;
  30163. }(BABYLON.AbstractScene));
  30164. BABYLON.AssetContainer = AssetContainer;
  30165. })(BABYLON || (BABYLON = {}));
  30166. //# sourceMappingURL=babylon.assetContainer.js.map
  30167. var BABYLON;
  30168. (function (BABYLON) {
  30169. /**
  30170. * Class used to store data that will be store in GPU memory
  30171. */
  30172. var Buffer = /** @class */ (function () {
  30173. /**
  30174. * Constructor
  30175. * @param engine the engine
  30176. * @param data the data to use for this buffer
  30177. * @param updatable whether the data is updatable
  30178. * @param stride the stride (optional)
  30179. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30180. * @param instanced whether the buffer is instanced (optional)
  30181. * @param useBytes set to true if the stride in in bytes (optional)
  30182. */
  30183. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30184. if (stride === void 0) { stride = 0; }
  30185. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30186. if (instanced === void 0) { instanced = false; }
  30187. if (useBytes === void 0) { useBytes = false; }
  30188. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30189. this._engine = engine.getScene().getEngine();
  30190. }
  30191. else {
  30192. this._engine = engine;
  30193. }
  30194. this._updatable = updatable;
  30195. this._instanced = instanced;
  30196. this._data = data;
  30197. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30198. if (!postponeInternalCreation) { // by default
  30199. this.create();
  30200. }
  30201. }
  30202. /**
  30203. * Create a new VertexBuffer based on the current buffer
  30204. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30205. * @param offset defines offset in the buffer (0 by default)
  30206. * @param size defines the size in floats of attributes (position is 3 for instance)
  30207. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30208. * @param instanced defines if the vertex buffer contains indexed data
  30209. * @param useBytes defines if the offset and stride are in bytes
  30210. * @returns the new vertex buffer
  30211. */
  30212. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30213. if (useBytes === void 0) { useBytes = false; }
  30214. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30215. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30216. // a lot of these parameters are ignored as they are overriden by the buffer
  30217. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30218. };
  30219. // Properties
  30220. /**
  30221. * Gets a boolean indicating if the Buffer is updatable?
  30222. * @returns true if the buffer is updatable
  30223. */
  30224. Buffer.prototype.isUpdatable = function () {
  30225. return this._updatable;
  30226. };
  30227. /**
  30228. * Gets current buffer's data
  30229. * @returns a DataArray or null
  30230. */
  30231. Buffer.prototype.getData = function () {
  30232. return this._data;
  30233. };
  30234. /**
  30235. * Gets underlying native buffer
  30236. * @returns underlying native buffer
  30237. */
  30238. Buffer.prototype.getBuffer = function () {
  30239. return this._buffer;
  30240. };
  30241. /**
  30242. * Gets the stride in float32 units (i.e. byte stride / 4).
  30243. * May not be an integer if the byte stride is not divisible by 4.
  30244. * DEPRECATED. Use byteStride instead.
  30245. * @returns the stride in float32 units
  30246. */
  30247. Buffer.prototype.getStrideSize = function () {
  30248. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30249. };
  30250. // Methods
  30251. /**
  30252. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30253. * @param data defines the data to store
  30254. */
  30255. Buffer.prototype.create = function (data) {
  30256. if (data === void 0) { data = null; }
  30257. if (!data && this._buffer) {
  30258. return; // nothing to do
  30259. }
  30260. data = data || this._data;
  30261. if (!data) {
  30262. return;
  30263. }
  30264. if (!this._buffer) { // create buffer
  30265. if (this._updatable) {
  30266. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30267. this._data = data;
  30268. }
  30269. else {
  30270. this._buffer = this._engine.createVertexBuffer(data);
  30271. }
  30272. }
  30273. else if (this._updatable) { // update buffer
  30274. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30275. this._data = data;
  30276. }
  30277. };
  30278. /** @hidden */
  30279. Buffer.prototype._rebuild = function () {
  30280. this._buffer = null;
  30281. this.create(this._data);
  30282. };
  30283. /**
  30284. * Update current buffer data
  30285. * @param data defines the data to store
  30286. */
  30287. Buffer.prototype.update = function (data) {
  30288. this.create(data);
  30289. };
  30290. /**
  30291. * Updates the data directly.
  30292. * @param data the new data
  30293. * @param offset the new offset
  30294. * @param vertexCount the vertex count (optional)
  30295. * @param useBytes set to true if the offset is in bytes
  30296. */
  30297. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30298. if (useBytes === void 0) { useBytes = false; }
  30299. if (!this._buffer) {
  30300. return;
  30301. }
  30302. if (this._updatable) { // update buffer
  30303. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30304. this._data = null;
  30305. }
  30306. };
  30307. /**
  30308. * Release all resources
  30309. */
  30310. Buffer.prototype.dispose = function () {
  30311. if (!this._buffer) {
  30312. return;
  30313. }
  30314. if (this._engine._releaseBuffer(this._buffer)) {
  30315. this._buffer = null;
  30316. }
  30317. };
  30318. return Buffer;
  30319. }());
  30320. BABYLON.Buffer = Buffer;
  30321. })(BABYLON || (BABYLON = {}));
  30322. //# sourceMappingURL=babylon.buffer.js.map
  30323. var BABYLON;
  30324. (function (BABYLON) {
  30325. /**
  30326. * Specialized buffer used to store vertex data
  30327. */
  30328. var VertexBuffer = /** @class */ (function () {
  30329. /**
  30330. * Constructor
  30331. * @param engine the engine
  30332. * @param data the data to use for this vertex buffer
  30333. * @param kind the vertex buffer kind
  30334. * @param updatable whether the data is updatable
  30335. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30336. * @param stride the stride (optional)
  30337. * @param instanced whether the buffer is instanced (optional)
  30338. * @param offset the offset of the data (optional)
  30339. * @param size the number of components (optional)
  30340. * @param type the type of the component (optional)
  30341. * @param normalized whether the data contains normalized data (optional)
  30342. * @param useBytes set to true if stride and offset are in bytes (optional)
  30343. */
  30344. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30345. if (normalized === void 0) { normalized = false; }
  30346. if (useBytes === void 0) { useBytes = false; }
  30347. if (data instanceof BABYLON.Buffer) {
  30348. this._buffer = data;
  30349. this._ownsBuffer = false;
  30350. }
  30351. else {
  30352. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30353. this._ownsBuffer = true;
  30354. }
  30355. this._kind = kind;
  30356. if (type == undefined) {
  30357. var data_1 = this.getData();
  30358. this.type = VertexBuffer.FLOAT;
  30359. if (data_1 instanceof Int8Array) {
  30360. this.type = VertexBuffer.BYTE;
  30361. }
  30362. else if (data_1 instanceof Uint8Array) {
  30363. this.type = VertexBuffer.UNSIGNED_BYTE;
  30364. }
  30365. else if (data_1 instanceof Int16Array) {
  30366. this.type = VertexBuffer.SHORT;
  30367. }
  30368. else if (data_1 instanceof Uint16Array) {
  30369. this.type = VertexBuffer.UNSIGNED_SHORT;
  30370. }
  30371. else if (data_1 instanceof Int32Array) {
  30372. this.type = VertexBuffer.INT;
  30373. }
  30374. else if (data_1 instanceof Uint32Array) {
  30375. this.type = VertexBuffer.UNSIGNED_INT;
  30376. }
  30377. }
  30378. else {
  30379. this.type = type;
  30380. }
  30381. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30382. if (useBytes) {
  30383. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30384. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30385. this.byteOffset = offset || 0;
  30386. }
  30387. else {
  30388. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30389. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30390. this.byteOffset = (offset || 0) * typeByteLength;
  30391. }
  30392. this.normalized = normalized;
  30393. this._instanced = instanced !== undefined ? instanced : false;
  30394. this._instanceDivisor = instanced ? 1 : 0;
  30395. }
  30396. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30397. /**
  30398. * Gets or sets the instance divisor when in instanced mode
  30399. */
  30400. get: function () {
  30401. return this._instanceDivisor;
  30402. },
  30403. set: function (value) {
  30404. this._instanceDivisor = value;
  30405. if (value == 0) {
  30406. this._instanced = false;
  30407. }
  30408. else {
  30409. this._instanced = true;
  30410. }
  30411. },
  30412. enumerable: true,
  30413. configurable: true
  30414. });
  30415. /** @hidden */
  30416. VertexBuffer.prototype._rebuild = function () {
  30417. if (!this._buffer) {
  30418. return;
  30419. }
  30420. this._buffer._rebuild();
  30421. };
  30422. /**
  30423. * Returns the kind of the VertexBuffer (string)
  30424. * @returns a string
  30425. */
  30426. VertexBuffer.prototype.getKind = function () {
  30427. return this._kind;
  30428. };
  30429. // Properties
  30430. /**
  30431. * Gets a boolean indicating if the VertexBuffer is updatable?
  30432. * @returns true if the buffer is updatable
  30433. */
  30434. VertexBuffer.prototype.isUpdatable = function () {
  30435. return this._buffer.isUpdatable();
  30436. };
  30437. /**
  30438. * Gets current buffer's data
  30439. * @returns a DataArray or null
  30440. */
  30441. VertexBuffer.prototype.getData = function () {
  30442. return this._buffer.getData();
  30443. };
  30444. /**
  30445. * Gets underlying native buffer
  30446. * @returns underlying native buffer
  30447. */
  30448. VertexBuffer.prototype.getBuffer = function () {
  30449. return this._buffer.getBuffer();
  30450. };
  30451. /**
  30452. * Gets the stride in float32 units (i.e. byte stride / 4).
  30453. * May not be an integer if the byte stride is not divisible by 4.
  30454. * DEPRECATED. Use byteStride instead.
  30455. * @returns the stride in float32 units
  30456. */
  30457. VertexBuffer.prototype.getStrideSize = function () {
  30458. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30459. };
  30460. /**
  30461. * Returns the offset as a multiple of the type byte length.
  30462. * DEPRECATED. Use byteOffset instead.
  30463. * @returns the offset in bytes
  30464. */
  30465. VertexBuffer.prototype.getOffset = function () {
  30466. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30467. };
  30468. /**
  30469. * Returns the number of components per vertex attribute (integer)
  30470. * @returns the size in float
  30471. */
  30472. VertexBuffer.prototype.getSize = function () {
  30473. return this._size;
  30474. };
  30475. /**
  30476. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30477. * @returns true if this buffer is instanced
  30478. */
  30479. VertexBuffer.prototype.getIsInstanced = function () {
  30480. return this._instanced;
  30481. };
  30482. /**
  30483. * Returns the instancing divisor, zero for non-instanced (integer).
  30484. * @returns a number
  30485. */
  30486. VertexBuffer.prototype.getInstanceDivisor = function () {
  30487. return this._instanceDivisor;
  30488. };
  30489. // Methods
  30490. /**
  30491. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30492. * @param data defines the data to store
  30493. */
  30494. VertexBuffer.prototype.create = function (data) {
  30495. this._buffer.create(data);
  30496. };
  30497. /**
  30498. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30499. * This function will create a new buffer if the current one is not updatable
  30500. * @param data defines the data to store
  30501. */
  30502. VertexBuffer.prototype.update = function (data) {
  30503. this._buffer.update(data);
  30504. };
  30505. /**
  30506. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30507. * Returns the directly updated WebGLBuffer.
  30508. * @param data the new data
  30509. * @param offset the new offset
  30510. * @param useBytes set to true if the offset is in bytes
  30511. */
  30512. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30513. if (useBytes === void 0) { useBytes = false; }
  30514. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30515. };
  30516. /**
  30517. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30518. */
  30519. VertexBuffer.prototype.dispose = function () {
  30520. if (this._ownsBuffer) {
  30521. this._buffer.dispose();
  30522. }
  30523. };
  30524. /**
  30525. * Enumerates each value of this vertex buffer as numbers.
  30526. * @param count the number of values to enumerate
  30527. * @param callback the callback function called for each value
  30528. */
  30529. VertexBuffer.prototype.forEach = function (count, callback) {
  30530. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30531. };
  30532. /**
  30533. * Deduces the stride given a kind.
  30534. * @param kind The kind string to deduce
  30535. * @returns The deduced stride
  30536. */
  30537. VertexBuffer.DeduceStride = function (kind) {
  30538. switch (kind) {
  30539. case VertexBuffer.UVKind:
  30540. case VertexBuffer.UV2Kind:
  30541. case VertexBuffer.UV3Kind:
  30542. case VertexBuffer.UV4Kind:
  30543. case VertexBuffer.UV5Kind:
  30544. case VertexBuffer.UV6Kind:
  30545. return 2;
  30546. case VertexBuffer.NormalKind:
  30547. case VertexBuffer.PositionKind:
  30548. return 3;
  30549. case VertexBuffer.ColorKind:
  30550. case VertexBuffer.MatricesIndicesKind:
  30551. case VertexBuffer.MatricesIndicesExtraKind:
  30552. case VertexBuffer.MatricesWeightsKind:
  30553. case VertexBuffer.MatricesWeightsExtraKind:
  30554. case VertexBuffer.TangentKind:
  30555. return 4;
  30556. default:
  30557. throw new Error("Invalid kind '" + kind + "'");
  30558. }
  30559. };
  30560. /**
  30561. * Gets the byte length of the given type.
  30562. * @param type the type
  30563. * @returns the number of bytes
  30564. */
  30565. VertexBuffer.GetTypeByteLength = function (type) {
  30566. switch (type) {
  30567. case VertexBuffer.BYTE:
  30568. case VertexBuffer.UNSIGNED_BYTE:
  30569. return 1;
  30570. case VertexBuffer.SHORT:
  30571. case VertexBuffer.UNSIGNED_SHORT:
  30572. return 2;
  30573. case VertexBuffer.INT:
  30574. case VertexBuffer.FLOAT:
  30575. return 4;
  30576. default:
  30577. throw new Error("Invalid type '" + type + "'");
  30578. }
  30579. };
  30580. /**
  30581. * Enumerates each value of the given parameters as numbers.
  30582. * @param data the data to enumerate
  30583. * @param byteOffset the byte offset of the data
  30584. * @param byteStride the byte stride of the data
  30585. * @param componentCount the number of components per element
  30586. * @param componentType the type of the component
  30587. * @param count the total number of components
  30588. * @param normalized whether the data is normalized
  30589. * @param callback the callback function called for each value
  30590. */
  30591. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30592. if (data instanceof Array) {
  30593. var offset = byteOffset / 4;
  30594. var stride = byteStride / 4;
  30595. for (var index = 0; index < count; index += componentCount) {
  30596. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30597. callback(data[offset + componentIndex], index + componentIndex);
  30598. }
  30599. offset += stride;
  30600. }
  30601. }
  30602. else {
  30603. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30604. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30605. for (var index = 0; index < count; index += componentCount) {
  30606. var componentByteOffset = byteOffset;
  30607. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30608. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30609. callback(value, index + componentIndex);
  30610. componentByteOffset += componentByteLength;
  30611. }
  30612. byteOffset += byteStride;
  30613. }
  30614. }
  30615. };
  30616. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30617. switch (type) {
  30618. case VertexBuffer.BYTE: {
  30619. var value = dataView.getInt8(byteOffset);
  30620. if (normalized) {
  30621. value = Math.max(value / 127, -1);
  30622. }
  30623. return value;
  30624. }
  30625. case VertexBuffer.UNSIGNED_BYTE: {
  30626. var value = dataView.getUint8(byteOffset);
  30627. if (normalized) {
  30628. value = value / 255;
  30629. }
  30630. return value;
  30631. }
  30632. case VertexBuffer.SHORT: {
  30633. var value = dataView.getInt16(byteOffset, true);
  30634. if (normalized) {
  30635. value = Math.max(value / 16383, -1);
  30636. }
  30637. return value;
  30638. }
  30639. case VertexBuffer.UNSIGNED_SHORT: {
  30640. var value = dataView.getUint16(byteOffset, true);
  30641. if (normalized) {
  30642. value = value / 65535;
  30643. }
  30644. return value;
  30645. }
  30646. case VertexBuffer.FLOAT: {
  30647. return dataView.getFloat32(byteOffset, true);
  30648. }
  30649. default: {
  30650. throw new Error("Invalid component type " + type);
  30651. }
  30652. }
  30653. };
  30654. /**
  30655. * The byte type.
  30656. */
  30657. VertexBuffer.BYTE = 5120;
  30658. /**
  30659. * The unsigned byte type.
  30660. */
  30661. VertexBuffer.UNSIGNED_BYTE = 5121;
  30662. /**
  30663. * The short type.
  30664. */
  30665. VertexBuffer.SHORT = 5122;
  30666. /**
  30667. * The unsigned short type.
  30668. */
  30669. VertexBuffer.UNSIGNED_SHORT = 5123;
  30670. /**
  30671. * The integer type.
  30672. */
  30673. VertexBuffer.INT = 5124;
  30674. /**
  30675. * The unsigned integer type.
  30676. */
  30677. VertexBuffer.UNSIGNED_INT = 5125;
  30678. /**
  30679. * The float type.
  30680. */
  30681. VertexBuffer.FLOAT = 5126;
  30682. // Enums
  30683. /**
  30684. * Positions
  30685. */
  30686. VertexBuffer.PositionKind = "position";
  30687. /**
  30688. * Normals
  30689. */
  30690. VertexBuffer.NormalKind = "normal";
  30691. /**
  30692. * Tangents
  30693. */
  30694. VertexBuffer.TangentKind = "tangent";
  30695. /**
  30696. * Texture coordinates
  30697. */
  30698. VertexBuffer.UVKind = "uv";
  30699. /**
  30700. * Texture coordinates 2
  30701. */
  30702. VertexBuffer.UV2Kind = "uv2";
  30703. /**
  30704. * Texture coordinates 3
  30705. */
  30706. VertexBuffer.UV3Kind = "uv3";
  30707. /**
  30708. * Texture coordinates 4
  30709. */
  30710. VertexBuffer.UV4Kind = "uv4";
  30711. /**
  30712. * Texture coordinates 5
  30713. */
  30714. VertexBuffer.UV5Kind = "uv5";
  30715. /**
  30716. * Texture coordinates 6
  30717. */
  30718. VertexBuffer.UV6Kind = "uv6";
  30719. /**
  30720. * Colors
  30721. */
  30722. VertexBuffer.ColorKind = "color";
  30723. /**
  30724. * Matrix indices (for bones)
  30725. */
  30726. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30727. /**
  30728. * Matrix weights (for bones)
  30729. */
  30730. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30731. /**
  30732. * Additional matrix indices (for bones)
  30733. */
  30734. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30735. /**
  30736. * Additional matrix weights (for bones)
  30737. */
  30738. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30739. return VertexBuffer;
  30740. }());
  30741. BABYLON.VertexBuffer = VertexBuffer;
  30742. })(BABYLON || (BABYLON = {}));
  30743. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30744. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30745. var BABYLON;
  30746. (function (BABYLON) {
  30747. /**
  30748. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30749. */
  30750. var DummyInternalTextureTracker = /** @class */ (function () {
  30751. function DummyInternalTextureTracker() {
  30752. /**
  30753. * Gets or set the previous tracker in the list
  30754. */
  30755. this.previous = null;
  30756. /**
  30757. * Gets or set the next tracker in the list
  30758. */
  30759. this.next = null;
  30760. }
  30761. return DummyInternalTextureTracker;
  30762. }());
  30763. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30764. })(BABYLON || (BABYLON = {}));
  30765. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30766. var BABYLON;
  30767. (function (BABYLON) {
  30768. /**
  30769. * Class used to store data associated with WebGL texture data for the engine
  30770. * This class should not be used directly
  30771. */
  30772. var InternalTexture = /** @class */ (function () {
  30773. /**
  30774. * Creates a new InternalTexture
  30775. * @param engine defines the engine to use
  30776. * @param dataSource defines the type of data that will be used
  30777. * @param delayAllocation if the texture allocation should be delayed (default: false)
  30778. */
  30779. function InternalTexture(engine, dataSource, delayAllocation) {
  30780. if (delayAllocation === void 0) { delayAllocation = false; }
  30781. /**
  30782. * Observable called when the texture is loaded
  30783. */
  30784. this.onLoadedObservable = new BABYLON.Observable();
  30785. /**
  30786. * Gets or set the previous tracker in the list
  30787. */
  30788. this.previous = null;
  30789. /**
  30790. * Gets or set the next tracker in the list
  30791. */
  30792. this.next = null;
  30793. // Private
  30794. /** @hidden */
  30795. this._initialSlot = -1;
  30796. /** @hidden */
  30797. this._designatedSlot = -1;
  30798. /** @hidden */
  30799. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  30800. /** @hidden */
  30801. this._comparisonFunction = 0;
  30802. /** @hidden */
  30803. this._sphericalPolynomial = null;
  30804. /** @hidden */
  30805. this._lodGenerationScale = 0;
  30806. /** @hidden */
  30807. this._lodGenerationOffset = 0;
  30808. /** @hidden */
  30809. this._isRGBD = false;
  30810. /** @hidden */
  30811. this._references = 1;
  30812. this._engine = engine;
  30813. this._dataSource = dataSource;
  30814. if (!delayAllocation) {
  30815. this._webGLTexture = engine._createTexture();
  30816. }
  30817. }
  30818. /**
  30819. * Gets the Engine the texture belongs to.
  30820. * @returns The babylon engine
  30821. */
  30822. InternalTexture.prototype.getEngine = function () {
  30823. return this._engine;
  30824. };
  30825. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  30826. /**
  30827. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  30828. */
  30829. get: function () {
  30830. return this._dataSource;
  30831. },
  30832. enumerable: true,
  30833. configurable: true
  30834. });
  30835. /**
  30836. * Increments the number of references (ie. the number of Texture that point to it)
  30837. */
  30838. InternalTexture.prototype.incrementReferences = function () {
  30839. this._references++;
  30840. };
  30841. /**
  30842. * Change the size of the texture (not the size of the content)
  30843. * @param width defines the new width
  30844. * @param height defines the new height
  30845. * @param depth defines the new depth (1 by default)
  30846. */
  30847. InternalTexture.prototype.updateSize = function (width, height, depth) {
  30848. if (depth === void 0) { depth = 1; }
  30849. this.width = width;
  30850. this.height = height;
  30851. this.depth = depth;
  30852. this.baseWidth = width;
  30853. this.baseHeight = height;
  30854. this.baseDepth = depth;
  30855. this._size = width * height * depth;
  30856. };
  30857. /** @hidden */
  30858. InternalTexture.prototype._rebuild = function () {
  30859. var _this = this;
  30860. var proxy;
  30861. this.isReady = false;
  30862. this._cachedCoordinatesMode = null;
  30863. this._cachedWrapU = null;
  30864. this._cachedWrapV = null;
  30865. this._cachedAnisotropicFilteringLevel = null;
  30866. switch (this._dataSource) {
  30867. case InternalTexture.DATASOURCE_TEMP:
  30868. return;
  30869. case InternalTexture.DATASOURCE_URL:
  30870. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  30871. _this.isReady = true;
  30872. }, null, this._buffer, undefined, this.format);
  30873. proxy._swapAndDie(this);
  30874. return;
  30875. case InternalTexture.DATASOURCE_RAW:
  30876. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30877. proxy._swapAndDie(this);
  30878. this.isReady = true;
  30879. return;
  30880. case InternalTexture.DATASOURCE_RAW3D:
  30881. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30882. proxy._swapAndDie(this);
  30883. this.isReady = true;
  30884. return;
  30885. case InternalTexture.DATASOURCE_DYNAMIC:
  30886. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  30887. proxy._swapAndDie(this);
  30888. // The engine will make sure to update content so no need to flag it as isReady = true
  30889. return;
  30890. case InternalTexture.DATASOURCE_RENDERTARGET:
  30891. var options = new BABYLON.RenderTargetCreationOptions();
  30892. options.generateDepthBuffer = this._generateDepthBuffer;
  30893. options.generateMipMaps = this.generateMipMaps;
  30894. options.generateStencilBuffer = this._generateStencilBuffer;
  30895. options.samplingMode = this.samplingMode;
  30896. options.type = this.type;
  30897. if (this.isCube) {
  30898. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  30899. }
  30900. else {
  30901. var size = {
  30902. width: this.width,
  30903. height: this.height
  30904. };
  30905. proxy = this._engine.createRenderTargetTexture(size, options);
  30906. }
  30907. proxy._swapAndDie(this);
  30908. this.isReady = true;
  30909. return;
  30910. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  30911. var depthTextureOptions = {
  30912. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  30913. comparisonFunction: this._comparisonFunction,
  30914. generateStencil: this._generateStencilBuffer,
  30915. isCube: this.isCube
  30916. };
  30917. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  30918. proxy._swapAndDie(this);
  30919. this.isReady = true;
  30920. return;
  30921. case InternalTexture.DATASOURCE_CUBE:
  30922. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  30923. _this.isReady = true;
  30924. }, null, this.format, this._extension);
  30925. proxy._swapAndDie(this);
  30926. return;
  30927. case InternalTexture.DATASOURCE_CUBERAW:
  30928. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30929. proxy._swapAndDie(this);
  30930. this.isReady = true;
  30931. return;
  30932. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  30933. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30934. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  30935. _this.isReady = true;
  30936. });
  30937. proxy._swapAndDie(this);
  30938. return;
  30939. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  30940. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  30941. if (proxy) {
  30942. proxy._swapAndDie(_this);
  30943. }
  30944. _this.isReady = true;
  30945. }, null, this.format, this._extension);
  30946. proxy._sphericalPolynomial = this._sphericalPolynomial;
  30947. return;
  30948. }
  30949. };
  30950. /** @hidden */
  30951. InternalTexture.prototype._swapAndDie = function (target) {
  30952. target._webGLTexture = this._webGLTexture;
  30953. if (this._framebuffer) {
  30954. target._framebuffer = this._framebuffer;
  30955. }
  30956. if (this._depthStencilBuffer) {
  30957. target._depthStencilBuffer = this._depthStencilBuffer;
  30958. }
  30959. if (this._lodTextureHigh) {
  30960. if (target._lodTextureHigh) {
  30961. target._lodTextureHigh.dispose();
  30962. }
  30963. target._lodTextureHigh = this._lodTextureHigh;
  30964. }
  30965. if (this._lodTextureMid) {
  30966. if (target._lodTextureMid) {
  30967. target._lodTextureMid.dispose();
  30968. }
  30969. target._lodTextureMid = this._lodTextureMid;
  30970. }
  30971. if (this._lodTextureLow) {
  30972. if (target._lodTextureLow) {
  30973. target._lodTextureLow.dispose();
  30974. }
  30975. target._lodTextureLow = this._lodTextureLow;
  30976. }
  30977. var cache = this._engine.getLoadedTexturesCache();
  30978. var index = cache.indexOf(this);
  30979. if (index !== -1) {
  30980. cache.splice(index, 1);
  30981. }
  30982. };
  30983. /**
  30984. * Dispose the current allocated resources
  30985. */
  30986. InternalTexture.prototype.dispose = function () {
  30987. if (!this._webGLTexture) {
  30988. return;
  30989. }
  30990. this._references--;
  30991. if (this._references === 0) {
  30992. this._engine._releaseTexture(this);
  30993. this._webGLTexture = null;
  30994. this.previous = null;
  30995. this.next = null;
  30996. }
  30997. };
  30998. /**
  30999. * The source of the texture data is unknown
  31000. */
  31001. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31002. /**
  31003. * Texture data comes from an URL
  31004. */
  31005. InternalTexture.DATASOURCE_URL = 1;
  31006. /**
  31007. * Texture data is only used for temporary storage
  31008. */
  31009. InternalTexture.DATASOURCE_TEMP = 2;
  31010. /**
  31011. * Texture data comes from raw data (ArrayBuffer)
  31012. */
  31013. InternalTexture.DATASOURCE_RAW = 3;
  31014. /**
  31015. * Texture content is dynamic (video or dynamic texture)
  31016. */
  31017. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31018. /**
  31019. * Texture content is generated by rendering to it
  31020. */
  31021. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31022. /**
  31023. * Texture content is part of a multi render target process
  31024. */
  31025. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31026. /**
  31027. * Texture data comes from a cube data file
  31028. */
  31029. InternalTexture.DATASOURCE_CUBE = 7;
  31030. /**
  31031. * Texture data comes from a raw cube data
  31032. */
  31033. InternalTexture.DATASOURCE_CUBERAW = 8;
  31034. /**
  31035. * Texture data come from a prefiltered cube data file
  31036. */
  31037. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31038. /**
  31039. * Texture content is raw 3D data
  31040. */
  31041. InternalTexture.DATASOURCE_RAW3D = 10;
  31042. /**
  31043. * Texture content is a depth texture
  31044. */
  31045. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31046. /**
  31047. * Texture data comes from a raw cube data encoded with RGBD
  31048. */
  31049. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31050. return InternalTexture;
  31051. }());
  31052. BABYLON.InternalTexture = InternalTexture;
  31053. })(BABYLON || (BABYLON = {}));
  31054. //# sourceMappingURL=babylon.internalTexture.js.map
  31055. var BABYLON;
  31056. (function (BABYLON) {
  31057. /**
  31058. * Base class of all the textures in babylon.
  31059. * It groups all the common properties the materials, post process, lights... might need
  31060. * in order to make a correct use of the texture.
  31061. */
  31062. var BaseTexture = /** @class */ (function () {
  31063. /**
  31064. * Instantiates a new BaseTexture.
  31065. * Base class of all the textures in babylon.
  31066. * It groups all the common properties the materials, post process, lights... might need
  31067. * in order to make a correct use of the texture.
  31068. * @param scene Define the scene the texture blongs to
  31069. */
  31070. function BaseTexture(scene) {
  31071. this._hasAlpha = false;
  31072. /**
  31073. * Defines if the alpha value should be determined via the rgb values.
  31074. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31075. */
  31076. this.getAlphaFromRGB = false;
  31077. /**
  31078. * Intensity or strength of the texture.
  31079. * It is commonly used by materials to fine tune the intensity of the texture
  31080. */
  31081. this.level = 1;
  31082. /**
  31083. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31084. * This is part of the texture as textures usually maps to one uv set.
  31085. */
  31086. this.coordinatesIndex = 0;
  31087. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31088. /**
  31089. * | Value | Type | Description |
  31090. * | ----- | ------------------ | ----------- |
  31091. * | 0 | CLAMP_ADDRESSMODE | |
  31092. * | 1 | WRAP_ADDRESSMODE | |
  31093. * | 2 | MIRROR_ADDRESSMODE | |
  31094. */
  31095. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31096. /**
  31097. * | Value | Type | Description |
  31098. * | ----- | ------------------ | ----------- |
  31099. * | 0 | CLAMP_ADDRESSMODE | |
  31100. * | 1 | WRAP_ADDRESSMODE | |
  31101. * | 2 | MIRROR_ADDRESSMODE | |
  31102. */
  31103. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31104. /**
  31105. * | Value | Type | Description |
  31106. * | ----- | ------------------ | ----------- |
  31107. * | 0 | CLAMP_ADDRESSMODE | |
  31108. * | 1 | WRAP_ADDRESSMODE | |
  31109. * | 2 | MIRROR_ADDRESSMODE | |
  31110. */
  31111. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31112. /**
  31113. * With compliant hardware and browser (supporting anisotropic filtering)
  31114. * this defines the level of anisotropic filtering in the texture.
  31115. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31116. */
  31117. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31118. /**
  31119. * Define if the texture is a cube texture or if false a 2d texture.
  31120. */
  31121. this.isCube = false;
  31122. /**
  31123. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31124. */
  31125. this.is3D = false;
  31126. /**
  31127. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31128. * HDR texture are usually stored in linear space.
  31129. * This only impacts the PBR and Background materials
  31130. */
  31131. this.gammaSpace = true;
  31132. /**
  31133. * Is Z inverted in the texture (useful in a cube texture).
  31134. */
  31135. this.invertZ = false;
  31136. /**
  31137. * @hidden
  31138. */
  31139. this.lodLevelInAlpha = false;
  31140. /**
  31141. * Define if the texture is a render target.
  31142. */
  31143. this.isRenderTarget = false;
  31144. /**
  31145. * Define the list of animation attached to the texture.
  31146. */
  31147. this.animations = new Array();
  31148. /**
  31149. * An event triggered when the texture is disposed.
  31150. */
  31151. this.onDisposeObservable = new BABYLON.Observable();
  31152. /**
  31153. * Define the current state of the loading sequence when in delayed load mode.
  31154. */
  31155. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31156. this._cachedSize = BABYLON.Size.Zero();
  31157. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31158. if (this._scene) {
  31159. this._scene.textures.push(this);
  31160. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31161. }
  31162. this._uid = null;
  31163. }
  31164. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31165. get: function () {
  31166. return this._hasAlpha;
  31167. },
  31168. /**
  31169. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31170. */
  31171. set: function (value) {
  31172. if (this._hasAlpha === value) {
  31173. return;
  31174. }
  31175. this._hasAlpha = value;
  31176. if (this._scene) {
  31177. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31178. }
  31179. },
  31180. enumerable: true,
  31181. configurable: true
  31182. });
  31183. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31184. get: function () {
  31185. return this._coordinatesMode;
  31186. },
  31187. /**
  31188. * How a texture is mapped.
  31189. *
  31190. * | Value | Type | Description |
  31191. * | ----- | ----------------------------------- | ----------- |
  31192. * | 0 | EXPLICIT_MODE | |
  31193. * | 1 | SPHERICAL_MODE | |
  31194. * | 2 | PLANAR_MODE | |
  31195. * | 3 | CUBIC_MODE | |
  31196. * | 4 | PROJECTION_MODE | |
  31197. * | 5 | SKYBOX_MODE | |
  31198. * | 6 | INVCUBIC_MODE | |
  31199. * | 7 | EQUIRECTANGULAR_MODE | |
  31200. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31201. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31202. */
  31203. set: function (value) {
  31204. if (this._coordinatesMode === value) {
  31205. return;
  31206. }
  31207. this._coordinatesMode = value;
  31208. if (this._scene) {
  31209. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31210. }
  31211. },
  31212. enumerable: true,
  31213. configurable: true
  31214. });
  31215. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31216. /**
  31217. * Gets whether or not the texture contains RGBD data.
  31218. */
  31219. get: function () {
  31220. return this._texture != null && this._texture._isRGBD;
  31221. },
  31222. enumerable: true,
  31223. configurable: true
  31224. });
  31225. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31226. /**
  31227. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31228. */
  31229. get: function () {
  31230. if (this._texture) {
  31231. return this._texture._lodGenerationOffset;
  31232. }
  31233. return 0.0;
  31234. },
  31235. set: function (value) {
  31236. if (this._texture) {
  31237. this._texture._lodGenerationOffset = value;
  31238. }
  31239. },
  31240. enumerable: true,
  31241. configurable: true
  31242. });
  31243. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31244. /**
  31245. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31246. */
  31247. get: function () {
  31248. if (this._texture) {
  31249. return this._texture._lodGenerationScale;
  31250. }
  31251. return 0.0;
  31252. },
  31253. set: function (value) {
  31254. if (this._texture) {
  31255. this._texture._lodGenerationScale = value;
  31256. }
  31257. },
  31258. enumerable: true,
  31259. configurable: true
  31260. });
  31261. Object.defineProperty(BaseTexture.prototype, "uid", {
  31262. /**
  31263. * Define the unique id of the texture in the scene.
  31264. */
  31265. get: function () {
  31266. if (!this._uid) {
  31267. this._uid = BABYLON.Tools.RandomId();
  31268. }
  31269. return this._uid;
  31270. },
  31271. enumerable: true,
  31272. configurable: true
  31273. });
  31274. /**
  31275. * Return a string representation of the texture.
  31276. * @returns the texture as a string
  31277. */
  31278. BaseTexture.prototype.toString = function () {
  31279. return this.name;
  31280. };
  31281. /**
  31282. * Get the class name of the texture.
  31283. * @returns "BaseTexture"
  31284. */
  31285. BaseTexture.prototype.getClassName = function () {
  31286. return "BaseTexture";
  31287. };
  31288. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31289. /**
  31290. * Callback triggered when the texture has been disposed.
  31291. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31292. */
  31293. set: function (callback) {
  31294. if (this._onDisposeObserver) {
  31295. this.onDisposeObservable.remove(this._onDisposeObserver);
  31296. }
  31297. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31298. },
  31299. enumerable: true,
  31300. configurable: true
  31301. });
  31302. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31303. /**
  31304. * Define if the texture is preventinga material to render or not.
  31305. * If not and the texture is not ready, the engine will use a default black texture instead.
  31306. */
  31307. get: function () {
  31308. return true;
  31309. },
  31310. enumerable: true,
  31311. configurable: true
  31312. });
  31313. /**
  31314. * Get the scene the texture belongs to.
  31315. * @returns the scene or null if undefined
  31316. */
  31317. BaseTexture.prototype.getScene = function () {
  31318. return this._scene;
  31319. };
  31320. /**
  31321. * Get the texture transform matrix used to offset tile the texture for istance.
  31322. * @returns the transformation matrix
  31323. */
  31324. BaseTexture.prototype.getTextureMatrix = function () {
  31325. return BABYLON.Matrix.IdentityReadOnly;
  31326. };
  31327. /**
  31328. * Get the texture reflection matrix used to rotate/transform the reflection.
  31329. * @returns the reflection matrix
  31330. */
  31331. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31332. return BABYLON.Matrix.IdentityReadOnly;
  31333. };
  31334. /**
  31335. * Get the underlying lower level texture from Babylon.
  31336. * @returns the insternal texture
  31337. */
  31338. BaseTexture.prototype.getInternalTexture = function () {
  31339. return this._texture;
  31340. };
  31341. /**
  31342. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31343. * @returns true if ready or not blocking
  31344. */
  31345. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31346. return !this.isBlocking || this.isReady();
  31347. };
  31348. /**
  31349. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31350. * @returns true if fully ready
  31351. */
  31352. BaseTexture.prototype.isReady = function () {
  31353. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31354. this.delayLoad();
  31355. return false;
  31356. }
  31357. if (this._texture) {
  31358. return this._texture.isReady;
  31359. }
  31360. return false;
  31361. };
  31362. /**
  31363. * Get the size of the texture.
  31364. * @returns the texture size.
  31365. */
  31366. BaseTexture.prototype.getSize = function () {
  31367. if (this._texture) {
  31368. if (this._texture.width) {
  31369. this._cachedSize.width = this._texture.width;
  31370. this._cachedSize.height = this._texture.height;
  31371. return this._cachedSize;
  31372. }
  31373. if (this._texture._size) {
  31374. this._cachedSize.width = this._texture._size;
  31375. this._cachedSize.height = this._texture._size;
  31376. return this._cachedSize;
  31377. }
  31378. }
  31379. return this._cachedSize;
  31380. };
  31381. /**
  31382. * Get the base size of the texture.
  31383. * It can be different from the size if the texture has been resized for POT for instance
  31384. * @returns the base size
  31385. */
  31386. BaseTexture.prototype.getBaseSize = function () {
  31387. if (!this.isReady() || !this._texture) {
  31388. return BABYLON.Size.Zero();
  31389. }
  31390. if (this._texture._size) {
  31391. return new BABYLON.Size(this._texture._size, this._texture._size);
  31392. }
  31393. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31394. };
  31395. /**
  31396. * Scales the texture if is `canRescale()`
  31397. * @param ratio the resize factor we want to use to rescale
  31398. */
  31399. BaseTexture.prototype.scale = function (ratio) {
  31400. };
  31401. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31402. /**
  31403. * Get if the texture can rescale.
  31404. */
  31405. get: function () {
  31406. return false;
  31407. },
  31408. enumerable: true,
  31409. configurable: true
  31410. });
  31411. /** @hidden */
  31412. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31413. if (!this._scene) {
  31414. return null;
  31415. }
  31416. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31417. for (var index = 0; index < texturesCache.length; index++) {
  31418. var texturesCacheEntry = texturesCache[index];
  31419. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31420. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31421. texturesCacheEntry.incrementReferences();
  31422. return texturesCacheEntry;
  31423. }
  31424. }
  31425. }
  31426. return null;
  31427. };
  31428. /** @hidden */
  31429. BaseTexture.prototype._rebuild = function () {
  31430. };
  31431. /**
  31432. * Triggers the load sequence in delayed load mode.
  31433. */
  31434. BaseTexture.prototype.delayLoad = function () {
  31435. };
  31436. /**
  31437. * Clones the texture.
  31438. * @returns the cloned texture
  31439. */
  31440. BaseTexture.prototype.clone = function () {
  31441. return null;
  31442. };
  31443. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31444. /**
  31445. * Get the texture underlying type (INT, FLOAT...)
  31446. */
  31447. get: function () {
  31448. if (!this._texture) {
  31449. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31450. }
  31451. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31452. },
  31453. enumerable: true,
  31454. configurable: true
  31455. });
  31456. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31457. /**
  31458. * Get the texture underlying format (RGB, RGBA...)
  31459. */
  31460. get: function () {
  31461. if (!this._texture) {
  31462. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31463. }
  31464. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31465. },
  31466. enumerable: true,
  31467. configurable: true
  31468. });
  31469. /**
  31470. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31471. * This will returns an RGBA array buffer containing either in values (0-255) or
  31472. * float values (0-1) depending of the underlying buffer type.
  31473. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31474. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31475. * @param buffer defines a user defined buffer to fill with data (can be null)
  31476. * @returns The Array buffer containing the pixels data.
  31477. */
  31478. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31479. if (faceIndex === void 0) { faceIndex = 0; }
  31480. if (level === void 0) { level = 0; }
  31481. if (buffer === void 0) { buffer = null; }
  31482. if (!this._texture) {
  31483. return null;
  31484. }
  31485. var size = this.getSize();
  31486. var width = size.width;
  31487. var height = size.height;
  31488. var scene = this.getScene();
  31489. if (!scene) {
  31490. return null;
  31491. }
  31492. var engine = scene.getEngine();
  31493. if (level != 0) {
  31494. width = width / Math.pow(2, level);
  31495. height = height / Math.pow(2, level);
  31496. width = Math.round(width);
  31497. height = Math.round(height);
  31498. }
  31499. if (this._texture.isCube) {
  31500. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31501. }
  31502. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31503. };
  31504. /**
  31505. * Release and destroy the underlying lower level texture aka internalTexture.
  31506. */
  31507. BaseTexture.prototype.releaseInternalTexture = function () {
  31508. if (this._texture) {
  31509. this._texture.dispose();
  31510. this._texture = null;
  31511. }
  31512. };
  31513. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31514. /**
  31515. * Get the polynomial representation of the texture data.
  31516. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31517. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31518. */
  31519. get: function () {
  31520. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31521. return null;
  31522. }
  31523. if (!this._texture._sphericalPolynomial) {
  31524. this._texture._sphericalPolynomial =
  31525. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31526. }
  31527. return this._texture._sphericalPolynomial;
  31528. },
  31529. set: function (value) {
  31530. if (this._texture) {
  31531. this._texture._sphericalPolynomial = value;
  31532. }
  31533. },
  31534. enumerable: true,
  31535. configurable: true
  31536. });
  31537. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31538. /** @hidden */
  31539. get: function () {
  31540. if (this._texture) {
  31541. return this._texture._lodTextureHigh;
  31542. }
  31543. return null;
  31544. },
  31545. enumerable: true,
  31546. configurable: true
  31547. });
  31548. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31549. /** @hidden */
  31550. get: function () {
  31551. if (this._texture) {
  31552. return this._texture._lodTextureMid;
  31553. }
  31554. return null;
  31555. },
  31556. enumerable: true,
  31557. configurable: true
  31558. });
  31559. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31560. /** @hidden */
  31561. get: function () {
  31562. if (this._texture) {
  31563. return this._texture._lodTextureLow;
  31564. }
  31565. return null;
  31566. },
  31567. enumerable: true,
  31568. configurable: true
  31569. });
  31570. /**
  31571. * Dispose the texture and release its associated resources.
  31572. */
  31573. BaseTexture.prototype.dispose = function () {
  31574. if (!this._scene) {
  31575. return;
  31576. }
  31577. // Animations
  31578. this._scene.stopAnimation(this);
  31579. // Remove from scene
  31580. this._scene._removePendingData(this);
  31581. var index = this._scene.textures.indexOf(this);
  31582. if (index >= 0) {
  31583. this._scene.textures.splice(index, 1);
  31584. }
  31585. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31586. if (this._texture === undefined) {
  31587. return;
  31588. }
  31589. // Release
  31590. this.releaseInternalTexture();
  31591. // Callback
  31592. this.onDisposeObservable.notifyObservers(this);
  31593. this.onDisposeObservable.clear();
  31594. };
  31595. /**
  31596. * Serialize the texture into a JSON representation that can be parsed later on.
  31597. * @returns the JSON representation of the texture
  31598. */
  31599. BaseTexture.prototype.serialize = function () {
  31600. if (!this.name) {
  31601. return null;
  31602. }
  31603. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31604. // Animations
  31605. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31606. return serializationObject;
  31607. };
  31608. /**
  31609. * Helper function to be called back once a list of texture contains only ready textures.
  31610. * @param textures Define the list of textures to wait for
  31611. * @param callback Define the callback triggered once the entire list will be ready
  31612. */
  31613. BaseTexture.WhenAllReady = function (textures, callback) {
  31614. var numRemaining = textures.length;
  31615. if (numRemaining === 0) {
  31616. callback();
  31617. return;
  31618. }
  31619. var _loop_1 = function () {
  31620. texture = textures[i];
  31621. if (texture.isReady()) {
  31622. if (--numRemaining === 0) {
  31623. callback();
  31624. }
  31625. }
  31626. else {
  31627. onLoadObservable = texture.onLoadObservable;
  31628. var onLoadCallback_1 = function () {
  31629. onLoadObservable.removeCallback(onLoadCallback_1);
  31630. if (--numRemaining === 0) {
  31631. callback();
  31632. }
  31633. };
  31634. onLoadObservable.add(onLoadCallback_1);
  31635. }
  31636. };
  31637. var texture, onLoadObservable;
  31638. for (var i = 0; i < textures.length; i++) {
  31639. _loop_1();
  31640. }
  31641. };
  31642. /**
  31643. * Default anisotropic filtering level for the application.
  31644. * It is set to 4 as a good tradeoff between perf and quality.
  31645. */
  31646. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31647. __decorate([
  31648. BABYLON.serialize()
  31649. ], BaseTexture.prototype, "name", void 0);
  31650. __decorate([
  31651. BABYLON.serialize("hasAlpha")
  31652. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31653. __decorate([
  31654. BABYLON.serialize()
  31655. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31656. __decorate([
  31657. BABYLON.serialize()
  31658. ], BaseTexture.prototype, "level", void 0);
  31659. __decorate([
  31660. BABYLON.serialize()
  31661. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31662. __decorate([
  31663. BABYLON.serialize("coordinatesMode")
  31664. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31665. __decorate([
  31666. BABYLON.serialize()
  31667. ], BaseTexture.prototype, "wrapU", void 0);
  31668. __decorate([
  31669. BABYLON.serialize()
  31670. ], BaseTexture.prototype, "wrapV", void 0);
  31671. __decorate([
  31672. BABYLON.serialize()
  31673. ], BaseTexture.prototype, "wrapR", void 0);
  31674. __decorate([
  31675. BABYLON.serialize()
  31676. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31677. __decorate([
  31678. BABYLON.serialize()
  31679. ], BaseTexture.prototype, "isCube", void 0);
  31680. __decorate([
  31681. BABYLON.serialize()
  31682. ], BaseTexture.prototype, "is3D", void 0);
  31683. __decorate([
  31684. BABYLON.serialize()
  31685. ], BaseTexture.prototype, "gammaSpace", void 0);
  31686. __decorate([
  31687. BABYLON.serialize()
  31688. ], BaseTexture.prototype, "invertZ", void 0);
  31689. __decorate([
  31690. BABYLON.serialize()
  31691. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31692. __decorate([
  31693. BABYLON.serialize()
  31694. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31695. __decorate([
  31696. BABYLON.serialize()
  31697. ], BaseTexture.prototype, "lodGenerationScale", null);
  31698. __decorate([
  31699. BABYLON.serialize()
  31700. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31701. return BaseTexture;
  31702. }());
  31703. BABYLON.BaseTexture = BaseTexture;
  31704. })(BABYLON || (BABYLON = {}));
  31705. //# sourceMappingURL=babylon.baseTexture.js.map
  31706. var BABYLON;
  31707. (function (BABYLON) {
  31708. /**
  31709. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31710. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31711. */
  31712. var Texture = /** @class */ (function (_super) {
  31713. __extends(Texture, _super);
  31714. /**
  31715. * Instantiates a new texture.
  31716. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31717. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31718. * @param url define the url of the picture to load as a texture
  31719. * @param scene define the scene the texture will belong to
  31720. * @param noMipmap define if the texture will require mip maps or not
  31721. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31722. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31723. * @param onLoad define a callback triggered when the texture has been loaded
  31724. * @param onError define a callback triggered when an error occurred during the loading session
  31725. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31726. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31727. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31728. */
  31729. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31730. if (noMipmap === void 0) { noMipmap = false; }
  31731. if (invertY === void 0) { invertY = true; }
  31732. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31733. if (onLoad === void 0) { onLoad = null; }
  31734. if (onError === void 0) { onError = null; }
  31735. if (buffer === void 0) { buffer = null; }
  31736. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31737. var _this = _super.call(this, scene) || this;
  31738. /**
  31739. * Define an offset on the texture to offset the u coordinates of the UVs
  31740. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31741. */
  31742. _this.uOffset = 0;
  31743. /**
  31744. * Define an offset on the texture to offset the v coordinates of the UVs
  31745. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31746. */
  31747. _this.vOffset = 0;
  31748. /**
  31749. * Define an offset on the texture to scale the u coordinates of the UVs
  31750. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31751. */
  31752. _this.uScale = 1.0;
  31753. /**
  31754. * Define an offset on the texture to scale the v coordinates of the UVs
  31755. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31756. */
  31757. _this.vScale = 1.0;
  31758. /**
  31759. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31760. * @see http://doc.babylonjs.com/how_to/more_materials
  31761. */
  31762. _this.uAng = 0;
  31763. /**
  31764. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31765. * @see http://doc.babylonjs.com/how_to/more_materials
  31766. */
  31767. _this.vAng = 0;
  31768. /**
  31769. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31770. * @see http://doc.babylonjs.com/how_to/more_materials
  31771. */
  31772. _this.wAng = 0;
  31773. /**
  31774. * Defines the center of rotation (U)
  31775. */
  31776. _this.uRotationCenter = 0.5;
  31777. /**
  31778. * Defines the center of rotation (V)
  31779. */
  31780. _this.vRotationCenter = 0.5;
  31781. /**
  31782. * Defines the center of rotation (W)
  31783. */
  31784. _this.wRotationCenter = 0.5;
  31785. /**
  31786. * Observable triggered once the texture has been loaded.
  31787. */
  31788. _this.onLoadObservable = new BABYLON.Observable();
  31789. _this._isBlocking = true;
  31790. _this.name = url || "";
  31791. _this.url = url;
  31792. _this._noMipmap = noMipmap;
  31793. _this._invertY = invertY;
  31794. _this._samplingMode = samplingMode;
  31795. _this._buffer = buffer;
  31796. _this._deleteBuffer = deleteBuffer;
  31797. if (format) {
  31798. _this._format = format;
  31799. }
  31800. scene = _this.getScene();
  31801. if (!scene) {
  31802. return _this;
  31803. }
  31804. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  31805. var load = function () {
  31806. if (_this.onLoadObservable.hasObservers()) {
  31807. _this.onLoadObservable.notifyObservers(_this);
  31808. }
  31809. if (onLoad) {
  31810. onLoad();
  31811. }
  31812. if (!_this.isBlocking && scene) {
  31813. scene.resetCachedMaterial();
  31814. }
  31815. };
  31816. if (!_this.url) {
  31817. _this._delayedOnLoad = load;
  31818. _this._delayedOnError = onError;
  31819. return _this;
  31820. }
  31821. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  31822. if (!_this._texture) {
  31823. if (!scene.useDelayedTextureLoading) {
  31824. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  31825. if (deleteBuffer) {
  31826. delete _this._buffer;
  31827. }
  31828. }
  31829. else {
  31830. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31831. _this._delayedOnLoad = load;
  31832. _this._delayedOnError = onError;
  31833. }
  31834. }
  31835. else {
  31836. if (_this._texture.isReady) {
  31837. BABYLON.Tools.SetImmediate(function () { return load(); });
  31838. }
  31839. else {
  31840. _this._texture.onLoadedObservable.add(load);
  31841. }
  31842. }
  31843. return _this;
  31844. }
  31845. Object.defineProperty(Texture.prototype, "noMipmap", {
  31846. /**
  31847. * Are mip maps generated for this texture or not.
  31848. */
  31849. get: function () {
  31850. return this._noMipmap;
  31851. },
  31852. enumerable: true,
  31853. configurable: true
  31854. });
  31855. Object.defineProperty(Texture.prototype, "isBlocking", {
  31856. get: function () {
  31857. return this._isBlocking;
  31858. },
  31859. /**
  31860. * Is the texture preventing material to render while loading.
  31861. * If false, a default texture will be used instead of the loading one during the preparation step.
  31862. */
  31863. set: function (value) {
  31864. this._isBlocking = value;
  31865. },
  31866. enumerable: true,
  31867. configurable: true
  31868. });
  31869. Object.defineProperty(Texture.prototype, "samplingMode", {
  31870. /**
  31871. * Get the current sampling mode associated with the texture.
  31872. */
  31873. get: function () {
  31874. return this._samplingMode;
  31875. },
  31876. enumerable: true,
  31877. configurable: true
  31878. });
  31879. /**
  31880. * Update the url (and optional buffer) of this texture if url was null during construction.
  31881. * @param url the url of the texture
  31882. * @param buffer the buffer of the texture (defaults to null)
  31883. */
  31884. Texture.prototype.updateURL = function (url, buffer) {
  31885. if (buffer === void 0) { buffer = null; }
  31886. if (this.url) {
  31887. throw new Error("URL is already set");
  31888. }
  31889. this.url = url;
  31890. this._buffer = buffer;
  31891. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31892. this.delayLoad();
  31893. };
  31894. /**
  31895. * Finish the loading sequence of a texture flagged as delayed load.
  31896. * @hidden
  31897. */
  31898. Texture.prototype.delayLoad = function () {
  31899. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31900. return;
  31901. }
  31902. var scene = this.getScene();
  31903. if (!scene) {
  31904. return;
  31905. }
  31906. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  31907. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  31908. if (!this._texture) {
  31909. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  31910. if (this._deleteBuffer) {
  31911. delete this._buffer;
  31912. }
  31913. }
  31914. else {
  31915. if (this._delayedOnLoad) {
  31916. if (this._texture.isReady) {
  31917. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  31918. }
  31919. else {
  31920. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  31921. }
  31922. }
  31923. }
  31924. this._delayedOnLoad = null;
  31925. this._delayedOnError = null;
  31926. };
  31927. /**
  31928. * Update the sampling mode of the texture.
  31929. * Default is Trilinear mode.
  31930. *
  31931. * | Value | Type | Description |
  31932. * | ----- | ------------------ | ----------- |
  31933. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31934. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31935. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31936. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31937. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31938. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31939. * | 7 | NEAREST_LINEAR | |
  31940. * | 8 | NEAREST_NEAREST | |
  31941. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31942. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31943. * | 11 | LINEAR_LINEAR | |
  31944. * | 12 | LINEAR_NEAREST | |
  31945. *
  31946. * > _mag_: magnification filter (close to the viewer)
  31947. * > _min_: minification filter (far from the viewer)
  31948. * > _mip_: filter used between mip map levels
  31949. *@param samplingMode Define the new sampling mode of the texture
  31950. */
  31951. Texture.prototype.updateSamplingMode = function (samplingMode) {
  31952. if (!this._texture) {
  31953. return;
  31954. }
  31955. var scene = this.getScene();
  31956. if (!scene) {
  31957. return;
  31958. }
  31959. this._samplingMode = samplingMode;
  31960. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31961. };
  31962. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  31963. x *= this.uScale;
  31964. y *= this.vScale;
  31965. x -= this.uRotationCenter * this.uScale;
  31966. y -= this.vRotationCenter * this.vScale;
  31967. z -= this.wRotationCenter;
  31968. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  31969. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  31970. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  31971. t.z += this.wRotationCenter;
  31972. };
  31973. /**
  31974. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  31975. * @returns the transform matrix of the texture.
  31976. */
  31977. Texture.prototype.getTextureMatrix = function () {
  31978. var _this = this;
  31979. if (this.uOffset === this._cachedUOffset &&
  31980. this.vOffset === this._cachedVOffset &&
  31981. this.uScale === this._cachedUScale &&
  31982. this.vScale === this._cachedVScale &&
  31983. this.uAng === this._cachedUAng &&
  31984. this.vAng === this._cachedVAng &&
  31985. this.wAng === this._cachedWAng) {
  31986. return this._cachedTextureMatrix;
  31987. }
  31988. this._cachedUOffset = this.uOffset;
  31989. this._cachedVOffset = this.vOffset;
  31990. this._cachedUScale = this.uScale;
  31991. this._cachedVScale = this.vScale;
  31992. this._cachedUAng = this.uAng;
  31993. this._cachedVAng = this.vAng;
  31994. this._cachedWAng = this.wAng;
  31995. if (!this._cachedTextureMatrix) {
  31996. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  31997. this._rowGenerationMatrix = new BABYLON.Matrix();
  31998. this._t0 = BABYLON.Vector3.Zero();
  31999. this._t1 = BABYLON.Vector3.Zero();
  32000. this._t2 = BABYLON.Vector3.Zero();
  32001. }
  32002. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32003. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32004. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32005. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32006. this._t1.subtractInPlace(this._t0);
  32007. this._t2.subtractInPlace(this._t0);
  32008. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32009. this._cachedTextureMatrix.m[0] = this._t1.x;
  32010. this._cachedTextureMatrix.m[1] = this._t1.y;
  32011. this._cachedTextureMatrix.m[2] = this._t1.z;
  32012. this._cachedTextureMatrix.m[4] = this._t2.x;
  32013. this._cachedTextureMatrix.m[5] = this._t2.y;
  32014. this._cachedTextureMatrix.m[6] = this._t2.z;
  32015. this._cachedTextureMatrix.m[8] = this._t0.x;
  32016. this._cachedTextureMatrix.m[9] = this._t0.y;
  32017. this._cachedTextureMatrix.m[10] = this._t0.z;
  32018. var scene = this.getScene();
  32019. if (!scene) {
  32020. return this._cachedTextureMatrix;
  32021. }
  32022. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32023. return mat.hasTexture(_this);
  32024. });
  32025. return this._cachedTextureMatrix;
  32026. };
  32027. /**
  32028. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32029. * @returns The reflection texture transform
  32030. */
  32031. Texture.prototype.getReflectionTextureMatrix = function () {
  32032. var _this = this;
  32033. var scene = this.getScene();
  32034. if (!scene) {
  32035. return this._cachedTextureMatrix;
  32036. }
  32037. if (this.uOffset === this._cachedUOffset &&
  32038. this.vOffset === this._cachedVOffset &&
  32039. this.uScale === this._cachedUScale &&
  32040. this.vScale === this._cachedVScale &&
  32041. this.coordinatesMode === this._cachedCoordinatesMode) {
  32042. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32043. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32044. return this._cachedTextureMatrix;
  32045. }
  32046. }
  32047. else {
  32048. return this._cachedTextureMatrix;
  32049. }
  32050. }
  32051. if (!this._cachedTextureMatrix) {
  32052. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32053. }
  32054. if (!this._projectionModeMatrix) {
  32055. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32056. }
  32057. this._cachedUOffset = this.uOffset;
  32058. this._cachedVOffset = this.vOffset;
  32059. this._cachedUScale = this.uScale;
  32060. this._cachedVScale = this.vScale;
  32061. this._cachedCoordinatesMode = this.coordinatesMode;
  32062. switch (this.coordinatesMode) {
  32063. case Texture.PLANAR_MODE:
  32064. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32065. this._cachedTextureMatrix[0] = this.uScale;
  32066. this._cachedTextureMatrix[5] = this.vScale;
  32067. this._cachedTextureMatrix[12] = this.uOffset;
  32068. this._cachedTextureMatrix[13] = this.vOffset;
  32069. break;
  32070. case Texture.PROJECTION_MODE:
  32071. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  32072. this._projectionModeMatrix.m[0] = 0.5;
  32073. this._projectionModeMatrix.m[5] = -0.5;
  32074. this._projectionModeMatrix.m[10] = 0.0;
  32075. this._projectionModeMatrix.m[12] = 0.5;
  32076. this._projectionModeMatrix.m[13] = 0.5;
  32077. this._projectionModeMatrix.m[14] = 1.0;
  32078. this._projectionModeMatrix.m[15] = 1.0;
  32079. var projectionMatrix = scene.getProjectionMatrix();
  32080. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32081. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32082. break;
  32083. default:
  32084. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32085. break;
  32086. }
  32087. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32088. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32089. });
  32090. return this._cachedTextureMatrix;
  32091. };
  32092. /**
  32093. * Clones the texture.
  32094. * @returns the cloned texture
  32095. */
  32096. Texture.prototype.clone = function () {
  32097. var _this = this;
  32098. return BABYLON.SerializationHelper.Clone(function () {
  32099. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32100. }, this);
  32101. };
  32102. /**
  32103. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32104. * @returns The JSON representation of the texture
  32105. */
  32106. Texture.prototype.serialize = function () {
  32107. var serializationObject = _super.prototype.serialize.call(this);
  32108. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32109. serializationObject.base64String = this._buffer;
  32110. serializationObject.name = serializationObject.name.replace("data:", "");
  32111. }
  32112. serializationObject.invertY = this._invertY;
  32113. serializationObject.samplingMode = this.samplingMode;
  32114. return serializationObject;
  32115. };
  32116. /**
  32117. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32118. * @returns "Texture"
  32119. */
  32120. Texture.prototype.getClassName = function () {
  32121. return "Texture";
  32122. };
  32123. /**
  32124. * Dispose the texture and release its associated resources.
  32125. */
  32126. Texture.prototype.dispose = function () {
  32127. _super.prototype.dispose.call(this);
  32128. this.onLoadObservable.clear();
  32129. this._delayedOnLoad = null;
  32130. this._delayedOnError = null;
  32131. };
  32132. /**
  32133. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32134. * @param parsedTexture Define the JSON representation of the texture
  32135. * @param scene Define the scene the parsed texture should be instantiated in
  32136. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32137. * @returns The parsed texture if successful
  32138. */
  32139. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32140. if (parsedTexture.customType) {
  32141. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32142. // Update Sampling Mode
  32143. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32144. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32145. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32146. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32147. }
  32148. }
  32149. return parsedCustomTexture;
  32150. }
  32151. if (parsedTexture.isCube) {
  32152. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32153. }
  32154. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32155. return null;
  32156. }
  32157. var texture = BABYLON.SerializationHelper.Parse(function () {
  32158. var generateMipMaps = true;
  32159. if (parsedTexture.noMipmap) {
  32160. generateMipMaps = false;
  32161. }
  32162. if (parsedTexture.mirrorPlane) {
  32163. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32164. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32165. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32166. return mirrorTexture;
  32167. }
  32168. else if (parsedTexture.isRenderTarget) {
  32169. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32170. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32171. return renderTargetTexture;
  32172. }
  32173. else {
  32174. var texture;
  32175. if (parsedTexture.base64String) {
  32176. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32177. }
  32178. else {
  32179. var url = rootUrl + parsedTexture.name;
  32180. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32181. url = parsedTexture.url;
  32182. }
  32183. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32184. }
  32185. return texture;
  32186. }
  32187. }, parsedTexture, scene);
  32188. // Update Sampling Mode
  32189. if (parsedTexture.samplingMode) {
  32190. var sampling = parsedTexture.samplingMode;
  32191. if (texture._samplingMode !== sampling) {
  32192. texture.updateSamplingMode(sampling);
  32193. }
  32194. }
  32195. // Animations
  32196. if (parsedTexture.animations) {
  32197. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32198. var parsedAnimation = parsedTexture.animations[animationIndex];
  32199. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32200. }
  32201. }
  32202. return texture;
  32203. };
  32204. /**
  32205. * Creates a texture from its base 64 representation.
  32206. * @param data Define the base64 payload without the data: prefix
  32207. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32208. * @param scene Define the scene the texture should belong to
  32209. * @param noMipmap Forces the texture to not create mip map information if true
  32210. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32211. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32212. * @param onLoad define a callback triggered when the texture has been loaded
  32213. * @param onError define a callback triggered when an error occurred during the loading session
  32214. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32215. * @returns the created texture
  32216. */
  32217. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32218. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32219. if (onLoad === void 0) { onLoad = null; }
  32220. if (onError === void 0) { onError = null; }
  32221. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32222. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32223. };
  32224. /**
  32225. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32226. * @param data Define the base64 payload without the data: prefix
  32227. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32228. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32229. * @param scene Define the scene the texture should belong to
  32230. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32231. * @param noMipmap Forces the texture to not create mip map information if true
  32232. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32233. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32234. * @param onLoad define a callback triggered when the texture has been loaded
  32235. * @param onError define a callback triggered when an error occurred during the loading session
  32236. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32237. * @returns the created texture
  32238. */
  32239. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32240. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32241. if (noMipmap === void 0) { noMipmap = false; }
  32242. if (invertY === void 0) { invertY = true; }
  32243. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32244. if (onLoad === void 0) { onLoad = null; }
  32245. if (onError === void 0) { onError = null; }
  32246. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32247. if (name.substr(0, 5) !== "data:") {
  32248. name = "data:" + name;
  32249. }
  32250. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32251. };
  32252. /** nearest is mag = nearest and min = nearest and mip = linear */
  32253. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32254. /** nearest is mag = nearest and min = nearest and mip = linear */
  32255. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32256. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32257. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32258. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32259. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32260. /** Trilinear is mag = linear and min = linear and mip = linear */
  32261. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32262. /** Trilinear is mag = linear and min = linear and mip = linear */
  32263. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32264. /** mag = nearest and min = nearest and mip = nearest */
  32265. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32266. /** mag = nearest and min = linear and mip = nearest */
  32267. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32268. /** mag = nearest and min = linear and mip = linear */
  32269. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32270. /** mag = nearest and min = linear and mip = none */
  32271. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32272. /** mag = nearest and min = nearest and mip = none */
  32273. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32274. /** mag = linear and min = nearest and mip = nearest */
  32275. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32276. /** mag = linear and min = nearest and mip = linear */
  32277. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32278. /** mag = linear and min = linear and mip = none */
  32279. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32280. /** mag = linear and min = nearest and mip = none */
  32281. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32282. /** Explicit coordinates mode */
  32283. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32284. /** Spherical coordinates mode */
  32285. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32286. /** Planar coordinates mode */
  32287. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32288. /** Cubic coordinates mode */
  32289. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32290. /** Projection coordinates mode */
  32291. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32292. /** Inverse Cubic coordinates mode */
  32293. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32294. /** Inverse Cubic coordinates mode */
  32295. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32296. /** Equirectangular coordinates mode */
  32297. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32298. /** Equirectangular Fixed coordinates mode */
  32299. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32300. /** Equirectangular Fixed Mirrored coordinates mode */
  32301. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32302. /** Texture is not repeating outside of 0..1 UVs */
  32303. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32304. /** Texture is repeating outside of 0..1 UVs */
  32305. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32306. /** Texture is repeating and mirrored */
  32307. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32308. /**
  32309. * 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
  32310. */
  32311. Texture.UseSerializedUrlIfAny = false;
  32312. __decorate([
  32313. BABYLON.serialize()
  32314. ], Texture.prototype, "url", void 0);
  32315. __decorate([
  32316. BABYLON.serialize()
  32317. ], Texture.prototype, "uOffset", void 0);
  32318. __decorate([
  32319. BABYLON.serialize()
  32320. ], Texture.prototype, "vOffset", void 0);
  32321. __decorate([
  32322. BABYLON.serialize()
  32323. ], Texture.prototype, "uScale", void 0);
  32324. __decorate([
  32325. BABYLON.serialize()
  32326. ], Texture.prototype, "vScale", void 0);
  32327. __decorate([
  32328. BABYLON.serialize()
  32329. ], Texture.prototype, "uAng", void 0);
  32330. __decorate([
  32331. BABYLON.serialize()
  32332. ], Texture.prototype, "vAng", void 0);
  32333. __decorate([
  32334. BABYLON.serialize()
  32335. ], Texture.prototype, "wAng", void 0);
  32336. __decorate([
  32337. BABYLON.serialize()
  32338. ], Texture.prototype, "uRotationCenter", void 0);
  32339. __decorate([
  32340. BABYLON.serialize()
  32341. ], Texture.prototype, "vRotationCenter", void 0);
  32342. __decorate([
  32343. BABYLON.serialize()
  32344. ], Texture.prototype, "wRotationCenter", void 0);
  32345. __decorate([
  32346. BABYLON.serialize()
  32347. ], Texture.prototype, "isBlocking", null);
  32348. return Texture;
  32349. }(BABYLON.BaseTexture));
  32350. BABYLON.Texture = Texture;
  32351. })(BABYLON || (BABYLON = {}));
  32352. //# sourceMappingURL=babylon.texture.js.map
  32353. var BABYLON;
  32354. (function (BABYLON) {
  32355. /**
  32356. * @hidden
  32357. **/
  32358. var _CreationDataStorage = /** @class */ (function () {
  32359. function _CreationDataStorage() {
  32360. }
  32361. return _CreationDataStorage;
  32362. }());
  32363. BABYLON._CreationDataStorage = _CreationDataStorage;
  32364. /**
  32365. * @hidden
  32366. **/
  32367. var _InstanceDataStorage = /** @class */ (function () {
  32368. function _InstanceDataStorage() {
  32369. this.visibleInstances = {};
  32370. this.renderIdForInstances = new Array();
  32371. this.batchCache = new _InstancesBatch();
  32372. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32373. }
  32374. return _InstanceDataStorage;
  32375. }());
  32376. /**
  32377. * @hidden
  32378. **/
  32379. var _InstancesBatch = /** @class */ (function () {
  32380. function _InstancesBatch() {
  32381. this.mustReturn = false;
  32382. this.visibleInstances = new Array();
  32383. this.renderSelf = new Array();
  32384. }
  32385. return _InstancesBatch;
  32386. }());
  32387. BABYLON._InstancesBatch = _InstancesBatch;
  32388. /**
  32389. * Class used to represent renderable models
  32390. */
  32391. var Mesh = /** @class */ (function (_super) {
  32392. __extends(Mesh, _super);
  32393. /**
  32394. * @constructor
  32395. * @param name The value used by scene.getMeshByName() to do a lookup.
  32396. * @param scene The scene to add this mesh to.
  32397. * @param parent The parent of this mesh, if it has one
  32398. * @param source An optional Mesh from which geometry is shared, cloned.
  32399. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32400. * When false, achieved by calling a clone(), also passing False.
  32401. * This will make creation of children, recursive.
  32402. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32403. */
  32404. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32405. if (scene === void 0) { scene = null; }
  32406. if (parent === void 0) { parent = null; }
  32407. if (source === void 0) { source = null; }
  32408. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32409. var _this = _super.call(this, name, scene) || this;
  32410. // Members
  32411. /**
  32412. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32413. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32414. */
  32415. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32416. /**
  32417. * Gets the list of instances created from this mesh
  32418. * it is not supposed to be modified manually.
  32419. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32420. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32421. */
  32422. _this.instances = new Array();
  32423. _this._LODLevels = new Array();
  32424. /** @hidden */
  32425. _this._instanceDataStorage = new _InstanceDataStorage();
  32426. // Use by builder only to know what orientation were the mesh build in.
  32427. /** @hidden */
  32428. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32429. /**
  32430. * Use this property to change the original side orientation defined at construction time
  32431. */
  32432. _this.overrideMaterialSideOrientation = null;
  32433. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32434. // Will be used to save a source mesh reference, If any
  32435. _this._source = null;
  32436. scene = _this.getScene();
  32437. if (source) {
  32438. // Geometry
  32439. if (source._geometry) {
  32440. source._geometry.applyToMesh(_this);
  32441. }
  32442. // Deep copy
  32443. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32444. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32445. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32446. ], ["_poseMatrix"]);
  32447. // Source mesh
  32448. _this._source = source;
  32449. if (scene.useClonedMeshhMap) {
  32450. if (!source.meshMap) {
  32451. source.meshMap = {};
  32452. }
  32453. source.meshMap[_this.uniqueId] = _this;
  32454. }
  32455. // Construction Params
  32456. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32457. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32458. _this._creationDataStorage = source._creationDataStorage;
  32459. // Animation ranges
  32460. if (_this._source._ranges) {
  32461. var ranges = _this._source._ranges;
  32462. for (var name in ranges) {
  32463. if (!ranges.hasOwnProperty(name)) {
  32464. continue;
  32465. }
  32466. if (!ranges[name]) {
  32467. continue;
  32468. }
  32469. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32470. }
  32471. }
  32472. // Metadata
  32473. if (source.metadata && source.metadata.clone) {
  32474. _this.metadata = source.metadata.clone();
  32475. }
  32476. else {
  32477. _this.metadata = source.metadata;
  32478. }
  32479. // Tags
  32480. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32481. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32482. }
  32483. // Parent
  32484. _this.parent = source.parent;
  32485. // Pivot
  32486. _this.setPivotMatrix(source.getPivotMatrix());
  32487. _this.id = name + "." + source.id;
  32488. // Material
  32489. _this.material = source.material;
  32490. var index;
  32491. if (!doNotCloneChildren) {
  32492. // Children
  32493. var directDescendants = source.getDescendants(true);
  32494. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32495. var child = directDescendants[index_1];
  32496. if (child.clone) {
  32497. child.clone(name + "." + child.name, _this);
  32498. }
  32499. }
  32500. }
  32501. // Physics clone
  32502. var physicsEngine = _this.getScene().getPhysicsEngine();
  32503. if (clonePhysicsImpostor && physicsEngine) {
  32504. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32505. if (impostor) {
  32506. _this.physicsImpostor = impostor.clone(_this);
  32507. }
  32508. }
  32509. // Particles
  32510. for (index = 0; index < scene.particleSystems.length; index++) {
  32511. var system = scene.particleSystems[index];
  32512. if (system.emitter === source) {
  32513. system.clone(system.name, _this);
  32514. }
  32515. }
  32516. _this.refreshBoundingInfo();
  32517. _this.computeWorldMatrix(true);
  32518. }
  32519. // Parent
  32520. if (parent !== null) {
  32521. _this.parent = parent;
  32522. }
  32523. return _this;
  32524. }
  32525. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32526. /**
  32527. * An event triggered before rendering the mesh
  32528. */
  32529. get: function () {
  32530. if (!this._onBeforeRenderObservable) {
  32531. this._onBeforeRenderObservable = new BABYLON.Observable();
  32532. }
  32533. return this._onBeforeRenderObservable;
  32534. },
  32535. enumerable: true,
  32536. configurable: true
  32537. });
  32538. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32539. /**
  32540. * An event triggered after rendering the mesh
  32541. */
  32542. get: function () {
  32543. if (!this._onAfterRenderObservable) {
  32544. this._onAfterRenderObservable = new BABYLON.Observable();
  32545. }
  32546. return this._onAfterRenderObservable;
  32547. },
  32548. enumerable: true,
  32549. configurable: true
  32550. });
  32551. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32552. /**
  32553. * An event triggered before drawing the mesh
  32554. */
  32555. get: function () {
  32556. if (!this._onBeforeDrawObservable) {
  32557. this._onBeforeDrawObservable = new BABYLON.Observable();
  32558. }
  32559. return this._onBeforeDrawObservable;
  32560. },
  32561. enumerable: true,
  32562. configurable: true
  32563. });
  32564. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32565. /**
  32566. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32567. */
  32568. set: function (callback) {
  32569. if (this._onBeforeDrawObserver) {
  32570. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32571. }
  32572. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32573. },
  32574. enumerable: true,
  32575. configurable: true
  32576. });
  32577. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32578. /**
  32579. * Gets or sets the morph target manager
  32580. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32581. */
  32582. get: function () {
  32583. return this._morphTargetManager;
  32584. },
  32585. set: function (value) {
  32586. if (this._morphTargetManager === value) {
  32587. return;
  32588. }
  32589. this._morphTargetManager = value;
  32590. this._syncGeometryWithMorphTargetManager();
  32591. },
  32592. enumerable: true,
  32593. configurable: true
  32594. });
  32595. Object.defineProperty(Mesh.prototype, "source", {
  32596. /**
  32597. * Gets the source mesh (the one used to clone this one from)
  32598. */
  32599. get: function () {
  32600. return this._source;
  32601. },
  32602. enumerable: true,
  32603. configurable: true
  32604. });
  32605. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32606. /**
  32607. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32608. */
  32609. get: function () {
  32610. return this._unIndexed;
  32611. },
  32612. set: function (value) {
  32613. if (this._unIndexed !== value) {
  32614. this._unIndexed = value;
  32615. this._markSubMeshesAsAttributesDirty();
  32616. }
  32617. },
  32618. enumerable: true,
  32619. configurable: true
  32620. });
  32621. // Methods
  32622. /**
  32623. * Gets the class name
  32624. * @returns the string "Mesh".
  32625. */
  32626. Mesh.prototype.getClassName = function () {
  32627. return "Mesh";
  32628. };
  32629. /**
  32630. * Returns a description of this mesh
  32631. * @param fullDetails define if full details about this mesh must be used
  32632. * @returns a descriptive string representing this mesh
  32633. */
  32634. Mesh.prototype.toString = function (fullDetails) {
  32635. var ret = _super.prototype.toString.call(this, fullDetails);
  32636. ret += ", n vertices: " + this.getTotalVertices();
  32637. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32638. if (this.animations) {
  32639. for (var i = 0; i < this.animations.length; i++) {
  32640. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32641. }
  32642. }
  32643. if (fullDetails) {
  32644. if (this._geometry) {
  32645. var ib = this.getIndices();
  32646. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32647. if (vb && ib) {
  32648. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32649. }
  32650. }
  32651. else {
  32652. ret += ", flat shading: UNKNOWN";
  32653. }
  32654. }
  32655. return ret;
  32656. };
  32657. /** @hidden */
  32658. Mesh.prototype._unBindEffect = function () {
  32659. _super.prototype._unBindEffect.call(this);
  32660. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32661. var instance = _a[_i];
  32662. instance._unBindEffect();
  32663. }
  32664. };
  32665. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32666. /**
  32667. * Gets a boolean indicating if this mesh has LOD
  32668. */
  32669. get: function () {
  32670. return this._LODLevels.length > 0;
  32671. },
  32672. enumerable: true,
  32673. configurable: true
  32674. });
  32675. /**
  32676. * Gets the list of MeshLODLevel associated with the current mesh
  32677. * @returns an array of MeshLODLevel
  32678. */
  32679. Mesh.prototype.getLODLevels = function () {
  32680. return this._LODLevels;
  32681. };
  32682. Mesh.prototype._sortLODLevels = function () {
  32683. this._LODLevels.sort(function (a, b) {
  32684. if (a.distance < b.distance) {
  32685. return 1;
  32686. }
  32687. if (a.distance > b.distance) {
  32688. return -1;
  32689. }
  32690. return 0;
  32691. });
  32692. };
  32693. /**
  32694. * Add a mesh as LOD level triggered at the given distance.
  32695. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32696. * @param distance The distance from the center of the object to show this level
  32697. * @param mesh The mesh to be added as LOD level (can be null)
  32698. * @return This mesh (for chaining)
  32699. */
  32700. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32701. if (mesh && mesh._masterMesh) {
  32702. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32703. return this;
  32704. }
  32705. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32706. this._LODLevels.push(level);
  32707. if (mesh) {
  32708. mesh._masterMesh = this;
  32709. }
  32710. this._sortLODLevels();
  32711. return this;
  32712. };
  32713. /**
  32714. * Returns the LOD level mesh at the passed distance or null if not found.
  32715. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32716. * @param distance The distance from the center of the object to show this level
  32717. * @returns a Mesh or `null`
  32718. */
  32719. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32720. for (var index = 0; index < this._LODLevels.length; index++) {
  32721. var level = this._LODLevels[index];
  32722. if (level.distance === distance) {
  32723. return level.mesh;
  32724. }
  32725. }
  32726. return null;
  32727. };
  32728. /**
  32729. * Remove a mesh from the LOD array
  32730. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32731. * @param mesh defines the mesh to be removed
  32732. * @return This mesh (for chaining)
  32733. */
  32734. Mesh.prototype.removeLODLevel = function (mesh) {
  32735. for (var index = 0; index < this._LODLevels.length; index++) {
  32736. if (this._LODLevels[index].mesh === mesh) {
  32737. this._LODLevels.splice(index, 1);
  32738. if (mesh) {
  32739. mesh._masterMesh = null;
  32740. }
  32741. }
  32742. }
  32743. this._sortLODLevels();
  32744. return this;
  32745. };
  32746. /**
  32747. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32748. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32749. * @param camera defines the camera to use to compute distance
  32750. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32751. * @return This mesh (for chaining)
  32752. */
  32753. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32754. if (!this._LODLevels || this._LODLevels.length === 0) {
  32755. return this;
  32756. }
  32757. var bSphere;
  32758. if (boundingSphere) {
  32759. bSphere = boundingSphere;
  32760. }
  32761. else {
  32762. var boundingInfo = this.getBoundingInfo();
  32763. bSphere = boundingInfo.boundingSphere;
  32764. }
  32765. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32766. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32767. if (this.onLODLevelSelection) {
  32768. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32769. }
  32770. return this;
  32771. }
  32772. for (var index = 0; index < this._LODLevels.length; index++) {
  32773. var level = this._LODLevels[index];
  32774. if (level.distance < distanceToCamera) {
  32775. if (level.mesh) {
  32776. level.mesh._preActivate();
  32777. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32778. }
  32779. if (this.onLODLevelSelection) {
  32780. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32781. }
  32782. return level.mesh;
  32783. }
  32784. }
  32785. if (this.onLODLevelSelection) {
  32786. this.onLODLevelSelection(distanceToCamera, this, this);
  32787. }
  32788. return this;
  32789. };
  32790. Object.defineProperty(Mesh.prototype, "geometry", {
  32791. /**
  32792. * Gets the mesh internal Geometry object
  32793. */
  32794. get: function () {
  32795. return this._geometry;
  32796. },
  32797. enumerable: true,
  32798. configurable: true
  32799. });
  32800. /**
  32801. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  32802. * @returns the total number of vertices
  32803. */
  32804. Mesh.prototype.getTotalVertices = function () {
  32805. if (this._geometry === null || this._geometry === undefined) {
  32806. return 0;
  32807. }
  32808. return this._geometry.getTotalVertices();
  32809. };
  32810. /**
  32811. * Returns the content of an associated vertex buffer
  32812. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32813. * - BABYLON.VertexBuffer.PositionKind
  32814. * - BABYLON.VertexBuffer.UVKind
  32815. * - BABYLON.VertexBuffer.UV2Kind
  32816. * - BABYLON.VertexBuffer.UV3Kind
  32817. * - BABYLON.VertexBuffer.UV4Kind
  32818. * - BABYLON.VertexBuffer.UV5Kind
  32819. * - BABYLON.VertexBuffer.UV6Kind
  32820. * - BABYLON.VertexBuffer.ColorKind
  32821. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32822. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32823. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32824. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32825. * @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
  32826. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  32827. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  32828. */
  32829. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  32830. if (!this._geometry) {
  32831. return null;
  32832. }
  32833. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  32834. };
  32835. /**
  32836. * Returns the mesh VertexBuffer object from the requested `kind`
  32837. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32838. * - BABYLON.VertexBuffer.PositionKind
  32839. * - BABYLON.VertexBuffer.UVKind
  32840. * - BABYLON.VertexBuffer.UV2Kind
  32841. * - BABYLON.VertexBuffer.UV3Kind
  32842. * - BABYLON.VertexBuffer.UV4Kind
  32843. * - BABYLON.VertexBuffer.UV5Kind
  32844. * - BABYLON.VertexBuffer.UV6Kind
  32845. * - BABYLON.VertexBuffer.ColorKind
  32846. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32847. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32848. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32849. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32850. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  32851. */
  32852. Mesh.prototype.getVertexBuffer = function (kind) {
  32853. if (!this._geometry) {
  32854. return null;
  32855. }
  32856. return this._geometry.getVertexBuffer(kind);
  32857. };
  32858. /**
  32859. * Tests if a specific vertex buffer is associated with this mesh
  32860. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32861. * - BABYLON.VertexBuffer.PositionKind
  32862. * - BABYLON.VertexBuffer.UVKind
  32863. * - BABYLON.VertexBuffer.UV2Kind
  32864. * - BABYLON.VertexBuffer.UV3Kind
  32865. * - BABYLON.VertexBuffer.UV4Kind
  32866. * - BABYLON.VertexBuffer.UV5Kind
  32867. * - BABYLON.VertexBuffer.UV6Kind
  32868. * - BABYLON.VertexBuffer.ColorKind
  32869. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32870. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32871. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32872. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32873. * @returns a boolean
  32874. */
  32875. Mesh.prototype.isVerticesDataPresent = function (kind) {
  32876. if (!this._geometry) {
  32877. if (this._delayInfo) {
  32878. return this._delayInfo.indexOf(kind) !== -1;
  32879. }
  32880. return false;
  32881. }
  32882. return this._geometry.isVerticesDataPresent(kind);
  32883. };
  32884. /**
  32885. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  32886. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32887. * - BABYLON.VertexBuffer.PositionKind
  32888. * - BABYLON.VertexBuffer.UVKind
  32889. * - BABYLON.VertexBuffer.UV2Kind
  32890. * - BABYLON.VertexBuffer.UV3Kind
  32891. * - BABYLON.VertexBuffer.UV4Kind
  32892. * - BABYLON.VertexBuffer.UV5Kind
  32893. * - BABYLON.VertexBuffer.UV6Kind
  32894. * - BABYLON.VertexBuffer.ColorKind
  32895. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32896. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32897. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32898. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32899. * @returns a boolean
  32900. */
  32901. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  32902. if (!this._geometry) {
  32903. if (this._delayInfo) {
  32904. return this._delayInfo.indexOf(kind) !== -1;
  32905. }
  32906. return false;
  32907. }
  32908. return this._geometry.isVertexBufferUpdatable(kind);
  32909. };
  32910. /**
  32911. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  32912. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32913. * - BABYLON.VertexBuffer.PositionKind
  32914. * - BABYLON.VertexBuffer.UVKind
  32915. * - BABYLON.VertexBuffer.UV2Kind
  32916. * - BABYLON.VertexBuffer.UV3Kind
  32917. * - BABYLON.VertexBuffer.UV4Kind
  32918. * - BABYLON.VertexBuffer.UV5Kind
  32919. * - BABYLON.VertexBuffer.UV6Kind
  32920. * - BABYLON.VertexBuffer.ColorKind
  32921. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32922. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32923. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32924. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32925. * @returns an array of strings
  32926. */
  32927. Mesh.prototype.getVerticesDataKinds = function () {
  32928. if (!this._geometry) {
  32929. var result = new Array();
  32930. if (this._delayInfo) {
  32931. this._delayInfo.forEach(function (kind, index, array) {
  32932. result.push(kind);
  32933. });
  32934. }
  32935. return result;
  32936. }
  32937. return this._geometry.getVerticesDataKinds();
  32938. };
  32939. /**
  32940. * Returns a positive integer : the total number of indices in this mesh geometry.
  32941. * @returns the numner of indices or zero if the mesh has no geometry.
  32942. */
  32943. Mesh.prototype.getTotalIndices = function () {
  32944. if (!this._geometry) {
  32945. return 0;
  32946. }
  32947. return this._geometry.getTotalIndices();
  32948. };
  32949. /**
  32950. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  32951. * @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.
  32952. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  32953. * @returns the indices array or an empty array if the mesh has no geometry
  32954. */
  32955. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  32956. if (!this._geometry) {
  32957. return [];
  32958. }
  32959. return this._geometry.getIndices(copyWhenShared, forceCopy);
  32960. };
  32961. Object.defineProperty(Mesh.prototype, "isBlocked", {
  32962. get: function () {
  32963. return this._masterMesh !== null && this._masterMesh !== undefined;
  32964. },
  32965. enumerable: true,
  32966. configurable: true
  32967. });
  32968. /**
  32969. * Determine if the current mesh is ready to be rendered
  32970. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  32971. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  32972. * @returns true if all associated assets are ready (material, textures, shaders)
  32973. */
  32974. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  32975. if (completeCheck === void 0) { completeCheck = false; }
  32976. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  32977. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  32978. return false;
  32979. }
  32980. if (!_super.prototype.isReady.call(this, completeCheck)) {
  32981. return false;
  32982. }
  32983. if (!this.subMeshes || this.subMeshes.length === 0) {
  32984. return true;
  32985. }
  32986. if (!completeCheck) {
  32987. return true;
  32988. }
  32989. var engine = this.getEngine();
  32990. var scene = this.getScene();
  32991. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  32992. this.computeWorldMatrix();
  32993. var mat = this.material || scene.defaultMaterial;
  32994. if (mat) {
  32995. if (mat._storeEffectOnSubMeshes) {
  32996. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  32997. var subMesh = _a[_i];
  32998. var effectiveMaterial = subMesh.getMaterial();
  32999. if (effectiveMaterial) {
  33000. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33001. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33002. return false;
  33003. }
  33004. }
  33005. else {
  33006. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33007. return false;
  33008. }
  33009. }
  33010. }
  33011. }
  33012. }
  33013. else {
  33014. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33015. return false;
  33016. }
  33017. }
  33018. }
  33019. // Shadows
  33020. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33021. var light = _c[_b];
  33022. var generator = light.getShadowGenerator();
  33023. if (generator) {
  33024. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33025. var subMesh = _e[_d];
  33026. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33027. return false;
  33028. }
  33029. }
  33030. }
  33031. }
  33032. // LOD
  33033. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33034. var lod = _g[_f];
  33035. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33036. return false;
  33037. }
  33038. }
  33039. return true;
  33040. };
  33041. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33042. /**
  33043. * 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.
  33044. */
  33045. get: function () {
  33046. return this._areNormalsFrozen;
  33047. },
  33048. enumerable: true,
  33049. configurable: true
  33050. });
  33051. /**
  33052. * 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.
  33053. * @returns the current mesh
  33054. */
  33055. Mesh.prototype.freezeNormals = function () {
  33056. this._areNormalsFrozen = true;
  33057. return this;
  33058. };
  33059. /**
  33060. * 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
  33061. * @returns the current mesh
  33062. */
  33063. Mesh.prototype.unfreezeNormals = function () {
  33064. this._areNormalsFrozen = false;
  33065. return this;
  33066. };
  33067. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33068. /**
  33069. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33070. */
  33071. set: function (count) {
  33072. this._instanceDataStorage.overridenInstanceCount = count;
  33073. },
  33074. enumerable: true,
  33075. configurable: true
  33076. });
  33077. // Methods
  33078. /** @hidden */
  33079. Mesh.prototype._preActivate = function () {
  33080. var sceneRenderId = this.getScene().getRenderId();
  33081. if (this._preActivateId === sceneRenderId) {
  33082. return this;
  33083. }
  33084. this._preActivateId = sceneRenderId;
  33085. this._instanceDataStorage.visibleInstances = null;
  33086. return this;
  33087. };
  33088. /** @hidden */
  33089. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33090. if (this._instanceDataStorage.visibleInstances) {
  33091. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33092. }
  33093. return this;
  33094. };
  33095. /** @hidden */
  33096. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33097. if (!this._instanceDataStorage.visibleInstances) {
  33098. this._instanceDataStorage.visibleInstances = {};
  33099. this._instanceDataStorage.visibleInstances.defaultRenderId = renderId;
  33100. this._instanceDataStorage.visibleInstances.selfDefaultRenderId = this._renderId;
  33101. }
  33102. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33103. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33104. }
  33105. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33106. return this;
  33107. };
  33108. /**
  33109. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33110. * This means the mesh underlying bounding box and sphere are recomputed.
  33111. * @returns the current mesh
  33112. */
  33113. Mesh.prototype.refreshBoundingInfo = function () {
  33114. return this._refreshBoundingInfo(false);
  33115. };
  33116. /** @hidden */
  33117. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  33118. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33119. return this;
  33120. }
  33121. var data = this._getPositionData(applySkeleton);
  33122. if (data) {
  33123. var bias = this.geometry ? this.geometry.boundingBias : null;
  33124. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  33125. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  33126. }
  33127. if (this.subMeshes) {
  33128. for (var index = 0; index < this.subMeshes.length; index++) {
  33129. this.subMeshes[index].refreshBoundingInfo();
  33130. }
  33131. }
  33132. this._updateBoundingInfo();
  33133. return this;
  33134. };
  33135. Mesh.prototype._getPositionData = function (applySkeleton) {
  33136. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33137. if (data && applySkeleton && this.skeleton) {
  33138. data = BABYLON.Tools.Slice(data);
  33139. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33140. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33141. if (matricesWeightsData && matricesIndicesData) {
  33142. var needExtras = this.numBoneInfluencers > 4;
  33143. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33144. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33145. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  33146. var tempVector = BABYLON.Tmp.Vector3[0];
  33147. var finalMatrix = BABYLON.Tmp.Matrix[0];
  33148. var tempMatrix = BABYLON.Tmp.Matrix[1];
  33149. var matWeightIdx = 0;
  33150. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  33151. finalMatrix.reset();
  33152. var inf;
  33153. var weight;
  33154. for (inf = 0; inf < 4; inf++) {
  33155. weight = matricesWeightsData[matWeightIdx + inf];
  33156. if (weight > 0) {
  33157. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33158. finalMatrix.addToSelf(tempMatrix);
  33159. }
  33160. }
  33161. if (needExtras) {
  33162. for (inf = 0; inf < 4; inf++) {
  33163. weight = matricesWeightsExtraData[matWeightIdx + inf];
  33164. if (weight > 0) {
  33165. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33166. finalMatrix.addToSelf(tempMatrix);
  33167. }
  33168. }
  33169. }
  33170. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  33171. tempVector.toArray(data, index);
  33172. }
  33173. }
  33174. }
  33175. return data;
  33176. };
  33177. /** @hidden */
  33178. Mesh.prototype._createGlobalSubMesh = function (force) {
  33179. var totalVertices = this.getTotalVertices();
  33180. if (!totalVertices || !this.getIndices()) {
  33181. return null;
  33182. }
  33183. // Check if we need to recreate the submeshes
  33184. if (this.subMeshes && this.subMeshes.length > 0) {
  33185. var ib = this.getIndices();
  33186. if (!ib) {
  33187. return null;
  33188. }
  33189. var totalIndices = ib.length;
  33190. var needToRecreate = false;
  33191. if (force) {
  33192. needToRecreate = true;
  33193. }
  33194. else {
  33195. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33196. var submesh = _a[_i];
  33197. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33198. needToRecreate = true;
  33199. break;
  33200. }
  33201. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33202. needToRecreate = true;
  33203. break;
  33204. }
  33205. }
  33206. }
  33207. if (!needToRecreate) {
  33208. return this.subMeshes[0];
  33209. }
  33210. }
  33211. this.releaseSubMeshes();
  33212. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33213. };
  33214. /**
  33215. * This function will subdivide the mesh into multiple submeshes
  33216. * @param count defines the expected number of submeshes
  33217. */
  33218. Mesh.prototype.subdivide = function (count) {
  33219. if (count < 1) {
  33220. return;
  33221. }
  33222. var totalIndices = this.getTotalIndices();
  33223. var subdivisionSize = (totalIndices / count) | 0;
  33224. var offset = 0;
  33225. // Ensure that subdivisionSize is a multiple of 3
  33226. while (subdivisionSize % 3 !== 0) {
  33227. subdivisionSize++;
  33228. }
  33229. this.releaseSubMeshes();
  33230. for (var index = 0; index < count; index++) {
  33231. if (offset >= totalIndices) {
  33232. break;
  33233. }
  33234. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33235. offset += subdivisionSize;
  33236. }
  33237. this.synchronizeInstances();
  33238. };
  33239. /**
  33240. * Copy a FloatArray into a specific associated vertex buffer
  33241. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33242. * - BABYLON.VertexBuffer.PositionKind
  33243. * - BABYLON.VertexBuffer.UVKind
  33244. * - BABYLON.VertexBuffer.UV2Kind
  33245. * - BABYLON.VertexBuffer.UV3Kind
  33246. * - BABYLON.VertexBuffer.UV4Kind
  33247. * - BABYLON.VertexBuffer.UV5Kind
  33248. * - BABYLON.VertexBuffer.UV6Kind
  33249. * - BABYLON.VertexBuffer.ColorKind
  33250. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33251. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33252. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33253. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33254. * @param data defines the data source
  33255. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33256. * @param stride defines the data stride size (can be null)
  33257. * @returns the current mesh
  33258. */
  33259. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33260. if (updatable === void 0) { updatable = false; }
  33261. if (!this._geometry) {
  33262. var vertexData = new BABYLON.VertexData();
  33263. vertexData.set(data, kind);
  33264. var scene = this.getScene();
  33265. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33266. }
  33267. else {
  33268. this._geometry.setVerticesData(kind, data, updatable, stride);
  33269. }
  33270. return this;
  33271. };
  33272. /**
  33273. * Flags an associated vertex buffer as updatable
  33274. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33275. * - BABYLON.VertexBuffer.PositionKind
  33276. * - BABYLON.VertexBuffer.UVKind
  33277. * - BABYLON.VertexBuffer.UV2Kind
  33278. * - BABYLON.VertexBuffer.UV3Kind
  33279. * - BABYLON.VertexBuffer.UV4Kind
  33280. * - BABYLON.VertexBuffer.UV5Kind
  33281. * - BABYLON.VertexBuffer.UV6Kind
  33282. * - BABYLON.VertexBuffer.ColorKind
  33283. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33284. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33285. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33286. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33287. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33288. */
  33289. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33290. if (updatable === void 0) { updatable = true; }
  33291. var vb = this.getVertexBuffer(kind);
  33292. if (!vb || vb.isUpdatable() === updatable) {
  33293. return;
  33294. }
  33295. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33296. };
  33297. /**
  33298. * Sets the mesh global Vertex Buffer
  33299. * @param buffer defines the buffer to use
  33300. * @returns the current mesh
  33301. */
  33302. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33303. if (!this._geometry) {
  33304. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33305. }
  33306. this._geometry.setVerticesBuffer(buffer);
  33307. return this;
  33308. };
  33309. /**
  33310. * Update a specific associated vertex buffer
  33311. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33312. * - BABYLON.VertexBuffer.PositionKind
  33313. * - BABYLON.VertexBuffer.UVKind
  33314. * - BABYLON.VertexBuffer.UV2Kind
  33315. * - BABYLON.VertexBuffer.UV3Kind
  33316. * - BABYLON.VertexBuffer.UV4Kind
  33317. * - BABYLON.VertexBuffer.UV5Kind
  33318. * - BABYLON.VertexBuffer.UV6Kind
  33319. * - BABYLON.VertexBuffer.ColorKind
  33320. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33321. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33322. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33323. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33324. * @param data defines the data source
  33325. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33326. * @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)
  33327. * @returns the current mesh
  33328. */
  33329. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33330. if (!this._geometry) {
  33331. return this;
  33332. }
  33333. if (!makeItUnique) {
  33334. this._geometry.updateVerticesData(kind, data, updateExtends);
  33335. }
  33336. else {
  33337. this.makeGeometryUnique();
  33338. this.updateVerticesData(kind, data, updateExtends, false);
  33339. }
  33340. return this;
  33341. };
  33342. /**
  33343. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33344. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33345. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33346. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33347. * @returns the current mesh
  33348. */
  33349. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33350. if (computeNormals === void 0) { computeNormals = true; }
  33351. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33352. if (!positions) {
  33353. return this;
  33354. }
  33355. positionFunction(positions);
  33356. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33357. if (computeNormals) {
  33358. var indices = this.getIndices();
  33359. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33360. if (!normals) {
  33361. return this;
  33362. }
  33363. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33364. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33365. }
  33366. return this;
  33367. };
  33368. /**
  33369. * Creates a un-shared specific occurence of the geometry for the mesh.
  33370. * @returns the current mesh
  33371. */
  33372. Mesh.prototype.makeGeometryUnique = function () {
  33373. if (!this._geometry) {
  33374. return this;
  33375. }
  33376. var oldGeometry = this._geometry;
  33377. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33378. oldGeometry.releaseForMesh(this, true);
  33379. geometry.applyToMesh(this);
  33380. return this;
  33381. };
  33382. /**
  33383. * Set the index buffer of this mesh
  33384. * @param indices defines the source data
  33385. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33386. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33387. * @returns the current mesh
  33388. */
  33389. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33390. if (totalVertices === void 0) { totalVertices = null; }
  33391. if (updatable === void 0) { updatable = false; }
  33392. if (!this._geometry) {
  33393. var vertexData = new BABYLON.VertexData();
  33394. vertexData.indices = indices;
  33395. var scene = this.getScene();
  33396. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33397. }
  33398. else {
  33399. this._geometry.setIndices(indices, totalVertices, updatable);
  33400. }
  33401. return this;
  33402. };
  33403. /**
  33404. * Update the current index buffer
  33405. * @param indices defines the source data
  33406. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33407. * @returns the current mesh
  33408. */
  33409. Mesh.prototype.updateIndices = function (indices, offset) {
  33410. if (!this._geometry) {
  33411. return this;
  33412. }
  33413. this._geometry.updateIndices(indices, offset);
  33414. return this;
  33415. };
  33416. /**
  33417. * Invert the geometry to move from a right handed system to a left handed one.
  33418. * @returns the current mesh
  33419. */
  33420. Mesh.prototype.toLeftHanded = function () {
  33421. if (!this._geometry) {
  33422. return this;
  33423. }
  33424. this._geometry.toLeftHanded();
  33425. return this;
  33426. };
  33427. /** @hidden */
  33428. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33429. if (!this._geometry) {
  33430. return this;
  33431. }
  33432. var engine = this.getScene().getEngine();
  33433. // Wireframe
  33434. var indexToBind;
  33435. if (this._unIndexed) {
  33436. indexToBind = null;
  33437. }
  33438. else {
  33439. switch (fillMode) {
  33440. case BABYLON.Material.PointFillMode:
  33441. indexToBind = null;
  33442. break;
  33443. case BABYLON.Material.WireFrameFillMode:
  33444. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33445. break;
  33446. default:
  33447. case BABYLON.Material.TriangleFillMode:
  33448. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33449. break;
  33450. }
  33451. }
  33452. // VBOs
  33453. this._geometry._bind(effect, indexToBind);
  33454. return this;
  33455. };
  33456. /** @hidden */
  33457. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33458. if (alternate === void 0) { alternate = false; }
  33459. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33460. return this;
  33461. }
  33462. if (this._onBeforeDrawObservable) {
  33463. this._onBeforeDrawObservable.notifyObservers(this);
  33464. }
  33465. var scene = this.getScene();
  33466. var engine = scene.getEngine();
  33467. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33468. // or triangles as points
  33469. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33470. }
  33471. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33472. // Triangles as wireframe
  33473. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33474. }
  33475. else {
  33476. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33477. }
  33478. if (scene._isAlternateRenderingEnabled && !alternate) {
  33479. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33480. if (!effect || !scene.activeCamera) {
  33481. return this;
  33482. }
  33483. scene._switchToAlternateCameraConfiguration(true);
  33484. this._effectiveMaterial.bindView(effect);
  33485. this._effectiveMaterial.bindViewProjection(effect);
  33486. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33487. this._draw(subMesh, fillMode, instancesCount, true);
  33488. engine.setViewport(scene.activeCamera.viewport);
  33489. scene._switchToAlternateCameraConfiguration(false);
  33490. this._effectiveMaterial.bindView(effect);
  33491. this._effectiveMaterial.bindViewProjection(effect);
  33492. }
  33493. return this;
  33494. };
  33495. /**
  33496. * Registers for this mesh a javascript function called just before the rendering process
  33497. * @param func defines the function to call before rendering this mesh
  33498. * @returns the current mesh
  33499. */
  33500. Mesh.prototype.registerBeforeRender = function (func) {
  33501. this.onBeforeRenderObservable.add(func);
  33502. return this;
  33503. };
  33504. /**
  33505. * Disposes a previously registered javascript function called before the rendering
  33506. * @param func defines the function to remove
  33507. * @returns the current mesh
  33508. */
  33509. Mesh.prototype.unregisterBeforeRender = function (func) {
  33510. this.onBeforeRenderObservable.removeCallback(func);
  33511. return this;
  33512. };
  33513. /**
  33514. * Registers for this mesh a javascript function called just after the rendering is complete
  33515. * @param func defines the function to call after rendering this mesh
  33516. * @returns the current mesh
  33517. */
  33518. Mesh.prototype.registerAfterRender = function (func) {
  33519. this.onAfterRenderObservable.add(func);
  33520. return this;
  33521. };
  33522. /**
  33523. * Disposes a previously registered javascript function called after the rendering.
  33524. * @param func defines the function to remove
  33525. * @returns the current mesh
  33526. */
  33527. Mesh.prototype.unregisterAfterRender = function (func) {
  33528. this.onAfterRenderObservable.removeCallback(func);
  33529. return this;
  33530. };
  33531. /** @hidden */
  33532. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33533. var scene = this.getScene();
  33534. var batchCache = this._instanceDataStorage.batchCache;
  33535. batchCache.mustReturn = false;
  33536. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33537. batchCache.visibleInstances[subMeshId] = null;
  33538. if (this._instanceDataStorage.visibleInstances) {
  33539. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33540. var currentRenderId = scene.getRenderId();
  33541. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33542. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33543. var selfRenderId = this._renderId;
  33544. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33545. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33546. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33547. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33548. }
  33549. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33550. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33551. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33552. batchCache.mustReturn = true;
  33553. return batchCache;
  33554. }
  33555. if (currentRenderId !== selfRenderId) {
  33556. batchCache.renderSelf[subMeshId] = false;
  33557. }
  33558. }
  33559. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33560. }
  33561. return batchCache;
  33562. };
  33563. /** @hidden */
  33564. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33565. var visibleInstances = batch.visibleInstances[subMesh._id];
  33566. if (!visibleInstances) {
  33567. return this;
  33568. }
  33569. var matricesCount = visibleInstances.length + 1;
  33570. var bufferSize = matricesCount * 16 * 4;
  33571. var instanceStorage = this._instanceDataStorage;
  33572. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33573. var instancesBuffer = instanceStorage.instancesBuffer;
  33574. while (instanceStorage.instancesBufferSize < bufferSize) {
  33575. instanceStorage.instancesBufferSize *= 2;
  33576. }
  33577. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33578. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33579. }
  33580. var offset = 0;
  33581. var instancesCount = 0;
  33582. var world = this.getWorldMatrix();
  33583. if (batch.renderSelf[subMesh._id]) {
  33584. world.copyToArray(instanceStorage.instancesData, offset);
  33585. offset += 16;
  33586. instancesCount++;
  33587. }
  33588. if (visibleInstances) {
  33589. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33590. var instance = visibleInstances[instanceIndex];
  33591. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33592. offset += 16;
  33593. instancesCount++;
  33594. }
  33595. }
  33596. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33597. if (instancesBuffer) {
  33598. instancesBuffer.dispose();
  33599. }
  33600. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33601. instanceStorage.instancesBuffer = instancesBuffer;
  33602. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33603. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33604. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33605. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33606. }
  33607. else {
  33608. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33609. }
  33610. this._bind(subMesh, effect, fillMode);
  33611. this._draw(subMesh, fillMode, instancesCount);
  33612. engine.unbindInstanceAttributes();
  33613. return this;
  33614. };
  33615. /** @hidden */
  33616. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33617. var scene = this.getScene();
  33618. var engine = scene.getEngine();
  33619. if (hardwareInstancedRendering) {
  33620. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33621. }
  33622. else {
  33623. if (batch.renderSelf[subMesh._id]) {
  33624. // Draw
  33625. if (onBeforeDraw) {
  33626. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33627. }
  33628. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33629. }
  33630. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33631. if (visibleInstancesForSubMesh) {
  33632. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33633. var instance = visibleInstancesForSubMesh[instanceIndex];
  33634. // World
  33635. var world = instance.getWorldMatrix();
  33636. if (onBeforeDraw) {
  33637. onBeforeDraw(true, world, effectiveMaterial);
  33638. }
  33639. // Draw
  33640. this._draw(subMesh, fillMode);
  33641. }
  33642. }
  33643. }
  33644. return this;
  33645. };
  33646. /**
  33647. * 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
  33648. * @param subMesh defines the subMesh to render
  33649. * @param enableAlphaMode defines if alpha mode can be changed
  33650. * @returns the current mesh
  33651. */
  33652. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33653. if (this._checkOcclusionQuery()) {
  33654. return this;
  33655. }
  33656. var scene = this.getScene();
  33657. // Managing instances
  33658. var batch = this._getInstancesRenderList(subMesh._id);
  33659. if (batch.mustReturn) {
  33660. return this;
  33661. }
  33662. // Checking geometry state
  33663. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33664. return this;
  33665. }
  33666. if (this._onBeforeRenderObservable) {
  33667. this._onBeforeRenderObservable.notifyObservers(this);
  33668. }
  33669. var engine = scene.getEngine();
  33670. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33671. // Material
  33672. var material = subMesh.getMaterial();
  33673. if (!material) {
  33674. return this;
  33675. }
  33676. this._effectiveMaterial = material;
  33677. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33678. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33679. return this;
  33680. }
  33681. }
  33682. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33683. return this;
  33684. }
  33685. // Alpha mode
  33686. if (enableAlphaMode) {
  33687. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33688. }
  33689. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33690. var step = _a[_i];
  33691. step.action(this, subMesh, batch);
  33692. }
  33693. var effect;
  33694. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33695. effect = subMesh.effect;
  33696. }
  33697. else {
  33698. effect = this._effectiveMaterial.getEffect();
  33699. }
  33700. if (!effect) {
  33701. return this;
  33702. }
  33703. var sideOrientation = this.overrideMaterialSideOrientation;
  33704. if (sideOrientation == null) {
  33705. sideOrientation = this._effectiveMaterial.sideOrientation;
  33706. if (this._getWorldMatrixDeterminant() < 0) {
  33707. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33708. }
  33709. }
  33710. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33711. if (this._effectiveMaterial.forceDepthWrite) {
  33712. engine.setDepthWrite(true);
  33713. }
  33714. // Bind
  33715. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33716. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33717. this._bind(subMesh, effect, fillMode);
  33718. }
  33719. var world = this.getWorldMatrix();
  33720. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33721. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33722. }
  33723. else {
  33724. this._effectiveMaterial.bind(world, this);
  33725. }
  33726. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33727. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33728. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33729. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33730. }
  33731. // Draw
  33732. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33733. // Unbind
  33734. this._effectiveMaterial.unbind();
  33735. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33736. var step = _c[_b];
  33737. step.action(this, subMesh, batch);
  33738. }
  33739. if (this._onAfterRenderObservable) {
  33740. this._onAfterRenderObservable.notifyObservers(this);
  33741. }
  33742. return this;
  33743. };
  33744. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33745. if (isInstance && effectiveMaterial) {
  33746. effectiveMaterial.bindOnlyWorldMatrix(world);
  33747. }
  33748. };
  33749. /**
  33750. * Renormalize the mesh and patch it up if there are no weights
  33751. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33752. * However in the case of zero weights then we set just a single influence to 1.
  33753. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33754. */
  33755. Mesh.prototype.cleanMatrixWeights = function () {
  33756. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33757. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33758. this.normalizeSkinWeightsAndExtra();
  33759. }
  33760. else {
  33761. this.normalizeSkinFourWeights();
  33762. }
  33763. }
  33764. };
  33765. // faster 4 weight version.
  33766. Mesh.prototype.normalizeSkinFourWeights = function () {
  33767. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33768. var numWeights = matricesWeights.length;
  33769. for (var a = 0; a < numWeights; a += 4) {
  33770. // accumulate weights
  33771. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33772. // check for invalid weight and just set it to 1.
  33773. if (t === 0) {
  33774. matricesWeights[a] = 1;
  33775. }
  33776. else {
  33777. // renormalize so everything adds to 1 use reciprical
  33778. var recip = 1 / t;
  33779. matricesWeights[a] *= recip;
  33780. matricesWeights[a + 1] *= recip;
  33781. matricesWeights[a + 2] *= recip;
  33782. matricesWeights[a + 3] *= recip;
  33783. }
  33784. }
  33785. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33786. };
  33787. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33788. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33789. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33790. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33791. var numWeights = matricesWeights.length;
  33792. for (var a = 0; a < numWeights; a += 4) {
  33793. // accumulate weights
  33794. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33795. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33796. // check for invalid weight and just set it to 1.
  33797. if (t === 0) {
  33798. matricesWeights[a] = 1;
  33799. }
  33800. else {
  33801. // renormalize so everything adds to 1 use reciprical
  33802. var recip = 1 / t;
  33803. matricesWeights[a] *= recip;
  33804. matricesWeights[a + 1] *= recip;
  33805. matricesWeights[a + 2] *= recip;
  33806. matricesWeights[a + 3] *= recip;
  33807. // same goes for extras
  33808. matricesWeightsExtra[a] *= recip;
  33809. matricesWeightsExtra[a + 1] *= recip;
  33810. matricesWeightsExtra[a + 2] *= recip;
  33811. matricesWeightsExtra[a + 3] *= recip;
  33812. }
  33813. }
  33814. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33815. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33816. };
  33817. /**
  33818. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33819. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33820. * the user know there was an issue with importing the mesh
  33821. * @returns a validation object with skinned, valid and report string
  33822. */
  33823. Mesh.prototype.validateSkinning = function () {
  33824. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33825. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33826. if (matricesWeights === null || this.skeleton == null) {
  33827. return { skinned: false, valid: true, report: "not skinned" };
  33828. }
  33829. var numWeights = matricesWeights.length;
  33830. var numberNotSorted = 0;
  33831. var missingWeights = 0;
  33832. var maxUsedWeights = 0;
  33833. var numberNotNormalized = 0;
  33834. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33835. var usedWeightCounts = new Array();
  33836. for (var a = 0; a <= numInfluences; a++) {
  33837. usedWeightCounts[a] = 0;
  33838. }
  33839. var toleranceEpsilon = 0.001;
  33840. for (var a = 0; a < numWeights; a += 4) {
  33841. var lastWeight = matricesWeights[a];
  33842. var t = lastWeight;
  33843. var usedWeights = t === 0 ? 0 : 1;
  33844. for (var b = 1; b < numInfluences; b++) {
  33845. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33846. if (d > lastWeight) {
  33847. numberNotSorted++;
  33848. }
  33849. if (d !== 0) {
  33850. usedWeights++;
  33851. }
  33852. t += d;
  33853. lastWeight = d;
  33854. }
  33855. // count the buffer weights usage
  33856. usedWeightCounts[usedWeights]++;
  33857. // max influences
  33858. if (usedWeights > maxUsedWeights) {
  33859. maxUsedWeights = usedWeights;
  33860. }
  33861. // check for invalid weight and just set it to 1.
  33862. if (t === 0) {
  33863. missingWeights++;
  33864. }
  33865. else {
  33866. // renormalize so everything adds to 1 use reciprical
  33867. var recip = 1 / t;
  33868. var tolerance = 0;
  33869. for (b = 0; b < numInfluences; b++) {
  33870. if (b < 4) {
  33871. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  33872. }
  33873. else {
  33874. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  33875. }
  33876. }
  33877. // arbitary epsilon value for dicdating not normalized
  33878. if (tolerance > toleranceEpsilon) {
  33879. numberNotNormalized++;
  33880. }
  33881. }
  33882. }
  33883. // validate bone indices are in range of the skeleton
  33884. var numBones = this.skeleton.bones.length;
  33885. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33886. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  33887. var numBadBoneIndices = 0;
  33888. for (var a = 0; a < numWeights; a++) {
  33889. for (var b = 0; b < numInfluences; b++) {
  33890. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  33891. if (index >= numBones || index < 0) {
  33892. numBadBoneIndices++;
  33893. }
  33894. }
  33895. }
  33896. // log mesh stats
  33897. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  33898. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  33899. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  33900. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  33901. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  33902. };
  33903. /** @hidden */
  33904. Mesh.prototype._checkDelayState = function () {
  33905. var scene = this.getScene();
  33906. if (this._geometry) {
  33907. this._geometry.load(scene);
  33908. }
  33909. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  33910. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  33911. this._queueLoad(scene);
  33912. }
  33913. return this;
  33914. };
  33915. Mesh.prototype._queueLoad = function (scene) {
  33916. var _this = this;
  33917. scene._addPendingData(this);
  33918. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  33919. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  33920. if (data instanceof ArrayBuffer) {
  33921. _this._delayLoadingFunction(data, _this);
  33922. }
  33923. else {
  33924. _this._delayLoadingFunction(JSON.parse(data), _this);
  33925. }
  33926. _this.instances.forEach(function (instance) {
  33927. instance._syncSubMeshes();
  33928. });
  33929. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  33930. scene._removePendingData(_this);
  33931. }, function () { }, scene.offlineProvider, getBinaryData);
  33932. return this;
  33933. };
  33934. /**
  33935. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  33936. * A mesh is in the frustum if its bounding box intersects the frustum
  33937. * @param frustumPlanes defines the frustum to test
  33938. * @returns true if the mesh is in the frustum planes
  33939. */
  33940. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  33941. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33942. return false;
  33943. }
  33944. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  33945. return false;
  33946. }
  33947. this._checkDelayState();
  33948. return true;
  33949. };
  33950. /**
  33951. * Sets the mesh material by the material or multiMaterial `id` property
  33952. * @param id is a string identifying the material or the multiMaterial
  33953. * @returns the current mesh
  33954. */
  33955. Mesh.prototype.setMaterialByID = function (id) {
  33956. var materials = this.getScene().materials;
  33957. var index;
  33958. for (index = materials.length - 1; index > -1; index--) {
  33959. if (materials[index].id === id) {
  33960. this.material = materials[index];
  33961. return this;
  33962. }
  33963. }
  33964. // Multi
  33965. var multiMaterials = this.getScene().multiMaterials;
  33966. for (index = multiMaterials.length - 1; index > -1; index--) {
  33967. if (multiMaterials[index].id === id) {
  33968. this.material = multiMaterials[index];
  33969. return this;
  33970. }
  33971. }
  33972. return this;
  33973. };
  33974. /**
  33975. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  33976. * @returns an array of IAnimatable
  33977. */
  33978. Mesh.prototype.getAnimatables = function () {
  33979. var results = new Array();
  33980. if (this.material) {
  33981. results.push(this.material);
  33982. }
  33983. if (this.skeleton) {
  33984. results.push(this.skeleton);
  33985. }
  33986. return results;
  33987. };
  33988. /**
  33989. * Modifies the mesh geometry according to the passed transformation matrix.
  33990. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  33991. * The mesh normals are modified using the same transformation.
  33992. * Note that, under the hood, this method sets a new VertexBuffer each call.
  33993. * @param transform defines the transform matrix to use
  33994. * @see http://doc.babylonjs.com/resources/baking_transformations
  33995. * @returns the current mesh
  33996. */
  33997. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  33998. // Position
  33999. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34000. return this;
  34001. }
  34002. var submeshes = this.subMeshes.splice(0);
  34003. this._resetPointsArrayCache();
  34004. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34005. var temp = new Array();
  34006. var index;
  34007. for (index = 0; index < data.length; index += 3) {
  34008. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34009. }
  34010. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34011. // Normals
  34012. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34013. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34014. temp = [];
  34015. for (index = 0; index < data.length; index += 3) {
  34016. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34017. }
  34018. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34019. }
  34020. // flip faces?
  34021. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34022. this.flipFaces();
  34023. }
  34024. // Restore submeshes
  34025. this.releaseSubMeshes();
  34026. this.subMeshes = submeshes;
  34027. return this;
  34028. };
  34029. /**
  34030. * Modifies the mesh geometry according to its own current World Matrix.
  34031. * The mesh World Matrix is then reset.
  34032. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34033. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34034. * @see http://doc.babylonjs.com/resources/baking_transformations
  34035. * @returns the current mesh
  34036. */
  34037. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34038. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34039. this.scaling.copyFromFloats(1, 1, 1);
  34040. this.position.copyFromFloats(0, 0, 0);
  34041. this.rotation.copyFromFloats(0, 0, 0);
  34042. //only if quaternion is already set
  34043. if (this.rotationQuaternion) {
  34044. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34045. }
  34046. this._worldMatrix = BABYLON.Matrix.Identity();
  34047. return this;
  34048. };
  34049. Object.defineProperty(Mesh.prototype, "_positions", {
  34050. // Cache
  34051. /** @hidden */
  34052. get: function () {
  34053. if (this._geometry) {
  34054. return this._geometry._positions;
  34055. }
  34056. return null;
  34057. },
  34058. enumerable: true,
  34059. configurable: true
  34060. });
  34061. /** @hidden */
  34062. Mesh.prototype._resetPointsArrayCache = function () {
  34063. if (this._geometry) {
  34064. this._geometry._resetPointsArrayCache();
  34065. }
  34066. return this;
  34067. };
  34068. /** @hidden */
  34069. Mesh.prototype._generatePointsArray = function () {
  34070. if (this._geometry) {
  34071. return this._geometry._generatePointsArray();
  34072. }
  34073. return false;
  34074. };
  34075. /**
  34076. * Returns a new Mesh object generated from the current mesh properties.
  34077. * This method must not get confused with createInstance()
  34078. * @param name is a string, the name given to the new mesh
  34079. * @param newParent can be any Node object (default `null`)
  34080. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34081. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34082. * @returns a new mesh
  34083. */
  34084. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34085. if (name === void 0) { name = ""; }
  34086. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34087. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34088. };
  34089. /**
  34090. * Releases resources associated with this mesh.
  34091. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34092. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34093. */
  34094. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34095. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34096. this.morphTargetManager = null;
  34097. if (this._geometry) {
  34098. this._geometry.releaseForMesh(this, true);
  34099. }
  34100. if (this._onBeforeDrawObservable) {
  34101. this._onBeforeDrawObservable.clear();
  34102. }
  34103. if (this._onBeforeRenderObservable) {
  34104. this._onBeforeRenderObservable.clear();
  34105. }
  34106. if (this._onAfterRenderObservable) {
  34107. this._onAfterRenderObservable.clear();
  34108. }
  34109. // Sources
  34110. if (this._scene.useClonedMeshhMap) {
  34111. if (this.meshMap) {
  34112. for (var uniqueId in this.meshMap) {
  34113. var mesh = this.meshMap[uniqueId];
  34114. if (mesh) {
  34115. mesh._source = null;
  34116. this.meshMap[uniqueId] = undefined;
  34117. }
  34118. }
  34119. }
  34120. if (this._source && this._source.meshMap) {
  34121. this._source.meshMap[this.uniqueId] = undefined;
  34122. }
  34123. }
  34124. else {
  34125. var meshes = this.getScene().meshes;
  34126. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34127. var abstractMesh = meshes_1[_i];
  34128. var mesh = abstractMesh;
  34129. if (mesh._source && mesh._source === this) {
  34130. mesh._source = null;
  34131. }
  34132. }
  34133. }
  34134. this._source = null;
  34135. // Instances
  34136. if (this._instanceDataStorage.instancesBuffer) {
  34137. this._instanceDataStorage.instancesBuffer.dispose();
  34138. this._instanceDataStorage.instancesBuffer = null;
  34139. }
  34140. while (this.instances.length) {
  34141. this.instances[0].dispose();
  34142. }
  34143. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34144. };
  34145. /**
  34146. * Modifies the mesh geometry according to a displacement map.
  34147. * 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.
  34148. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34149. * @param url is a string, the URL from the image file is to be downloaded.
  34150. * @param minHeight is the lower limit of the displacement.
  34151. * @param maxHeight is the upper limit of the displacement.
  34152. * @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.
  34153. * @param uvOffset is an optional vector2 used to offset UV.
  34154. * @param uvScale is an optional vector2 used to scale UV.
  34155. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34156. * @returns the Mesh.
  34157. */
  34158. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34159. var _this = this;
  34160. if (forceUpdate === void 0) { forceUpdate = false; }
  34161. var scene = this.getScene();
  34162. var onload = function (img) {
  34163. // Getting height map data
  34164. var canvas = document.createElement("canvas");
  34165. var context = canvas.getContext("2d");
  34166. var heightMapWidth = img.width;
  34167. var heightMapHeight = img.height;
  34168. canvas.width = heightMapWidth;
  34169. canvas.height = heightMapHeight;
  34170. context.drawImage(img, 0, 0);
  34171. // Create VertexData from map data
  34172. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34173. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34174. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34175. //execute success callback, if set
  34176. if (onSuccess) {
  34177. onSuccess(_this);
  34178. }
  34179. };
  34180. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34181. return this;
  34182. };
  34183. /**
  34184. * Modifies the mesh geometry according to a displacementMap buffer.
  34185. * 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.
  34186. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34187. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34188. * @param heightMapWidth is the width of the buffer image.
  34189. * @param heightMapHeight is the height of the buffer image.
  34190. * @param minHeight is the lower limit of the displacement.
  34191. * @param maxHeight is the upper limit of the displacement.
  34192. * @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.
  34193. * @param uvOffset is an optional vector2 used to offset UV.
  34194. * @param uvScale is an optional vector2 used to scale UV.
  34195. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
  34196. * @returns the Mesh.
  34197. */
  34198. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34199. if (forceUpdate === void 0) { forceUpdate = false; }
  34200. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34201. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34202. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34203. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34204. return this;
  34205. }
  34206. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34207. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34208. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34209. var position = BABYLON.Vector3.Zero();
  34210. var normal = BABYLON.Vector3.Zero();
  34211. var uv = BABYLON.Vector2.Zero();
  34212. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34213. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34214. for (var index = 0; index < positions.length; index += 3) {
  34215. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34216. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34217. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34218. // Compute height
  34219. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34220. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34221. var pos = (u + v * heightMapWidth) * 4;
  34222. var r = buffer[pos] / 255.0;
  34223. var g = buffer[pos + 1] / 255.0;
  34224. var b = buffer[pos + 2] / 255.0;
  34225. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34226. normal.normalize();
  34227. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34228. position = position.add(normal);
  34229. position.toArray(positions, index);
  34230. }
  34231. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34232. if (forceUpdate) {
  34233. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34234. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34235. }
  34236. else {
  34237. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34238. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34239. }
  34240. return this;
  34241. };
  34242. /**
  34243. * Modify the mesh to get a flat shading rendering.
  34244. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34245. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34246. * @returns current mesh
  34247. */
  34248. Mesh.prototype.convertToFlatShadedMesh = function () {
  34249. var kinds = this.getVerticesDataKinds();
  34250. var vbs = {};
  34251. var data = {};
  34252. var newdata = {};
  34253. var updatableNormals = false;
  34254. var kindIndex;
  34255. var kind;
  34256. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34257. kind = kinds[kindIndex];
  34258. var vertexBuffer = this.getVertexBuffer(kind);
  34259. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34260. updatableNormals = vertexBuffer.isUpdatable();
  34261. kinds.splice(kindIndex, 1);
  34262. kindIndex--;
  34263. continue;
  34264. }
  34265. vbs[kind] = vertexBuffer;
  34266. data[kind] = vbs[kind].getData();
  34267. newdata[kind] = [];
  34268. }
  34269. // Save previous submeshes
  34270. var previousSubmeshes = this.subMeshes.slice(0);
  34271. var indices = this.getIndices();
  34272. var totalIndices = this.getTotalIndices();
  34273. // Generating unique vertices per face
  34274. var index;
  34275. for (index = 0; index < totalIndices; index++) {
  34276. var vertexIndex = indices[index];
  34277. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34278. kind = kinds[kindIndex];
  34279. var stride = vbs[kind].getStrideSize();
  34280. for (var offset = 0; offset < stride; offset++) {
  34281. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34282. }
  34283. }
  34284. }
  34285. // Updating faces & normal
  34286. var normals = [];
  34287. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34288. for (index = 0; index < totalIndices; index += 3) {
  34289. indices[index] = index;
  34290. indices[index + 1] = index + 1;
  34291. indices[index + 2] = index + 2;
  34292. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34293. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34294. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34295. var p1p2 = p1.subtract(p2);
  34296. var p3p2 = p3.subtract(p2);
  34297. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34298. // Store same normals for every vertex
  34299. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34300. normals.push(normal.x);
  34301. normals.push(normal.y);
  34302. normals.push(normal.z);
  34303. }
  34304. }
  34305. this.setIndices(indices);
  34306. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34307. // Updating vertex buffers
  34308. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34309. kind = kinds[kindIndex];
  34310. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34311. }
  34312. // Updating submeshes
  34313. this.releaseSubMeshes();
  34314. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34315. var previousOne = previousSubmeshes[submeshIndex];
  34316. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34317. }
  34318. this.synchronizeInstances();
  34319. return this;
  34320. };
  34321. /**
  34322. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34323. * In other words, more vertices, no more indices and a single bigger VBO.
  34324. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34325. * @returns current mesh
  34326. */
  34327. Mesh.prototype.convertToUnIndexedMesh = function () {
  34328. var kinds = this.getVerticesDataKinds();
  34329. var vbs = {};
  34330. var data = {};
  34331. var newdata = {};
  34332. var kindIndex;
  34333. var kind;
  34334. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34335. kind = kinds[kindIndex];
  34336. var vertexBuffer = this.getVertexBuffer(kind);
  34337. vbs[kind] = vertexBuffer;
  34338. data[kind] = vbs[kind].getData();
  34339. newdata[kind] = [];
  34340. }
  34341. // Save previous submeshes
  34342. var previousSubmeshes = this.subMeshes.slice(0);
  34343. var indices = this.getIndices();
  34344. var totalIndices = this.getTotalIndices();
  34345. // Generating unique vertices per face
  34346. var index;
  34347. for (index = 0; index < totalIndices; index++) {
  34348. var vertexIndex = indices[index];
  34349. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34350. kind = kinds[kindIndex];
  34351. var stride = vbs[kind].getStrideSize();
  34352. for (var offset = 0; offset < stride; offset++) {
  34353. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34354. }
  34355. }
  34356. }
  34357. // Updating indices
  34358. for (index = 0; index < totalIndices; index += 3) {
  34359. indices[index] = index;
  34360. indices[index + 1] = index + 1;
  34361. indices[index + 2] = index + 2;
  34362. }
  34363. this.setIndices(indices);
  34364. // Updating vertex buffers
  34365. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34366. kind = kinds[kindIndex];
  34367. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34368. }
  34369. // Updating submeshes
  34370. this.releaseSubMeshes();
  34371. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34372. var previousOne = previousSubmeshes[submeshIndex];
  34373. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34374. }
  34375. this._unIndexed = true;
  34376. this.synchronizeInstances();
  34377. return this;
  34378. };
  34379. /**
  34380. * Inverses facet orientations.
  34381. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34382. * @param flipNormals will also inverts the normals
  34383. * @returns current mesh
  34384. */
  34385. Mesh.prototype.flipFaces = function (flipNormals) {
  34386. if (flipNormals === void 0) { flipNormals = false; }
  34387. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34388. var i;
  34389. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34390. for (i = 0; i < vertex_data.normals.length; i++) {
  34391. vertex_data.normals[i] *= -1;
  34392. }
  34393. }
  34394. if (vertex_data.indices) {
  34395. var temp;
  34396. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34397. // reassign indices
  34398. temp = vertex_data.indices[i + 1];
  34399. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34400. vertex_data.indices[i + 2] = temp;
  34401. }
  34402. }
  34403. vertex_data.applyToMesh(this);
  34404. return this;
  34405. };
  34406. // Instances
  34407. /**
  34408. * Creates a new InstancedMesh object from the mesh model.
  34409. * Warning : this method is not supported for Line mesh and LineSystem
  34410. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34411. * @param name defines the name of the new instance
  34412. * @returns a new InstancedMesh
  34413. */
  34414. Mesh.prototype.createInstance = function (name) {
  34415. return new BABYLON.InstancedMesh(name, this);
  34416. };
  34417. /**
  34418. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34419. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34420. * @returns the current mesh
  34421. */
  34422. Mesh.prototype.synchronizeInstances = function () {
  34423. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34424. var instance = this.instances[instanceIndex];
  34425. instance._syncSubMeshes();
  34426. }
  34427. return this;
  34428. };
  34429. /**
  34430. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34431. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34432. * This should be used together with the simplification to avoid disappearing triangles.
  34433. * @param successCallback an optional success callback to be called after the optimization finished.
  34434. * @returns the current mesh
  34435. */
  34436. Mesh.prototype.optimizeIndices = function (successCallback) {
  34437. var _this = this;
  34438. var indices = this.getIndices();
  34439. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34440. if (!positions || !indices) {
  34441. return this;
  34442. }
  34443. var vectorPositions = new Array();
  34444. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34445. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34446. }
  34447. var dupes = new Array();
  34448. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34449. var realPos = vectorPositions.length - 1 - iteration;
  34450. var testedPosition = vectorPositions[realPos];
  34451. for (var j = 0; j < realPos; ++j) {
  34452. var againstPosition = vectorPositions[j];
  34453. if (testedPosition.equals(againstPosition)) {
  34454. dupes[realPos] = j;
  34455. break;
  34456. }
  34457. }
  34458. }, function () {
  34459. for (var i = 0; i < indices.length; ++i) {
  34460. indices[i] = dupes[indices[i]] || indices[i];
  34461. }
  34462. //indices are now reordered
  34463. var originalSubMeshes = _this.subMeshes.slice(0);
  34464. _this.setIndices(indices);
  34465. _this.subMeshes = originalSubMeshes;
  34466. if (successCallback) {
  34467. successCallback(_this);
  34468. }
  34469. });
  34470. return this;
  34471. };
  34472. /**
  34473. * Serialize current mesh
  34474. * @param serializationObject defines the object which will receive the serialization data
  34475. */
  34476. Mesh.prototype.serialize = function (serializationObject) {
  34477. serializationObject.name = this.name;
  34478. serializationObject.id = this.id;
  34479. serializationObject.type = this.getClassName();
  34480. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34481. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34482. }
  34483. serializationObject.position = this.position.asArray();
  34484. if (this.rotationQuaternion) {
  34485. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34486. }
  34487. else if (this.rotation) {
  34488. serializationObject.rotation = this.rotation.asArray();
  34489. }
  34490. serializationObject.scaling = this.scaling.asArray();
  34491. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34492. serializationObject.isEnabled = this.isEnabled(false);
  34493. serializationObject.isVisible = this.isVisible;
  34494. serializationObject.infiniteDistance = this.infiniteDistance;
  34495. serializationObject.pickable = this.isPickable;
  34496. serializationObject.receiveShadows = this.receiveShadows;
  34497. serializationObject.billboardMode = this.billboardMode;
  34498. serializationObject.visibility = this.visibility;
  34499. serializationObject.checkCollisions = this.checkCollisions;
  34500. serializationObject.isBlocker = this.isBlocker;
  34501. // Parent
  34502. if (this.parent) {
  34503. serializationObject.parentId = this.parent.id;
  34504. }
  34505. // Geometry
  34506. serializationObject.isUnIndexed = this.isUnIndexed;
  34507. var geometry = this._geometry;
  34508. if (geometry) {
  34509. var geometryId = geometry.id;
  34510. serializationObject.geometryId = geometryId;
  34511. // SubMeshes
  34512. serializationObject.subMeshes = [];
  34513. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34514. var subMesh = this.subMeshes[subIndex];
  34515. serializationObject.subMeshes.push({
  34516. materialIndex: subMesh.materialIndex,
  34517. verticesStart: subMesh.verticesStart,
  34518. verticesCount: subMesh.verticesCount,
  34519. indexStart: subMesh.indexStart,
  34520. indexCount: subMesh.indexCount
  34521. });
  34522. }
  34523. }
  34524. // Material
  34525. if (this.material) {
  34526. serializationObject.materialId = this.material.id;
  34527. }
  34528. else {
  34529. this.material = null;
  34530. }
  34531. // Morph targets
  34532. if (this.morphTargetManager) {
  34533. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34534. }
  34535. // Skeleton
  34536. if (this.skeleton) {
  34537. serializationObject.skeletonId = this.skeleton.id;
  34538. }
  34539. // Physics
  34540. //TODO implement correct serialization for physics impostors.
  34541. var impostor = this.getPhysicsImpostor();
  34542. if (impostor) {
  34543. serializationObject.physicsMass = impostor.getParam("mass");
  34544. serializationObject.physicsFriction = impostor.getParam("friction");
  34545. serializationObject.physicsRestitution = impostor.getParam("mass");
  34546. serializationObject.physicsImpostor = impostor.type;
  34547. }
  34548. // Metadata
  34549. if (this.metadata) {
  34550. serializationObject.metadata = this.metadata;
  34551. }
  34552. // Instances
  34553. serializationObject.instances = [];
  34554. for (var index = 0; index < this.instances.length; index++) {
  34555. var instance = this.instances[index];
  34556. if (instance.doNotSerialize) {
  34557. continue;
  34558. }
  34559. var serializationInstance = {
  34560. name: instance.name,
  34561. id: instance.id,
  34562. position: instance.position.asArray(),
  34563. scaling: instance.scaling.asArray()
  34564. };
  34565. if (instance.parent) {
  34566. serializationInstance.parentId = instance.parent.id;
  34567. }
  34568. if (instance.rotationQuaternion) {
  34569. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34570. }
  34571. else if (instance.rotation) {
  34572. serializationInstance.rotation = instance.rotation.asArray();
  34573. }
  34574. serializationObject.instances.push(serializationInstance);
  34575. // Animations
  34576. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34577. serializationInstance.ranges = instance.serializeAnimationRanges();
  34578. }
  34579. //
  34580. // Animations
  34581. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34582. serializationObject.ranges = this.serializeAnimationRanges();
  34583. // Layer mask
  34584. serializationObject.layerMask = this.layerMask;
  34585. // Alpha
  34586. serializationObject.alphaIndex = this.alphaIndex;
  34587. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34588. // Overlay
  34589. serializationObject.overlayAlpha = this.overlayAlpha;
  34590. serializationObject.overlayColor = this.overlayColor.asArray();
  34591. serializationObject.renderOverlay = this.renderOverlay;
  34592. // Fog
  34593. serializationObject.applyFog = this.applyFog;
  34594. // Action Manager
  34595. if (this.actionManager) {
  34596. serializationObject.actions = this.actionManager.serialize(this.name);
  34597. }
  34598. };
  34599. /** @hidden */
  34600. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34601. if (!this.geometry) {
  34602. return;
  34603. }
  34604. this._markSubMeshesAsAttributesDirty();
  34605. var morphTargetManager = this._morphTargetManager;
  34606. if (morphTargetManager && morphTargetManager.vertexCount) {
  34607. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34608. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34609. this.morphTargetManager = null;
  34610. return;
  34611. }
  34612. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34613. var morphTarget = morphTargetManager.getActiveTarget(index);
  34614. var positions = morphTarget.getPositions();
  34615. if (!positions) {
  34616. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34617. return;
  34618. }
  34619. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34620. var normals = morphTarget.getNormals();
  34621. if (normals) {
  34622. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34623. }
  34624. var tangents = morphTarget.getTangents();
  34625. if (tangents) {
  34626. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34627. }
  34628. }
  34629. }
  34630. else {
  34631. var index = 0;
  34632. // Positions
  34633. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34634. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34635. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34636. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34637. }
  34638. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34639. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34640. }
  34641. index++;
  34642. }
  34643. }
  34644. };
  34645. // Statics
  34646. /**
  34647. * Returns a new Mesh object parsed from the source provided.
  34648. * @param parsedMesh is the source
  34649. * @param scene defines the hosting scene
  34650. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34651. * @returns a new Mesh
  34652. */
  34653. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34654. var mesh;
  34655. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34656. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34657. }
  34658. else {
  34659. mesh = new Mesh(parsedMesh.name, scene);
  34660. }
  34661. mesh.id = parsedMesh.id;
  34662. if (BABYLON.Tags) {
  34663. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34664. }
  34665. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34666. if (parsedMesh.metadata !== undefined) {
  34667. mesh.metadata = parsedMesh.metadata;
  34668. }
  34669. if (parsedMesh.rotationQuaternion) {
  34670. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34671. }
  34672. else if (parsedMesh.rotation) {
  34673. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34674. }
  34675. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34676. if (parsedMesh.localMatrix) {
  34677. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34678. }
  34679. else if (parsedMesh.pivotMatrix) {
  34680. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34681. }
  34682. mesh.setEnabled(parsedMesh.isEnabled);
  34683. mesh.isVisible = parsedMesh.isVisible;
  34684. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34685. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34686. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34687. if (parsedMesh.applyFog !== undefined) {
  34688. mesh.applyFog = parsedMesh.applyFog;
  34689. }
  34690. if (parsedMesh.pickable !== undefined) {
  34691. mesh.isPickable = parsedMesh.pickable;
  34692. }
  34693. if (parsedMesh.alphaIndex !== undefined) {
  34694. mesh.alphaIndex = parsedMesh.alphaIndex;
  34695. }
  34696. mesh.receiveShadows = parsedMesh.receiveShadows;
  34697. mesh.billboardMode = parsedMesh.billboardMode;
  34698. if (parsedMesh.visibility !== undefined) {
  34699. mesh.visibility = parsedMesh.visibility;
  34700. }
  34701. mesh.checkCollisions = parsedMesh.checkCollisions;
  34702. if (parsedMesh.isBlocker !== undefined) {
  34703. mesh.isBlocker = parsedMesh.isBlocker;
  34704. }
  34705. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34706. // freezeWorldMatrix
  34707. if (parsedMesh.freezeWorldMatrix) {
  34708. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34709. }
  34710. // Parent
  34711. if (parsedMesh.parentId) {
  34712. mesh._waitingParentId = parsedMesh.parentId;
  34713. }
  34714. // Actions
  34715. if (parsedMesh.actions !== undefined) {
  34716. mesh._waitingActions = parsedMesh.actions;
  34717. }
  34718. // Overlay
  34719. if (parsedMesh.overlayAlpha !== undefined) {
  34720. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34721. }
  34722. if (parsedMesh.overlayColor !== undefined) {
  34723. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34724. }
  34725. if (parsedMesh.renderOverlay !== undefined) {
  34726. mesh.renderOverlay = parsedMesh.renderOverlay;
  34727. }
  34728. // Geometry
  34729. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34730. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34731. if (parsedMesh.delayLoadingFile) {
  34732. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34733. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34734. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34735. if (parsedMesh._binaryInfo) {
  34736. mesh._binaryInfo = parsedMesh._binaryInfo;
  34737. }
  34738. mesh._delayInfo = [];
  34739. if (parsedMesh.hasUVs) {
  34740. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34741. }
  34742. if (parsedMesh.hasUVs2) {
  34743. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34744. }
  34745. if (parsedMesh.hasUVs3) {
  34746. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34747. }
  34748. if (parsedMesh.hasUVs4) {
  34749. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34750. }
  34751. if (parsedMesh.hasUVs5) {
  34752. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34753. }
  34754. if (parsedMesh.hasUVs6) {
  34755. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34756. }
  34757. if (parsedMesh.hasColors) {
  34758. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34759. }
  34760. if (parsedMesh.hasMatricesIndices) {
  34761. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34762. }
  34763. if (parsedMesh.hasMatricesWeights) {
  34764. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34765. }
  34766. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34767. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34768. mesh._checkDelayState();
  34769. }
  34770. }
  34771. else {
  34772. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34773. }
  34774. // Material
  34775. if (parsedMesh.materialId) {
  34776. mesh.setMaterialByID(parsedMesh.materialId);
  34777. }
  34778. else {
  34779. mesh.material = null;
  34780. }
  34781. // Morph targets
  34782. if (parsedMesh.morphTargetManagerId > -1) {
  34783. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34784. }
  34785. // Skeleton
  34786. if (parsedMesh.skeletonId > -1) {
  34787. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34788. if (parsedMesh.numBoneInfluencers) {
  34789. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34790. }
  34791. }
  34792. // Animations
  34793. if (parsedMesh.animations) {
  34794. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34795. var parsedAnimation = parsedMesh.animations[animationIndex];
  34796. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34797. }
  34798. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34799. }
  34800. if (parsedMesh.autoAnimate) {
  34801. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34802. }
  34803. // Layer Mask
  34804. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34805. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34806. }
  34807. else {
  34808. mesh.layerMask = 0x0FFFFFFF;
  34809. }
  34810. // Physics
  34811. if (parsedMesh.physicsImpostor) {
  34812. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34813. mass: parsedMesh.physicsMass,
  34814. friction: parsedMesh.physicsFriction,
  34815. restitution: parsedMesh.physicsRestitution
  34816. }, scene);
  34817. }
  34818. // Instances
  34819. if (parsedMesh.instances) {
  34820. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34821. var parsedInstance = parsedMesh.instances[index];
  34822. var instance = mesh.createInstance(parsedInstance.name);
  34823. if (parsedInstance.id) {
  34824. instance.id = parsedInstance.id;
  34825. }
  34826. if (BABYLON.Tags) {
  34827. if (parsedInstance.tags) {
  34828. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34829. }
  34830. else {
  34831. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34832. }
  34833. }
  34834. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34835. if (parsedInstance.parentId) {
  34836. instance._waitingParentId = parsedInstance.parentId;
  34837. }
  34838. if (parsedInstance.rotationQuaternion) {
  34839. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34840. }
  34841. else if (parsedInstance.rotation) {
  34842. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34843. }
  34844. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34845. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34846. instance.checkCollisions = parsedInstance.checkCollisions;
  34847. }
  34848. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  34849. instance.isPickable = parsedInstance.pickable;
  34850. }
  34851. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  34852. instance.showBoundingBox = parsedInstance.showBoundingBox;
  34853. }
  34854. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34855. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  34856. }
  34857. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34858. instance.alphaIndex = parsedInstance.alphaIndex;
  34859. }
  34860. // Physics
  34861. if (parsedInstance.physicsImpostor) {
  34862. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  34863. mass: parsedInstance.physicsMass,
  34864. friction: parsedInstance.physicsFriction,
  34865. restitution: parsedInstance.physicsRestitution
  34866. }, scene);
  34867. }
  34868. // Animation
  34869. if (parsedInstance.animations) {
  34870. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  34871. parsedAnimation = parsedInstance.animations[animationIndex];
  34872. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34873. }
  34874. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  34875. if (parsedInstance.autoAnimate) {
  34876. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  34877. }
  34878. }
  34879. }
  34880. }
  34881. return mesh;
  34882. };
  34883. /**
  34884. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  34885. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  34886. * @param name defines the name of the mesh to create
  34887. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  34888. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  34889. * @param closePath creates a seam between the first and the last points of each path of the path array
  34890. * @param offset is taken in account only if the `pathArray` is containing a single path
  34891. * @param scene defines the hosting scene
  34892. * @param updatable defines if the mesh must be flagged as updatable
  34893. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34894. * @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)
  34895. * @returns a new Mesh
  34896. */
  34897. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  34898. if (closeArray === void 0) { closeArray = false; }
  34899. if (updatable === void 0) { updatable = false; }
  34900. return BABYLON.MeshBuilder.CreateRibbon(name, {
  34901. pathArray: pathArray,
  34902. closeArray: closeArray,
  34903. closePath: closePath,
  34904. offset: offset,
  34905. updatable: updatable,
  34906. sideOrientation: sideOrientation,
  34907. instance: instance
  34908. }, scene);
  34909. };
  34910. /**
  34911. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  34912. * @param name defines the name of the mesh to create
  34913. * @param radius sets the radius size (float) of the polygon (default 0.5)
  34914. * @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
  34915. * @param scene defines the hosting scene
  34916. * @param updatable defines if the mesh must be flagged as updatable
  34917. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34918. * @returns a new Mesh
  34919. */
  34920. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  34921. if (scene === void 0) { scene = null; }
  34922. var options = {
  34923. radius: radius,
  34924. tessellation: tessellation,
  34925. sideOrientation: sideOrientation,
  34926. updatable: updatable
  34927. };
  34928. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  34929. };
  34930. /**
  34931. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  34932. * @param name defines the name of the mesh to create
  34933. * @param size sets the size (float) of each box side (default 1)
  34934. * @param scene defines the hosting scene
  34935. * @param updatable defines if the mesh must be flagged as updatable
  34936. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34937. * @returns a new Mesh
  34938. */
  34939. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  34940. if (scene === void 0) { scene = null; }
  34941. var options = {
  34942. size: size,
  34943. sideOrientation: sideOrientation,
  34944. updatable: updatable
  34945. };
  34946. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  34947. };
  34948. /**
  34949. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  34950. * @param name defines the name of the mesh to create
  34951. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  34952. * @param diameter sets the diameter size (float) of the sphere (default 1)
  34953. * @param scene defines the hosting scene
  34954. * @param updatable defines if the mesh must be flagged as updatable
  34955. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34956. * @returns a new Mesh
  34957. */
  34958. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  34959. var options = {
  34960. segments: segments,
  34961. diameterX: diameter,
  34962. diameterY: diameter,
  34963. diameterZ: diameter,
  34964. sideOrientation: sideOrientation,
  34965. updatable: updatable
  34966. };
  34967. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  34968. };
  34969. /**
  34970. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  34971. * @param name defines the name of the mesh to create
  34972. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  34973. * @param diameterTop set the top cap diameter (floats, default 1)
  34974. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  34975. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  34976. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  34977. * @param scene defines the hosting scene
  34978. * @param updatable defines if the mesh must be flagged as updatable
  34979. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34980. * @returns a new Mesh
  34981. */
  34982. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  34983. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  34984. if (scene !== undefined) {
  34985. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  34986. updatable = scene;
  34987. }
  34988. scene = subdivisions;
  34989. subdivisions = 1;
  34990. }
  34991. var options = {
  34992. height: height,
  34993. diameterTop: diameterTop,
  34994. diameterBottom: diameterBottom,
  34995. tessellation: tessellation,
  34996. subdivisions: subdivisions,
  34997. sideOrientation: sideOrientation,
  34998. updatable: updatable
  34999. };
  35000. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35001. };
  35002. // Torus (Code from SharpDX.org)
  35003. /**
  35004. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35005. * @param name defines the name of the mesh to create
  35006. * @param diameter sets the diameter size (float) of the torus (default 1)
  35007. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35008. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35009. * @param scene defines the hosting scene
  35010. * @param updatable defines if the mesh must be flagged as updatable
  35011. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35012. * @returns a new Mesh
  35013. */
  35014. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35015. var options = {
  35016. diameter: diameter,
  35017. thickness: thickness,
  35018. tessellation: tessellation,
  35019. sideOrientation: sideOrientation,
  35020. updatable: updatable
  35021. };
  35022. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35023. };
  35024. /**
  35025. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35026. * @param name defines the name of the mesh to create
  35027. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35028. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35029. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35030. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35031. * @param p the number of windings on X axis (positive integers, default 2)
  35032. * @param q the number of windings on Y axis (positive integers, default 3)
  35033. * @param scene defines the hosting scene
  35034. * @param updatable defines if the mesh must be flagged as updatable
  35035. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35036. * @returns a new Mesh
  35037. */
  35038. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35039. var options = {
  35040. radius: radius,
  35041. tube: tube,
  35042. radialSegments: radialSegments,
  35043. tubularSegments: tubularSegments,
  35044. p: p,
  35045. q: q,
  35046. sideOrientation: sideOrientation,
  35047. updatable: updatable
  35048. };
  35049. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35050. };
  35051. /**
  35052. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35053. * @param name defines the name of the mesh to create
  35054. * @param points is an array successive Vector3
  35055. * @param scene defines the hosting scene
  35056. * @param updatable defines if the mesh must be flagged as updatable
  35057. * @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).
  35058. * @returns a new Mesh
  35059. */
  35060. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35061. if (scene === void 0) { scene = null; }
  35062. if (updatable === void 0) { updatable = false; }
  35063. if (instance === void 0) { instance = null; }
  35064. var options = {
  35065. points: points,
  35066. updatable: updatable,
  35067. instance: instance
  35068. };
  35069. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35070. };
  35071. /**
  35072. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35073. * @param name defines the name of the mesh to create
  35074. * @param points is an array successive Vector3
  35075. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35076. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35077. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35078. * @param scene defines the hosting scene
  35079. * @param updatable defines if the mesh must be flagged as updatable
  35080. * @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)
  35081. * @returns a new Mesh
  35082. */
  35083. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35084. if (scene === void 0) { scene = null; }
  35085. var options = {
  35086. points: points,
  35087. dashSize: dashSize,
  35088. gapSize: gapSize,
  35089. dashNb: dashNb,
  35090. updatable: updatable,
  35091. instance: instance
  35092. };
  35093. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35094. };
  35095. /**
  35096. * Creates a polygon mesh.
  35097. * Please consider using the same method from the MeshBuilder class instead.
  35098. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35099. * 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.
  35100. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35101. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35102. * Remember you can only change the shape positions, not their number when updating a polygon.
  35103. */
  35104. /**
  35105. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35106. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35107. * @param name defines the name of the mesh to create
  35108. * @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
  35109. * @param scene defines the hosting scene
  35110. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35111. * @param updatable defines if the mesh must be flagged as updatable
  35112. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35113. * @returns a new Mesh
  35114. */
  35115. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35116. var options = {
  35117. shape: shape,
  35118. holes: holes,
  35119. updatable: updatable,
  35120. sideOrientation: sideOrientation
  35121. };
  35122. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35123. };
  35124. /**
  35125. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35126. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35127. * @param name defines the name of the mesh to create
  35128. * @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
  35129. * @param depth defines the height of extrusion
  35130. * @param scene defines the hosting scene
  35131. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35132. * @param updatable defines if the mesh must be flagged as updatable
  35133. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35134. * @returns a new Mesh
  35135. */
  35136. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35137. var options = {
  35138. shape: shape,
  35139. holes: holes,
  35140. depth: depth,
  35141. updatable: updatable,
  35142. sideOrientation: sideOrientation
  35143. };
  35144. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35145. };
  35146. /**
  35147. * Creates an extruded shape mesh.
  35148. * 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
  35149. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35150. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35151. * @param name defines the name of the mesh to create
  35152. * @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
  35153. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35154. * @param scale is the value to scale the shape
  35155. * @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
  35156. * @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
  35157. * @param scene defines the hosting scene
  35158. * @param updatable defines if the mesh must be flagged as updatable
  35159. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35160. * @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)
  35161. * @returns a new Mesh
  35162. */
  35163. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35164. if (scene === void 0) { scene = null; }
  35165. var options = {
  35166. shape: shape,
  35167. path: path,
  35168. scale: scale,
  35169. rotation: rotation,
  35170. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35171. sideOrientation: sideOrientation,
  35172. instance: instance,
  35173. updatable: updatable
  35174. };
  35175. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35176. };
  35177. /**
  35178. * Creates an custom extruded shape mesh.
  35179. * The custom extrusion is a parametric shape.
  35180. * It has no predefined shape. Its final shape will depend on the input parameters.
  35181. * Please consider using the same method from the MeshBuilder class instead
  35182. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35183. * @param name defines the name of the mesh to create
  35184. * @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
  35185. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35186. * @param scaleFunction is a custom Javascript function called on each path point
  35187. * @param rotationFunction is a custom Javascript function called on each path point
  35188. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35189. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35190. * @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
  35191. * @param scene defines the hosting scene
  35192. * @param updatable defines if the mesh must be flagged as updatable
  35193. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35194. * @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)
  35195. * @returns a new Mesh
  35196. */
  35197. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35198. var options = {
  35199. shape: shape,
  35200. path: path,
  35201. scaleFunction: scaleFunction,
  35202. rotationFunction: rotationFunction,
  35203. ribbonCloseArray: ribbonCloseArray,
  35204. ribbonClosePath: ribbonClosePath,
  35205. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35206. sideOrientation: sideOrientation,
  35207. instance: instance,
  35208. updatable: updatable
  35209. };
  35210. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35211. };
  35212. /**
  35213. * Creates lathe mesh.
  35214. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35215. * Please consider using the same method from the MeshBuilder class instead
  35216. * @param name defines the name of the mesh to create
  35217. * @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
  35218. * @param radius is the radius value of the lathe
  35219. * @param tessellation is the side number of the lathe.
  35220. * @param scene defines the hosting scene
  35221. * @param updatable defines if the mesh must be flagged as updatable
  35222. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35223. * @returns a new Mesh
  35224. */
  35225. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35226. var options = {
  35227. shape: shape,
  35228. radius: radius,
  35229. tessellation: tessellation,
  35230. sideOrientation: sideOrientation,
  35231. updatable: updatable
  35232. };
  35233. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35234. };
  35235. /**
  35236. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35237. * @param name defines the name of the mesh to create
  35238. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35239. * @param scene defines the hosting scene
  35240. * @param updatable defines if the mesh must be flagged as updatable
  35241. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35242. * @returns a new Mesh
  35243. */
  35244. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35245. var options = {
  35246. size: size,
  35247. width: size,
  35248. height: size,
  35249. sideOrientation: sideOrientation,
  35250. updatable: updatable
  35251. };
  35252. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35253. };
  35254. /**
  35255. * Creates a ground mesh.
  35256. * Please consider using the same method from the MeshBuilder class instead
  35257. * @param name defines the name of the mesh to create
  35258. * @param width set the width of the ground
  35259. * @param height set the height of the ground
  35260. * @param subdivisions sets the number of subdivisions per side
  35261. * @param scene defines the hosting scene
  35262. * @param updatable defines if the mesh must be flagged as updatable
  35263. * @returns a new Mesh
  35264. */
  35265. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35266. var options = {
  35267. width: width,
  35268. height: height,
  35269. subdivisions: subdivisions,
  35270. updatable: updatable
  35271. };
  35272. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35273. };
  35274. /**
  35275. * Creates a tiled ground mesh.
  35276. * Please consider using the same method from the MeshBuilder class instead
  35277. * @param name defines the name of the mesh to create
  35278. * @param xmin set the ground minimum X coordinate
  35279. * @param zmin set the ground minimum Y coordinate
  35280. * @param xmax set the ground maximum X coordinate
  35281. * @param zmax set the ground maximum Z coordinate
  35282. * @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
  35283. * @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
  35284. * @param scene defines the hosting scene
  35285. * @param updatable defines if the mesh must be flagged as updatable
  35286. * @returns a new Mesh
  35287. */
  35288. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35289. var options = {
  35290. xmin: xmin,
  35291. zmin: zmin,
  35292. xmax: xmax,
  35293. zmax: zmax,
  35294. subdivisions: subdivisions,
  35295. precision: precision,
  35296. updatable: updatable
  35297. };
  35298. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35299. };
  35300. /**
  35301. * Creates a ground mesh from a height map.
  35302. * Please consider using the same method from the MeshBuilder class instead
  35303. * @see http://doc.babylonjs.com/babylon101/height_map
  35304. * @param name defines the name of the mesh to create
  35305. * @param url sets the URL of the height map image resource
  35306. * @param width set the ground width size
  35307. * @param height set the ground height size
  35308. * @param subdivisions sets the number of subdivision per side
  35309. * @param minHeight is the minimum altitude on the ground
  35310. * @param maxHeight is the maximum altitude on the ground
  35311. * @param scene defines the hosting scene
  35312. * @param updatable defines if the mesh must be flagged as updatable
  35313. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35314. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35315. * @returns a new Mesh
  35316. */
  35317. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35318. var options = {
  35319. width: width,
  35320. height: height,
  35321. subdivisions: subdivisions,
  35322. minHeight: minHeight,
  35323. maxHeight: maxHeight,
  35324. updatable: updatable,
  35325. onReady: onReady,
  35326. alphaFilter: alphaFilter
  35327. };
  35328. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35329. };
  35330. /**
  35331. * Creates a tube mesh.
  35332. * The tube is a parametric shape.
  35333. * It has no predefined shape. Its final shape will depend on the input parameters.
  35334. * Please consider using the same method from the MeshBuilder class instead
  35335. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35336. * @param name defines the name of the mesh to create
  35337. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35338. * @param radius sets the tube radius size
  35339. * @param tessellation is the number of sides on the tubular surface
  35340. * @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
  35341. * @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
  35342. * @param scene defines the hosting scene
  35343. * @param updatable defines if the mesh must be flagged as updatable
  35344. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35345. * @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)
  35346. * @returns a new Mesh
  35347. */
  35348. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35349. var options = {
  35350. path: path,
  35351. radius: radius,
  35352. tessellation: tessellation,
  35353. radiusFunction: radiusFunction,
  35354. arc: 1,
  35355. cap: cap,
  35356. updatable: updatable,
  35357. sideOrientation: sideOrientation,
  35358. instance: instance
  35359. };
  35360. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35361. };
  35362. /**
  35363. * Creates a polyhedron mesh.
  35364. * Please consider using the same method from the MeshBuilder class instead.
  35365. * * 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
  35366. * * The parameter `size` (positive float, default 1) sets the polygon size
  35367. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35368. * * 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`
  35369. * * 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
  35370. * * 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)`)
  35371. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  35372. * * 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
  35373. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35374. * * 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
  35375. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35376. * @param name defines the name of the mesh to create
  35377. * @param options defines the options used to create the mesh
  35378. * @param scene defines the hosting scene
  35379. * @returns a new Mesh
  35380. */
  35381. Mesh.CreatePolyhedron = function (name, options, scene) {
  35382. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35383. };
  35384. /**
  35385. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35386. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35387. * * 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`)
  35388. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35389. * * 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
  35390. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35391. * * 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
  35392. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35393. * @param name defines the name of the mesh
  35394. * @param options defines the options used to create the mesh
  35395. * @param scene defines the hosting scene
  35396. * @returns a new Mesh
  35397. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35398. */
  35399. Mesh.CreateIcoSphere = function (name, options, scene) {
  35400. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35401. };
  35402. /**
  35403. * Creates a decal mesh.
  35404. * Please consider using the same method from the MeshBuilder class instead.
  35405. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35406. * @param name defines the name of the mesh
  35407. * @param sourceMesh defines the mesh receiving the decal
  35408. * @param position sets the position of the decal in world coordinates
  35409. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35410. * @param size sets the decal scaling
  35411. * @param angle sets the angle to rotate the decal
  35412. * @returns a new Mesh
  35413. */
  35414. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35415. var options = {
  35416. position: position,
  35417. normal: normal,
  35418. size: size,
  35419. angle: angle
  35420. };
  35421. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35422. };
  35423. // Skeletons
  35424. /**
  35425. * Prepare internal position array for software CPU skinning
  35426. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35427. */
  35428. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35429. if (!this._sourcePositions) {
  35430. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35431. if (!source) {
  35432. return this._sourcePositions;
  35433. }
  35434. this._sourcePositions = new Float32Array(source);
  35435. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35436. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35437. }
  35438. }
  35439. return this._sourcePositions;
  35440. };
  35441. /**
  35442. * Prepare internal normal array for software CPU skinning
  35443. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35444. */
  35445. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35446. if (!this._sourceNormals) {
  35447. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35448. if (!source) {
  35449. return this._sourceNormals;
  35450. }
  35451. this._sourceNormals = new Float32Array(source);
  35452. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35453. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35454. }
  35455. }
  35456. return this._sourceNormals;
  35457. };
  35458. /**
  35459. * Updates the vertex buffer by applying transformation from the bones
  35460. * @param skeleton defines the skeleton to apply to current mesh
  35461. * @returns the current mesh
  35462. */
  35463. Mesh.prototype.applySkeleton = function (skeleton) {
  35464. if (!this.geometry) {
  35465. return this;
  35466. }
  35467. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35468. return this;
  35469. }
  35470. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35471. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35472. return this;
  35473. }
  35474. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35475. return this;
  35476. }
  35477. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35478. return this;
  35479. }
  35480. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35481. return this;
  35482. }
  35483. if (!this._sourcePositions) {
  35484. var submeshes = this.subMeshes.slice();
  35485. this.setPositionsForCPUSkinning();
  35486. this.subMeshes = submeshes;
  35487. }
  35488. if (!this._sourceNormals) {
  35489. this.setNormalsForCPUSkinning();
  35490. }
  35491. // positionsData checks for not being Float32Array will only pass at most once
  35492. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35493. if (!positionsData) {
  35494. return this;
  35495. }
  35496. if (!(positionsData instanceof Float32Array)) {
  35497. positionsData = new Float32Array(positionsData);
  35498. }
  35499. // normalsData checks for not being Float32Array will only pass at most once
  35500. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35501. if (!normalsData) {
  35502. return this;
  35503. }
  35504. if (!(normalsData instanceof Float32Array)) {
  35505. normalsData = new Float32Array(normalsData);
  35506. }
  35507. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35508. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35509. if (!matricesWeightsData || !matricesIndicesData) {
  35510. return this;
  35511. }
  35512. var needExtras = this.numBoneInfluencers > 4;
  35513. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35514. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35515. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35516. var tempVector3 = BABYLON.Vector3.Zero();
  35517. var finalMatrix = new BABYLON.Matrix();
  35518. var tempMatrix = new BABYLON.Matrix();
  35519. var matWeightIdx = 0;
  35520. var inf;
  35521. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35522. var weight;
  35523. for (inf = 0; inf < 4; inf++) {
  35524. weight = matricesWeightsData[matWeightIdx + inf];
  35525. if (weight > 0) {
  35526. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35527. finalMatrix.addToSelf(tempMatrix);
  35528. }
  35529. }
  35530. if (needExtras) {
  35531. for (inf = 0; inf < 4; inf++) {
  35532. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35533. if (weight > 0) {
  35534. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35535. finalMatrix.addToSelf(tempMatrix);
  35536. }
  35537. }
  35538. }
  35539. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35540. tempVector3.toArray(positionsData, index);
  35541. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35542. tempVector3.toArray(normalsData, index);
  35543. finalMatrix.reset();
  35544. }
  35545. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35546. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35547. return this;
  35548. };
  35549. // Tools
  35550. /**
  35551. * 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
  35552. * @param meshes defines the list of meshes to scan
  35553. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35554. */
  35555. Mesh.MinMax = function (meshes) {
  35556. var minVector = null;
  35557. var maxVector = null;
  35558. meshes.forEach(function (mesh, index, array) {
  35559. var boundingInfo = mesh.getBoundingInfo();
  35560. var boundingBox = boundingInfo.boundingBox;
  35561. if (!minVector || !maxVector) {
  35562. minVector = boundingBox.minimumWorld;
  35563. maxVector = boundingBox.maximumWorld;
  35564. }
  35565. else {
  35566. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35567. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35568. }
  35569. });
  35570. if (!minVector || !maxVector) {
  35571. return {
  35572. min: BABYLON.Vector3.Zero(),
  35573. max: BABYLON.Vector3.Zero()
  35574. };
  35575. }
  35576. return {
  35577. min: minVector,
  35578. max: maxVector
  35579. };
  35580. };
  35581. /**
  35582. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35583. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35584. * @returns a vector3
  35585. */
  35586. Mesh.Center = function (meshesOrMinMaxVector) {
  35587. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35588. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35589. };
  35590. /**
  35591. * Merge the array of meshes into a single mesh for performance reasons.
  35592. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35593. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35594. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35595. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35596. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35597. * @returns a new mesh
  35598. */
  35599. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35600. if (disposeSource === void 0) { disposeSource = true; }
  35601. var index;
  35602. if (!allow32BitsIndices) {
  35603. var totalVertices = 0;
  35604. // Counting vertices
  35605. for (index = 0; index < meshes.length; index++) {
  35606. if (meshes[index]) {
  35607. totalVertices += meshes[index].getTotalVertices();
  35608. if (totalVertices > 65536) {
  35609. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35610. return null;
  35611. }
  35612. }
  35613. }
  35614. }
  35615. // Merge
  35616. var vertexData = null;
  35617. var otherVertexData;
  35618. var indiceArray = new Array();
  35619. var source = null;
  35620. for (index = 0; index < meshes.length; index++) {
  35621. if (meshes[index]) {
  35622. var wm = meshes[index].computeWorldMatrix(true);
  35623. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35624. otherVertexData.transform(wm);
  35625. if (vertexData) {
  35626. vertexData.merge(otherVertexData, allow32BitsIndices);
  35627. }
  35628. else {
  35629. vertexData = otherVertexData;
  35630. source = meshes[index];
  35631. }
  35632. if (subdivideWithSubMeshes) {
  35633. indiceArray.push(meshes[index].getTotalIndices());
  35634. }
  35635. }
  35636. }
  35637. source = source;
  35638. if (!meshSubclass) {
  35639. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35640. }
  35641. vertexData.applyToMesh(meshSubclass);
  35642. // Setting properties
  35643. meshSubclass.material = source.material;
  35644. meshSubclass.checkCollisions = source.checkCollisions;
  35645. // Cleaning
  35646. if (disposeSource) {
  35647. for (index = 0; index < meshes.length; index++) {
  35648. if (meshes[index]) {
  35649. meshes[index].dispose();
  35650. }
  35651. }
  35652. }
  35653. // Subdivide
  35654. if (subdivideWithSubMeshes) {
  35655. //-- removal of global submesh
  35656. meshSubclass.releaseSubMeshes();
  35657. index = 0;
  35658. var offset = 0;
  35659. //-- apply subdivision according to index table
  35660. while (index < indiceArray.length) {
  35661. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35662. offset += indiceArray[index];
  35663. index++;
  35664. }
  35665. }
  35666. return meshSubclass;
  35667. };
  35668. /** @hidden */
  35669. Mesh.prototype.addInstance = function (instance) {
  35670. instance._indexInSourceMeshInstanceArray = this.instances.length;
  35671. this.instances.push(instance);
  35672. };
  35673. /** @hidden */
  35674. Mesh.prototype.removeInstance = function (instance) {
  35675. // Remove from mesh
  35676. var index = instance._indexInSourceMeshInstanceArray;
  35677. if (index != -1) {
  35678. if (index !== this.instances.length - 1) {
  35679. var last = this.instances[this.instances.length - 1];
  35680. this.instances[index] = last;
  35681. last._indexInSourceMeshInstanceArray = index;
  35682. }
  35683. instance._indexInSourceMeshInstanceArray = -1;
  35684. this.instances.pop();
  35685. }
  35686. };
  35687. // Consts
  35688. /**
  35689. * Mesh side orientation : usually the external or front surface
  35690. */
  35691. Mesh.FRONTSIDE = 0;
  35692. /**
  35693. * Mesh side orientation : usually the internal or back surface
  35694. */
  35695. Mesh.BACKSIDE = 1;
  35696. /**
  35697. * Mesh side orientation : both internal and external or front and back surfaces
  35698. */
  35699. Mesh.DOUBLESIDE = 2;
  35700. /**
  35701. * Mesh side orientation : by default, `FRONTSIDE`
  35702. */
  35703. Mesh.DEFAULTSIDE = 0;
  35704. /**
  35705. * Mesh cap setting : no cap
  35706. */
  35707. Mesh.NO_CAP = 0;
  35708. /**
  35709. * Mesh cap setting : one cap at the beginning of the mesh
  35710. */
  35711. Mesh.CAP_START = 1;
  35712. /**
  35713. * Mesh cap setting : one cap at the end of the mesh
  35714. */
  35715. Mesh.CAP_END = 2;
  35716. /**
  35717. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35718. */
  35719. Mesh.CAP_ALL = 3;
  35720. return Mesh;
  35721. }(BABYLON.AbstractMesh));
  35722. BABYLON.Mesh = Mesh;
  35723. })(BABYLON || (BABYLON = {}));
  35724. //# sourceMappingURL=babylon.mesh.js.map
  35725. var BABYLON;
  35726. (function (BABYLON) {
  35727. /**
  35728. * Base class for submeshes
  35729. */
  35730. var BaseSubMesh = /** @class */ (function () {
  35731. function BaseSubMesh() {
  35732. }
  35733. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35734. /**
  35735. * Gets associated effect
  35736. */
  35737. get: function () {
  35738. return this._materialEffect;
  35739. },
  35740. enumerable: true,
  35741. configurable: true
  35742. });
  35743. /**
  35744. * Sets associated effect (effect used to render this submesh)
  35745. * @param effect defines the effect to associate with
  35746. * @param defines defines the set of defines used to compile this effect
  35747. */
  35748. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35749. if (defines === void 0) { defines = null; }
  35750. if (this._materialEffect === effect) {
  35751. if (!effect) {
  35752. this._materialDefines = null;
  35753. }
  35754. return;
  35755. }
  35756. this._materialDefines = defines;
  35757. this._materialEffect = effect;
  35758. };
  35759. return BaseSubMesh;
  35760. }());
  35761. BABYLON.BaseSubMesh = BaseSubMesh;
  35762. /**
  35763. * Defines a subdivision inside a mesh
  35764. */
  35765. var SubMesh = /** @class */ (function (_super) {
  35766. __extends(SubMesh, _super);
  35767. /**
  35768. * Creates a new submesh
  35769. * @param materialIndex defines the material index to use
  35770. * @param verticesStart defines vertex index start
  35771. * @param verticesCount defines vertices count
  35772. * @param indexStart defines index start
  35773. * @param indexCount defines indices count
  35774. * @param mesh defines the parent mesh
  35775. * @param renderingMesh defines an optional rendering mesh
  35776. * @param createBoundingBox defines if bounding box should be created for this submesh
  35777. */
  35778. function SubMesh(
  35779. /** the material index to use */
  35780. materialIndex,
  35781. /** vertex index start */
  35782. verticesStart,
  35783. /** vertices count */
  35784. verticesCount,
  35785. /** index start */
  35786. indexStart,
  35787. /** indices count */
  35788. indexCount, mesh, renderingMesh, createBoundingBox) {
  35789. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35790. var _this = _super.call(this) || this;
  35791. _this.materialIndex = materialIndex;
  35792. _this.verticesStart = verticesStart;
  35793. _this.verticesCount = verticesCount;
  35794. _this.indexStart = indexStart;
  35795. _this.indexCount = indexCount;
  35796. /** @hidden */
  35797. _this._renderId = 0;
  35798. _this._mesh = mesh;
  35799. _this._renderingMesh = renderingMesh || mesh;
  35800. mesh.subMeshes.push(_this);
  35801. _this._trianglePlanes = [];
  35802. _this._id = mesh.subMeshes.length - 1;
  35803. if (createBoundingBox) {
  35804. _this.refreshBoundingInfo();
  35805. mesh.computeWorldMatrix(true);
  35806. }
  35807. return _this;
  35808. }
  35809. /**
  35810. * Add a new submesh to a mesh
  35811. * @param materialIndex defines the material index to use
  35812. * @param verticesStart defines vertex index start
  35813. * @param verticesCount defines vertices count
  35814. * @param indexStart defines index start
  35815. * @param indexCount defines indices count
  35816. * @param mesh defines the parent mesh
  35817. * @param renderingMesh defines an optional rendering mesh
  35818. * @param createBoundingBox defines if bounding box should be created for this submesh
  35819. * @returns the new submesh
  35820. */
  35821. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35822. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35823. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35824. };
  35825. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35826. /**
  35827. * Returns true if this submesh covers the entire parent mesh
  35828. * @ignorenaming
  35829. */
  35830. get: function () {
  35831. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35832. },
  35833. enumerable: true,
  35834. configurable: true
  35835. });
  35836. /**
  35837. * Returns the submesh BoudingInfo object
  35838. * @returns current bounding info (or mesh's one if the submesh is global)
  35839. */
  35840. SubMesh.prototype.getBoundingInfo = function () {
  35841. if (this.IsGlobal) {
  35842. return this._mesh.getBoundingInfo();
  35843. }
  35844. return this._boundingInfo;
  35845. };
  35846. /**
  35847. * Sets the submesh BoundingInfo
  35848. * @param boundingInfo defines the new bounding info to use
  35849. * @returns the SubMesh
  35850. */
  35851. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  35852. this._boundingInfo = boundingInfo;
  35853. return this;
  35854. };
  35855. /**
  35856. * Returns the mesh of the current submesh
  35857. * @return the parent mesh
  35858. */
  35859. SubMesh.prototype.getMesh = function () {
  35860. return this._mesh;
  35861. };
  35862. /**
  35863. * Returns the rendering mesh of the submesh
  35864. * @returns the rendering mesh (could be different from parent mesh)
  35865. */
  35866. SubMesh.prototype.getRenderingMesh = function () {
  35867. return this._renderingMesh;
  35868. };
  35869. /**
  35870. * Returns the submesh material
  35871. * @returns null or the current material
  35872. */
  35873. SubMesh.prototype.getMaterial = function () {
  35874. var rootMaterial = this._renderingMesh.material;
  35875. if (rootMaterial === null || rootMaterial === undefined) {
  35876. return this._mesh.getScene().defaultMaterial;
  35877. }
  35878. else if (rootMaterial.getSubMaterial) {
  35879. var multiMaterial = rootMaterial;
  35880. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  35881. if (this._currentMaterial !== effectiveMaterial) {
  35882. this._currentMaterial = effectiveMaterial;
  35883. this._materialDefines = null;
  35884. }
  35885. return effectiveMaterial;
  35886. }
  35887. return rootMaterial;
  35888. };
  35889. // Methods
  35890. /**
  35891. * Sets a new updated BoundingInfo object to the submesh
  35892. * @returns the SubMesh
  35893. */
  35894. SubMesh.prototype.refreshBoundingInfo = function () {
  35895. this._lastColliderWorldVertices = null;
  35896. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  35897. return this;
  35898. }
  35899. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35900. if (!data) {
  35901. this._boundingInfo = this._mesh.getBoundingInfo();
  35902. return this;
  35903. }
  35904. var indices = this._renderingMesh.getIndices();
  35905. var extend;
  35906. //is this the only submesh?
  35907. if (this.indexStart === 0 && this.indexCount === indices.length) {
  35908. var boundingInfo = this._renderingMesh.getBoundingInfo();
  35909. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  35910. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  35911. }
  35912. else {
  35913. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  35914. }
  35915. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  35916. return this;
  35917. };
  35918. /** @hidden */
  35919. SubMesh.prototype._checkCollision = function (collider) {
  35920. var boundingInfo = this.getBoundingInfo();
  35921. return boundingInfo._checkCollision(collider);
  35922. };
  35923. /**
  35924. * Updates the submesh BoundingInfo
  35925. * @param world defines the world matrix to use to update the bounding info
  35926. * @returns the submesh
  35927. */
  35928. SubMesh.prototype.updateBoundingInfo = function (world) {
  35929. var boundingInfo = this.getBoundingInfo();
  35930. if (!boundingInfo) {
  35931. this.refreshBoundingInfo();
  35932. boundingInfo = this.getBoundingInfo();
  35933. }
  35934. boundingInfo.update(world);
  35935. return this;
  35936. };
  35937. /**
  35938. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  35939. * @param frustumPlanes defines the frustum planes
  35940. * @returns true if the submesh is intersecting with the frustum
  35941. */
  35942. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  35943. var boundingInfo = this.getBoundingInfo();
  35944. if (!boundingInfo) {
  35945. return false;
  35946. }
  35947. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  35948. };
  35949. /**
  35950. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  35951. * @param frustumPlanes defines the frustum planes
  35952. * @returns true if the submesh is inside the frustum
  35953. */
  35954. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  35955. var boundingInfo = this.getBoundingInfo();
  35956. if (!boundingInfo) {
  35957. return false;
  35958. }
  35959. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  35960. };
  35961. /**
  35962. * Renders the submesh
  35963. * @param enableAlphaMode defines if alpha needs to be used
  35964. * @returns the submesh
  35965. */
  35966. SubMesh.prototype.render = function (enableAlphaMode) {
  35967. this._renderingMesh.render(this, enableAlphaMode);
  35968. return this;
  35969. };
  35970. /**
  35971. * @hidden
  35972. */
  35973. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  35974. if (!this._linesIndexBuffer) {
  35975. var linesIndices = [];
  35976. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  35977. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  35978. }
  35979. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  35980. this._linesIndexCount = linesIndices.length;
  35981. }
  35982. return this._linesIndexBuffer;
  35983. };
  35984. /**
  35985. * Checks if the submesh intersects with a ray
  35986. * @param ray defines the ray to test
  35987. * @returns true is the passed ray intersects the submesh bounding box
  35988. */
  35989. SubMesh.prototype.canIntersects = function (ray) {
  35990. var boundingInfo = this.getBoundingInfo();
  35991. if (!boundingInfo) {
  35992. return false;
  35993. }
  35994. return ray.intersectsBox(boundingInfo.boundingBox);
  35995. };
  35996. /**
  35997. * Intersects current submesh with a ray
  35998. * @param ray defines the ray to test
  35999. * @param positions defines mesh's positions array
  36000. * @param indices defines mesh's indices array
  36001. * @param fastCheck defines if only bounding info should be used
  36002. * @returns intersection info or null if no intersection
  36003. */
  36004. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36005. var material = this.getMaterial();
  36006. if (!material) {
  36007. return null;
  36008. }
  36009. switch (material.fillMode) {
  36010. case BABYLON.Material.PointListDrawMode:
  36011. case BABYLON.Material.LineListDrawMode:
  36012. case BABYLON.Material.LineLoopDrawMode:
  36013. case BABYLON.Material.LineStripDrawMode:
  36014. case BABYLON.Material.TriangleFanDrawMode:
  36015. case BABYLON.Material.TriangleStripDrawMode:
  36016. return null;
  36017. }
  36018. // LineMesh first as it's also a Mesh...
  36019. if (BABYLON.LinesMesh) {
  36020. var mesh = this._mesh instanceof BABYLON.InstancedMesh ? this._mesh.sourceMesh : this._mesh;
  36021. if (mesh instanceof BABYLON.LinesMesh) {
  36022. var linesMesh = mesh;
  36023. return this._intersectLines(ray, positions, indices, linesMesh.intersectionThreshold, fastCheck);
  36024. }
  36025. }
  36026. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36027. };
  36028. /** @hidden */
  36029. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36030. var intersectInfo = null;
  36031. // Line test
  36032. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36033. var p0 = positions[indices[index]];
  36034. var p1 = positions[indices[index + 1]];
  36035. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36036. if (length < 0) {
  36037. continue;
  36038. }
  36039. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36040. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36041. if (fastCheck) {
  36042. break;
  36043. }
  36044. }
  36045. }
  36046. return intersectInfo;
  36047. };
  36048. /** @hidden */
  36049. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36050. var intersectInfo = null;
  36051. // Triangles test
  36052. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36053. var p0 = positions[indices[index]];
  36054. var p1 = positions[indices[index + 1]];
  36055. var p2 = positions[indices[index + 2]];
  36056. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36057. if (currentIntersectInfo) {
  36058. if (currentIntersectInfo.distance < 0) {
  36059. continue;
  36060. }
  36061. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36062. intersectInfo = currentIntersectInfo;
  36063. intersectInfo.faceId = index / 3;
  36064. if (fastCheck) {
  36065. break;
  36066. }
  36067. }
  36068. }
  36069. }
  36070. return intersectInfo;
  36071. };
  36072. /** @hidden */
  36073. SubMesh.prototype._rebuild = function () {
  36074. if (this._linesIndexBuffer) {
  36075. this._linesIndexBuffer = null;
  36076. }
  36077. };
  36078. // Clone
  36079. /**
  36080. * Creates a new submesh from the passed mesh
  36081. * @param newMesh defines the new hosting mesh
  36082. * @param newRenderingMesh defines an optional rendering mesh
  36083. * @returns the new submesh
  36084. */
  36085. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36086. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36087. if (!this.IsGlobal) {
  36088. var boundingInfo = this.getBoundingInfo();
  36089. if (!boundingInfo) {
  36090. return result;
  36091. }
  36092. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36093. }
  36094. return result;
  36095. };
  36096. // Dispose
  36097. /**
  36098. * Release associated resources
  36099. */
  36100. SubMesh.prototype.dispose = function () {
  36101. if (this._linesIndexBuffer) {
  36102. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36103. this._linesIndexBuffer = null;
  36104. }
  36105. // Remove from mesh
  36106. var index = this._mesh.subMeshes.indexOf(this);
  36107. this._mesh.subMeshes.splice(index, 1);
  36108. };
  36109. // Statics
  36110. /**
  36111. * Creates a new submesh from indices data
  36112. * @param materialIndex the index of the main mesh material
  36113. * @param startIndex the index where to start the copy in the mesh indices array
  36114. * @param indexCount the number of indices to copy then from the startIndex
  36115. * @param mesh the main mesh to create the submesh from
  36116. * @param renderingMesh the optional rendering mesh
  36117. * @returns a new submesh
  36118. */
  36119. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36120. var minVertexIndex = Number.MAX_VALUE;
  36121. var maxVertexIndex = -Number.MAX_VALUE;
  36122. renderingMesh = (renderingMesh || mesh);
  36123. var indices = renderingMesh.getIndices();
  36124. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36125. var vertexIndex = indices[index];
  36126. if (vertexIndex < minVertexIndex) {
  36127. minVertexIndex = vertexIndex;
  36128. }
  36129. if (vertexIndex > maxVertexIndex) {
  36130. maxVertexIndex = vertexIndex;
  36131. }
  36132. }
  36133. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36134. };
  36135. return SubMesh;
  36136. }(BaseSubMesh));
  36137. BABYLON.SubMesh = SubMesh;
  36138. })(BABYLON || (BABYLON = {}));
  36139. //# sourceMappingURL=babylon.subMesh.js.map
  36140. var __assign = (this && this.__assign) || function () {
  36141. __assign = Object.assign || function(t) {
  36142. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36143. s = arguments[i];
  36144. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36145. t[p] = s[p];
  36146. }
  36147. return t;
  36148. };
  36149. return __assign.apply(this, arguments);
  36150. };
  36151. var BABYLON;
  36152. (function (BABYLON) {
  36153. /**
  36154. * Manages the defines for the Material
  36155. */
  36156. var MaterialDefines = /** @class */ (function () {
  36157. function MaterialDefines() {
  36158. this._isDirty = true;
  36159. /** @hidden */
  36160. this._areLightsDirty = true;
  36161. /** @hidden */
  36162. this._areAttributesDirty = true;
  36163. /** @hidden */
  36164. this._areTexturesDirty = true;
  36165. /** @hidden */
  36166. this._areFresnelDirty = true;
  36167. /** @hidden */
  36168. this._areMiscDirty = true;
  36169. /** @hidden */
  36170. this._areImageProcessingDirty = true;
  36171. /** @hidden */
  36172. this._normals = false;
  36173. /** @hidden */
  36174. this._uvs = false;
  36175. /** @hidden */
  36176. this._needNormals = false;
  36177. /** @hidden */
  36178. this._needUVs = false;
  36179. }
  36180. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36181. /**
  36182. * Specifies if the material needs to be re-calculated
  36183. */
  36184. get: function () {
  36185. return this._isDirty;
  36186. },
  36187. enumerable: true,
  36188. configurable: true
  36189. });
  36190. /**
  36191. * Marks the material to indicate that it has been re-calculated
  36192. */
  36193. MaterialDefines.prototype.markAsProcessed = function () {
  36194. this._isDirty = false;
  36195. this._areAttributesDirty = false;
  36196. this._areTexturesDirty = false;
  36197. this._areFresnelDirty = false;
  36198. this._areLightsDirty = false;
  36199. this._areMiscDirty = false;
  36200. this._areImageProcessingDirty = false;
  36201. };
  36202. /**
  36203. * Marks the material to indicate that it needs to be re-calculated
  36204. */
  36205. MaterialDefines.prototype.markAsUnprocessed = function () {
  36206. this._isDirty = true;
  36207. };
  36208. /**
  36209. * Marks the material to indicate all of its defines need to be re-calculated
  36210. */
  36211. MaterialDefines.prototype.markAllAsDirty = function () {
  36212. this._areTexturesDirty = true;
  36213. this._areAttributesDirty = true;
  36214. this._areLightsDirty = true;
  36215. this._areFresnelDirty = true;
  36216. this._areMiscDirty = true;
  36217. this._areImageProcessingDirty = true;
  36218. this._isDirty = true;
  36219. };
  36220. /**
  36221. * Marks the material to indicate that image processing needs to be re-calculated
  36222. */
  36223. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36224. this._areImageProcessingDirty = true;
  36225. this._isDirty = true;
  36226. };
  36227. /**
  36228. * Marks the material to indicate the lights need to be re-calculated
  36229. */
  36230. MaterialDefines.prototype.markAsLightDirty = function () {
  36231. this._areLightsDirty = true;
  36232. this._isDirty = true;
  36233. };
  36234. /**
  36235. * Marks the attribute state as changed
  36236. */
  36237. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36238. this._areAttributesDirty = true;
  36239. this._isDirty = true;
  36240. };
  36241. /**
  36242. * Marks the texture state as changed
  36243. */
  36244. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36245. this._areTexturesDirty = true;
  36246. this._isDirty = true;
  36247. };
  36248. /**
  36249. * Marks the fresnel state as changed
  36250. */
  36251. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36252. this._areFresnelDirty = true;
  36253. this._isDirty = true;
  36254. };
  36255. /**
  36256. * Marks the misc state as changed
  36257. */
  36258. MaterialDefines.prototype.markAsMiscDirty = function () {
  36259. this._areMiscDirty = true;
  36260. this._isDirty = true;
  36261. };
  36262. /**
  36263. * Rebuilds the material defines
  36264. */
  36265. MaterialDefines.prototype.rebuild = function () {
  36266. if (this._keys) {
  36267. delete this._keys;
  36268. }
  36269. this._keys = [];
  36270. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36271. var key = _a[_i];
  36272. if (key[0] === "_") {
  36273. continue;
  36274. }
  36275. this._keys.push(key);
  36276. }
  36277. };
  36278. /**
  36279. * Specifies if two material defines are equal
  36280. * @param other - A material define instance to compare to
  36281. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36282. */
  36283. MaterialDefines.prototype.isEqual = function (other) {
  36284. if (this._keys.length !== other._keys.length) {
  36285. return false;
  36286. }
  36287. for (var index = 0; index < this._keys.length; index++) {
  36288. var prop = this._keys[index];
  36289. if (this[prop] !== other[prop]) {
  36290. return false;
  36291. }
  36292. }
  36293. return true;
  36294. };
  36295. /**
  36296. * Clones this instance's defines to another instance
  36297. * @param other - material defines to clone values to
  36298. */
  36299. MaterialDefines.prototype.cloneTo = function (other) {
  36300. if (this._keys.length !== other._keys.length) {
  36301. other._keys = this._keys.slice(0);
  36302. }
  36303. for (var index = 0; index < this._keys.length; index++) {
  36304. var prop = this._keys[index];
  36305. other[prop] = this[prop];
  36306. }
  36307. };
  36308. /**
  36309. * Resets the material define values
  36310. */
  36311. MaterialDefines.prototype.reset = function () {
  36312. for (var index = 0; index < this._keys.length; index++) {
  36313. var prop = this._keys[index];
  36314. var type = typeof this[prop];
  36315. switch (type) {
  36316. case "number":
  36317. this[prop] = 0;
  36318. break;
  36319. case "string":
  36320. this[prop] = "";
  36321. break;
  36322. default:
  36323. this[prop] = false;
  36324. break;
  36325. }
  36326. }
  36327. };
  36328. /**
  36329. * Converts the material define values to a string
  36330. * @returns - String of material define information
  36331. */
  36332. MaterialDefines.prototype.toString = function () {
  36333. var result = "";
  36334. for (var index = 0; index < this._keys.length; index++) {
  36335. var prop = this._keys[index];
  36336. var value = this[prop];
  36337. var type = typeof value;
  36338. switch (type) {
  36339. case "number":
  36340. case "string":
  36341. result += "#define " + prop + " " + value + "\n";
  36342. break;
  36343. default:
  36344. if (value) {
  36345. result += "#define " + prop + "\n";
  36346. }
  36347. break;
  36348. }
  36349. }
  36350. return result;
  36351. };
  36352. return MaterialDefines;
  36353. }());
  36354. BABYLON.MaterialDefines = MaterialDefines;
  36355. /**
  36356. * Base class for the main features of a material in Babylon.js
  36357. */
  36358. var Material = /** @class */ (function () {
  36359. /**
  36360. * Creates a material instance
  36361. * @param name defines the name of the material
  36362. * @param scene defines the scene to reference
  36363. * @param doNotAdd specifies if the material should be added to the scene
  36364. */
  36365. function Material(name, scene, doNotAdd) {
  36366. /**
  36367. * Specifies if the ready state should be checked on each call
  36368. */
  36369. this.checkReadyOnEveryCall = false;
  36370. /**
  36371. * Specifies if the ready state should be checked once
  36372. */
  36373. this.checkReadyOnlyOnce = false;
  36374. /**
  36375. * The state of the material
  36376. */
  36377. this.state = "";
  36378. /**
  36379. * The alpha value of the material
  36380. */
  36381. this._alpha = 1.0;
  36382. /**
  36383. * Specifies if back face culling is enabled
  36384. */
  36385. this._backFaceCulling = true;
  36386. /**
  36387. * Specifies if the material should be serialized
  36388. */
  36389. this.doNotSerialize = false;
  36390. /**
  36391. * @hidden
  36392. */
  36393. this._storeEffectOnSubMeshes = false;
  36394. /**
  36395. * An event triggered when the material is disposed
  36396. */
  36397. this.onDisposeObservable = new BABYLON.Observable();
  36398. /**
  36399. * Stores the value of the alpha mode
  36400. */
  36401. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36402. /**
  36403. * Stores the state of the need depth pre-pass value
  36404. */
  36405. this._needDepthPrePass = false;
  36406. /**
  36407. * Specifies if depth writing should be disabled
  36408. */
  36409. this.disableDepthWrite = false;
  36410. /**
  36411. * Specifies if depth writing should be forced
  36412. */
  36413. this.forceDepthWrite = false;
  36414. /**
  36415. * Specifies if there should be a separate pass for culling
  36416. */
  36417. this.separateCullingPass = false;
  36418. /**
  36419. * Stores the state specifing if fog should be enabled
  36420. */
  36421. this._fogEnabled = true;
  36422. /**
  36423. * Stores the size of points
  36424. */
  36425. this.pointSize = 1.0;
  36426. /**
  36427. * Stores the z offset value
  36428. */
  36429. this.zOffset = 0;
  36430. /**
  36431. * @hidden
  36432. * Specifies if the material was previously ready
  36433. */
  36434. this._wasPreviouslyReady = false;
  36435. /**
  36436. * Stores the fill mode state
  36437. */
  36438. this._fillMode = Material.TriangleFillMode;
  36439. /** @hidden */
  36440. this._indexInSceneMaterialArray = -1;
  36441. this.name = name;
  36442. this.id = name || BABYLON.Tools.RandomId();
  36443. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36444. this.uniqueId = this._scene.getUniqueId();
  36445. if (this._scene.useRightHandedSystem) {
  36446. this.sideOrientation = Material.ClockWiseSideOrientation;
  36447. }
  36448. else {
  36449. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36450. }
  36451. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36452. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36453. if (!doNotAdd) {
  36454. this._scene.addMaterial(this);
  36455. }
  36456. if (this._scene.useMaterialMeshMap) {
  36457. this.meshMap = {};
  36458. }
  36459. }
  36460. Object.defineProperty(Material, "TriangleFillMode", {
  36461. /**
  36462. * Returns the triangle fill mode
  36463. */
  36464. get: function () {
  36465. return Material._TriangleFillMode;
  36466. },
  36467. enumerable: true,
  36468. configurable: true
  36469. });
  36470. Object.defineProperty(Material, "WireFrameFillMode", {
  36471. /**
  36472. * Returns the wireframe mode
  36473. */
  36474. get: function () {
  36475. return Material._WireFrameFillMode;
  36476. },
  36477. enumerable: true,
  36478. configurable: true
  36479. });
  36480. Object.defineProperty(Material, "PointFillMode", {
  36481. /**
  36482. * Returns the point fill mode
  36483. */
  36484. get: function () {
  36485. return Material._PointFillMode;
  36486. },
  36487. enumerable: true,
  36488. configurable: true
  36489. });
  36490. Object.defineProperty(Material, "PointListDrawMode", {
  36491. /**
  36492. * Returns the point list draw mode
  36493. */
  36494. get: function () {
  36495. return Material._PointListDrawMode;
  36496. },
  36497. enumerable: true,
  36498. configurable: true
  36499. });
  36500. Object.defineProperty(Material, "LineListDrawMode", {
  36501. /**
  36502. * Returns the line list draw mode
  36503. */
  36504. get: function () {
  36505. return Material._LineListDrawMode;
  36506. },
  36507. enumerable: true,
  36508. configurable: true
  36509. });
  36510. Object.defineProperty(Material, "LineLoopDrawMode", {
  36511. /**
  36512. * Returns the line loop draw mode
  36513. */
  36514. get: function () {
  36515. return Material._LineLoopDrawMode;
  36516. },
  36517. enumerable: true,
  36518. configurable: true
  36519. });
  36520. Object.defineProperty(Material, "LineStripDrawMode", {
  36521. /**
  36522. * Returns the line strip draw mode
  36523. */
  36524. get: function () {
  36525. return Material._LineStripDrawMode;
  36526. },
  36527. enumerable: true,
  36528. configurable: true
  36529. });
  36530. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36531. /**
  36532. * Returns the triangle strip draw mode
  36533. */
  36534. get: function () {
  36535. return Material._TriangleStripDrawMode;
  36536. },
  36537. enumerable: true,
  36538. configurable: true
  36539. });
  36540. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36541. /**
  36542. * Returns the triangle fan draw mode
  36543. */
  36544. get: function () {
  36545. return Material._TriangleFanDrawMode;
  36546. },
  36547. enumerable: true,
  36548. configurable: true
  36549. });
  36550. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36551. /**
  36552. * Returns the clock-wise side orientation
  36553. */
  36554. get: function () {
  36555. return Material._ClockWiseSideOrientation;
  36556. },
  36557. enumerable: true,
  36558. configurable: true
  36559. });
  36560. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36561. /**
  36562. * Returns the counter clock-wise side orientation
  36563. */
  36564. get: function () {
  36565. return Material._CounterClockWiseSideOrientation;
  36566. },
  36567. enumerable: true,
  36568. configurable: true
  36569. });
  36570. Object.defineProperty(Material.prototype, "alpha", {
  36571. /**
  36572. * Gets the alpha value of the material
  36573. */
  36574. get: function () {
  36575. return this._alpha;
  36576. },
  36577. /**
  36578. * Sets the alpha value of the material
  36579. */
  36580. set: function (value) {
  36581. if (this._alpha === value) {
  36582. return;
  36583. }
  36584. this._alpha = value;
  36585. this.markAsDirty(Material.MiscDirtyFlag);
  36586. },
  36587. enumerable: true,
  36588. configurable: true
  36589. });
  36590. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36591. /**
  36592. * Gets the back-face culling state
  36593. */
  36594. get: function () {
  36595. return this._backFaceCulling;
  36596. },
  36597. /**
  36598. * Sets the back-face culling state
  36599. */
  36600. set: function (value) {
  36601. if (this._backFaceCulling === value) {
  36602. return;
  36603. }
  36604. this._backFaceCulling = value;
  36605. this.markAsDirty(Material.TextureDirtyFlag);
  36606. },
  36607. enumerable: true,
  36608. configurable: true
  36609. });
  36610. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36611. /**
  36612. * Gets a boolean indicating that current material needs to register RTT
  36613. */
  36614. get: function () {
  36615. return false;
  36616. },
  36617. enumerable: true,
  36618. configurable: true
  36619. });
  36620. Object.defineProperty(Material.prototype, "onDispose", {
  36621. /**
  36622. * Called during a dispose event
  36623. */
  36624. set: function (callback) {
  36625. if (this._onDisposeObserver) {
  36626. this.onDisposeObservable.remove(this._onDisposeObserver);
  36627. }
  36628. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36629. },
  36630. enumerable: true,
  36631. configurable: true
  36632. });
  36633. Object.defineProperty(Material.prototype, "onBindObservable", {
  36634. /**
  36635. * An event triggered when the material is bound
  36636. */
  36637. get: function () {
  36638. if (!this._onBindObservable) {
  36639. this._onBindObservable = new BABYLON.Observable();
  36640. }
  36641. return this._onBindObservable;
  36642. },
  36643. enumerable: true,
  36644. configurable: true
  36645. });
  36646. Object.defineProperty(Material.prototype, "onBind", {
  36647. /**
  36648. * Called during a bind event
  36649. */
  36650. set: function (callback) {
  36651. if (this._onBindObserver) {
  36652. this.onBindObservable.remove(this._onBindObserver);
  36653. }
  36654. this._onBindObserver = this.onBindObservable.add(callback);
  36655. },
  36656. enumerable: true,
  36657. configurable: true
  36658. });
  36659. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36660. /**
  36661. * An event triggered when the material is unbound
  36662. */
  36663. get: function () {
  36664. if (!this._onUnBindObservable) {
  36665. this._onUnBindObservable = new BABYLON.Observable();
  36666. }
  36667. return this._onUnBindObservable;
  36668. },
  36669. enumerable: true,
  36670. configurable: true
  36671. });
  36672. Object.defineProperty(Material.prototype, "alphaMode", {
  36673. /**
  36674. * Gets the value of the alpha mode
  36675. */
  36676. get: function () {
  36677. return this._alphaMode;
  36678. },
  36679. /**
  36680. * Sets the value of the alpha mode.
  36681. *
  36682. * | Value | Type | Description |
  36683. * | --- | --- | --- |
  36684. * | 0 | ALPHA_DISABLE | |
  36685. * | 1 | ALPHA_ADD | |
  36686. * | 2 | ALPHA_COMBINE | |
  36687. * | 3 | ALPHA_SUBTRACT | |
  36688. * | 4 | ALPHA_MULTIPLY | |
  36689. * | 5 | ALPHA_MAXIMIZED | |
  36690. * | 6 | ALPHA_ONEONE | |
  36691. * | 7 | ALPHA_PREMULTIPLIED | |
  36692. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36693. * | 9 | ALPHA_INTERPOLATE | |
  36694. * | 10 | ALPHA_SCREENMODE | |
  36695. *
  36696. */
  36697. set: function (value) {
  36698. if (this._alphaMode === value) {
  36699. return;
  36700. }
  36701. this._alphaMode = value;
  36702. this.markAsDirty(Material.TextureDirtyFlag);
  36703. },
  36704. enumerable: true,
  36705. configurable: true
  36706. });
  36707. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36708. /**
  36709. * Gets the depth pre-pass value
  36710. */
  36711. get: function () {
  36712. return this._needDepthPrePass;
  36713. },
  36714. /**
  36715. * Sets the need depth pre-pass value
  36716. */
  36717. set: function (value) {
  36718. if (this._needDepthPrePass === value) {
  36719. return;
  36720. }
  36721. this._needDepthPrePass = value;
  36722. if (this._needDepthPrePass) {
  36723. this.checkReadyOnEveryCall = true;
  36724. }
  36725. },
  36726. enumerable: true,
  36727. configurable: true
  36728. });
  36729. Object.defineProperty(Material.prototype, "fogEnabled", {
  36730. /**
  36731. * Gets the value of the fog enabled state
  36732. */
  36733. get: function () {
  36734. return this._fogEnabled;
  36735. },
  36736. /**
  36737. * Sets the state for enabling fog
  36738. */
  36739. set: function (value) {
  36740. if (this._fogEnabled === value) {
  36741. return;
  36742. }
  36743. this._fogEnabled = value;
  36744. this.markAsDirty(Material.MiscDirtyFlag);
  36745. },
  36746. enumerable: true,
  36747. configurable: true
  36748. });
  36749. Object.defineProperty(Material.prototype, "wireframe", {
  36750. /**
  36751. * Gets a value specifying if wireframe mode is enabled
  36752. */
  36753. get: function () {
  36754. switch (this._fillMode) {
  36755. case Material.WireFrameFillMode:
  36756. case Material.LineListDrawMode:
  36757. case Material.LineLoopDrawMode:
  36758. case Material.LineStripDrawMode:
  36759. return true;
  36760. }
  36761. return this._scene.forceWireframe;
  36762. },
  36763. /**
  36764. * Sets the state of wireframe mode
  36765. */
  36766. set: function (value) {
  36767. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36768. },
  36769. enumerable: true,
  36770. configurable: true
  36771. });
  36772. Object.defineProperty(Material.prototype, "pointsCloud", {
  36773. /**
  36774. * Gets the value specifying if point clouds are enabled
  36775. */
  36776. get: function () {
  36777. switch (this._fillMode) {
  36778. case Material.PointFillMode:
  36779. case Material.PointListDrawMode:
  36780. return true;
  36781. }
  36782. return this._scene.forcePointsCloud;
  36783. },
  36784. /**
  36785. * Sets the state of point cloud mode
  36786. */
  36787. set: function (value) {
  36788. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36789. },
  36790. enumerable: true,
  36791. configurable: true
  36792. });
  36793. Object.defineProperty(Material.prototype, "fillMode", {
  36794. /**
  36795. * Gets the material fill mode
  36796. */
  36797. get: function () {
  36798. return this._fillMode;
  36799. },
  36800. /**
  36801. * Sets the material fill mode
  36802. */
  36803. set: function (value) {
  36804. if (this._fillMode === value) {
  36805. return;
  36806. }
  36807. this._fillMode = value;
  36808. this.markAsDirty(Material.MiscDirtyFlag);
  36809. },
  36810. enumerable: true,
  36811. configurable: true
  36812. });
  36813. /**
  36814. * Returns a string representation of the current material
  36815. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36816. * @returns a string with material information
  36817. */
  36818. Material.prototype.toString = function (fullDetails) {
  36819. var ret = "Name: " + this.name;
  36820. if (fullDetails) {
  36821. }
  36822. return ret;
  36823. };
  36824. /**
  36825. * Gets the class name of the material
  36826. * @returns a string with the class name of the material
  36827. */
  36828. Material.prototype.getClassName = function () {
  36829. return "Material";
  36830. };
  36831. Object.defineProperty(Material.prototype, "isFrozen", {
  36832. /**
  36833. * Specifies if updates for the material been locked
  36834. */
  36835. get: function () {
  36836. return this.checkReadyOnlyOnce;
  36837. },
  36838. enumerable: true,
  36839. configurable: true
  36840. });
  36841. /**
  36842. * Locks updates for the material
  36843. */
  36844. Material.prototype.freeze = function () {
  36845. this.checkReadyOnlyOnce = true;
  36846. };
  36847. /**
  36848. * Unlocks updates for the material
  36849. */
  36850. Material.prototype.unfreeze = function () {
  36851. this.checkReadyOnlyOnce = false;
  36852. };
  36853. /**
  36854. * Specifies if the material is ready to be used
  36855. * @param mesh defines the mesh to check
  36856. * @param useInstances specifies if instances should be used
  36857. * @returns a boolean indicating if the material is ready to be used
  36858. */
  36859. Material.prototype.isReady = function (mesh, useInstances) {
  36860. return true;
  36861. };
  36862. /**
  36863. * Specifies that the submesh is ready to be used
  36864. * @param mesh defines the mesh to check
  36865. * @param subMesh defines which submesh to check
  36866. * @param useInstances specifies that instances should be used
  36867. * @returns a boolean indicating that the submesh is ready or not
  36868. */
  36869. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  36870. return false;
  36871. };
  36872. /**
  36873. * Returns the material effect
  36874. * @returns the effect associated with the material
  36875. */
  36876. Material.prototype.getEffect = function () {
  36877. return this._effect;
  36878. };
  36879. /**
  36880. * Returns the current scene
  36881. * @returns a Scene
  36882. */
  36883. Material.prototype.getScene = function () {
  36884. return this._scene;
  36885. };
  36886. /**
  36887. * Specifies if the material will require alpha blending
  36888. * @returns a boolean specifying if alpha blending is needed
  36889. */
  36890. Material.prototype.needAlphaBlending = function () {
  36891. return (this.alpha < 1.0);
  36892. };
  36893. /**
  36894. * Specifies if the mesh will require alpha blending
  36895. * @param mesh defines the mesh to check
  36896. * @returns a boolean specifying if alpha blending is needed for the mesh
  36897. */
  36898. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  36899. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  36900. };
  36901. /**
  36902. * Specifies if this material should be rendered in alpha test mode
  36903. * @returns a boolean specifying if an alpha test is needed.
  36904. */
  36905. Material.prototype.needAlphaTesting = function () {
  36906. return false;
  36907. };
  36908. /**
  36909. * Gets the texture used for the alpha test
  36910. * @returns the texture to use for alpha testing
  36911. */
  36912. Material.prototype.getAlphaTestTexture = function () {
  36913. return null;
  36914. };
  36915. /**
  36916. * Marks the material to indicate that it needs to be re-calculated
  36917. */
  36918. Material.prototype.markDirty = function () {
  36919. this._wasPreviouslyReady = false;
  36920. };
  36921. /** @hidden */
  36922. Material.prototype._preBind = function (effect, overrideOrientation) {
  36923. if (overrideOrientation === void 0) { overrideOrientation = null; }
  36924. var engine = this._scene.getEngine();
  36925. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  36926. var reverse = orientation === Material.ClockWiseSideOrientation;
  36927. engine.enableEffect(effect ? effect : this._effect);
  36928. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  36929. return reverse;
  36930. };
  36931. /**
  36932. * Binds the material to the mesh
  36933. * @param world defines the world transformation matrix
  36934. * @param mesh defines the mesh to bind the material to
  36935. */
  36936. Material.prototype.bind = function (world, mesh) {
  36937. };
  36938. /**
  36939. * Binds the submesh to the material
  36940. * @param world defines the world transformation matrix
  36941. * @param mesh defines the mesh containing the submesh
  36942. * @param subMesh defines the submesh to bind the material to
  36943. */
  36944. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  36945. };
  36946. /**
  36947. * Binds the world matrix to the material
  36948. * @param world defines the world transformation matrix
  36949. */
  36950. Material.prototype.bindOnlyWorldMatrix = function (world) {
  36951. };
  36952. /**
  36953. * Binds the scene's uniform buffer to the effect.
  36954. * @param effect defines the effect to bind to the scene uniform buffer
  36955. * @param sceneUbo defines the uniform buffer storing scene data
  36956. */
  36957. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  36958. sceneUbo.bindToEffect(effect, "Scene");
  36959. };
  36960. /**
  36961. * Binds the view matrix to the effect
  36962. * @param effect defines the effect to bind the view matrix to
  36963. */
  36964. Material.prototype.bindView = function (effect) {
  36965. if (!this._useUBO) {
  36966. effect.setMatrix("view", this.getScene().getViewMatrix());
  36967. }
  36968. else {
  36969. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36970. }
  36971. };
  36972. /**
  36973. * Binds the view projection matrix to the effect
  36974. * @param effect defines the effect to bind the view projection matrix to
  36975. */
  36976. Material.prototype.bindViewProjection = function (effect) {
  36977. if (!this._useUBO) {
  36978. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  36979. }
  36980. else {
  36981. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  36982. }
  36983. };
  36984. /**
  36985. * Specifies if material alpha testing should be turned on for the mesh
  36986. * @param mesh defines the mesh to check
  36987. */
  36988. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  36989. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  36990. };
  36991. /**
  36992. * Processes to execute after binding the material to a mesh
  36993. * @param mesh defines the rendered mesh
  36994. */
  36995. Material.prototype._afterBind = function (mesh) {
  36996. this._scene._cachedMaterial = this;
  36997. if (mesh) {
  36998. this._scene._cachedVisibility = mesh.visibility;
  36999. }
  37000. else {
  37001. this._scene._cachedVisibility = 1;
  37002. }
  37003. if (this._onBindObservable && mesh) {
  37004. this._onBindObservable.notifyObservers(mesh);
  37005. }
  37006. if (this.disableDepthWrite) {
  37007. var engine = this._scene.getEngine();
  37008. this._cachedDepthWriteState = engine.getDepthWrite();
  37009. engine.setDepthWrite(false);
  37010. }
  37011. };
  37012. /**
  37013. * Unbinds the material from the mesh
  37014. */
  37015. Material.prototype.unbind = function () {
  37016. if (this._onUnBindObservable) {
  37017. this._onUnBindObservable.notifyObservers(this);
  37018. }
  37019. if (this.disableDepthWrite) {
  37020. var engine = this._scene.getEngine();
  37021. engine.setDepthWrite(this._cachedDepthWriteState);
  37022. }
  37023. };
  37024. /**
  37025. * Gets the active textures from the material
  37026. * @returns an array of textures
  37027. */
  37028. Material.prototype.getActiveTextures = function () {
  37029. return [];
  37030. };
  37031. /**
  37032. * Specifies if the material uses a texture
  37033. * @param texture defines the texture to check against the material
  37034. * @returns a boolean specifying if the material uses the texture
  37035. */
  37036. Material.prototype.hasTexture = function (texture) {
  37037. return false;
  37038. };
  37039. /**
  37040. * Makes a duplicate of the material, and gives it a new name
  37041. * @param name defines the new name for the duplicated material
  37042. * @returns the cloned material
  37043. */
  37044. Material.prototype.clone = function (name) {
  37045. return null;
  37046. };
  37047. /**
  37048. * Gets the meshes bound to the material
  37049. * @returns an array of meshes bound to the material
  37050. */
  37051. Material.prototype.getBindedMeshes = function () {
  37052. var _this = this;
  37053. if (this.meshMap) {
  37054. var result = new Array();
  37055. for (var meshId in this.meshMap) {
  37056. var mesh = this.meshMap[meshId];
  37057. if (mesh) {
  37058. result.push(mesh);
  37059. }
  37060. }
  37061. return result;
  37062. }
  37063. else {
  37064. var meshes = this._scene.meshes;
  37065. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37066. }
  37067. };
  37068. /**
  37069. * Force shader compilation
  37070. * @param mesh defines the mesh associated with this material
  37071. * @param onCompiled defines a function to execute once the material is compiled
  37072. * @param options defines the options to configure the compilation
  37073. */
  37074. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37075. var _this = this;
  37076. var localOptions = __assign({ clipPlane: false }, options);
  37077. var subMesh = new BABYLON.BaseSubMesh();
  37078. var scene = this.getScene();
  37079. var checkReady = function () {
  37080. if (!_this._scene || !_this._scene.getEngine()) {
  37081. return;
  37082. }
  37083. if (subMesh._materialDefines) {
  37084. subMesh._materialDefines._renderId = -1;
  37085. }
  37086. var clipPlaneState = scene.clipPlane;
  37087. if (localOptions.clipPlane) {
  37088. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37089. }
  37090. if (_this._storeEffectOnSubMeshes) {
  37091. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37092. if (onCompiled) {
  37093. onCompiled(_this);
  37094. }
  37095. }
  37096. else {
  37097. setTimeout(checkReady, 16);
  37098. }
  37099. }
  37100. else {
  37101. if (_this.isReady(mesh)) {
  37102. if (onCompiled) {
  37103. onCompiled(_this);
  37104. }
  37105. }
  37106. else {
  37107. setTimeout(checkReady, 16);
  37108. }
  37109. }
  37110. if (localOptions.clipPlane) {
  37111. scene.clipPlane = clipPlaneState;
  37112. }
  37113. };
  37114. checkReady();
  37115. };
  37116. /**
  37117. * Force shader compilation
  37118. * @param mesh defines the mesh that will use this material
  37119. * @param options defines additional options for compiling the shaders
  37120. * @returns a promise that resolves when the compilation completes
  37121. */
  37122. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37123. var _this = this;
  37124. return new Promise(function (resolve) {
  37125. _this.forceCompilation(mesh, function () {
  37126. resolve();
  37127. }, options);
  37128. });
  37129. };
  37130. /**
  37131. * Marks a define in the material to indicate that it needs to be re-computed
  37132. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37133. */
  37134. Material.prototype.markAsDirty = function (flag) {
  37135. if (flag & Material.TextureDirtyFlag) {
  37136. this._markAllSubMeshesAsTexturesDirty();
  37137. }
  37138. if (flag & Material.LightDirtyFlag) {
  37139. this._markAllSubMeshesAsLightsDirty();
  37140. }
  37141. if (flag & Material.FresnelDirtyFlag) {
  37142. this._markAllSubMeshesAsFresnelDirty();
  37143. }
  37144. if (flag & Material.AttributesDirtyFlag) {
  37145. this._markAllSubMeshesAsAttributesDirty();
  37146. }
  37147. if (flag & Material.MiscDirtyFlag) {
  37148. this._markAllSubMeshesAsMiscDirty();
  37149. }
  37150. this.getScene().resetCachedMaterial();
  37151. };
  37152. /**
  37153. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37154. * @param func defines a function which checks material defines against the submeshes
  37155. */
  37156. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37157. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  37158. var mesh = _a[_i];
  37159. if (!mesh.subMeshes) {
  37160. continue;
  37161. }
  37162. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  37163. var subMesh = _c[_b];
  37164. if (subMesh.getMaterial() !== this) {
  37165. continue;
  37166. }
  37167. if (!subMesh._materialDefines) {
  37168. continue;
  37169. }
  37170. func(subMesh._materialDefines);
  37171. }
  37172. }
  37173. };
  37174. /**
  37175. * Indicates that image processing needs to be re-calculated for all submeshes
  37176. */
  37177. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37178. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  37179. };
  37180. /**
  37181. * Indicates that textures need to be re-calculated for all submeshes
  37182. */
  37183. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37184. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  37185. };
  37186. /**
  37187. * Indicates that fresnel needs to be re-calculated for all submeshes
  37188. */
  37189. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37190. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  37191. };
  37192. /**
  37193. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37194. */
  37195. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37196. this._markAllSubMeshesAsDirty(function (defines) {
  37197. defines.markAsFresnelDirty();
  37198. defines.markAsMiscDirty();
  37199. });
  37200. };
  37201. /**
  37202. * Indicates that lights need to be re-calculated for all submeshes
  37203. */
  37204. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37205. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  37206. };
  37207. /**
  37208. * Indicates that attributes need to be re-calculated for all submeshes
  37209. */
  37210. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37211. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  37212. };
  37213. /**
  37214. * Indicates that misc needs to be re-calculated for all submeshes
  37215. */
  37216. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37217. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  37218. };
  37219. /**
  37220. * Indicates that textures and misc need to be re-calculated for all submeshes
  37221. */
  37222. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37223. this._markAllSubMeshesAsDirty(function (defines) {
  37224. defines.markAsTexturesDirty();
  37225. defines.markAsMiscDirty();
  37226. });
  37227. };
  37228. /**
  37229. * Disposes the material
  37230. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37231. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37232. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37233. */
  37234. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37235. var scene = this.getScene();
  37236. // Animations
  37237. scene.stopAnimation(this);
  37238. scene.freeProcessedMaterials();
  37239. // Remove from scene
  37240. scene.removeMaterial(this);
  37241. if (notBoundToMesh !== true) {
  37242. // Remove from meshes
  37243. if (this.meshMap) {
  37244. for (var meshId in this.meshMap) {
  37245. var mesh = this.meshMap[meshId];
  37246. if (mesh) {
  37247. mesh.material = null; // will set the entry in the map to undefined
  37248. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37249. }
  37250. }
  37251. }
  37252. else {
  37253. var meshes = scene.meshes;
  37254. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37255. var mesh = meshes_1[_i];
  37256. if (mesh.material === this) {
  37257. mesh.material = null;
  37258. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37259. }
  37260. }
  37261. }
  37262. }
  37263. this._uniformBuffer.dispose();
  37264. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37265. if (forceDisposeEffect && this._effect) {
  37266. if (!this._storeEffectOnSubMeshes) {
  37267. scene.getEngine()._releaseEffect(this._effect);
  37268. }
  37269. this._effect = null;
  37270. }
  37271. // Callback
  37272. this.onDisposeObservable.notifyObservers(this);
  37273. this.onDisposeObservable.clear();
  37274. if (this._onBindObservable) {
  37275. this._onBindObservable.clear();
  37276. }
  37277. if (this._onUnBindObservable) {
  37278. this._onUnBindObservable.clear();
  37279. }
  37280. };
  37281. /** @hidden */
  37282. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37283. if (mesh.geometry) {
  37284. var geometry = (mesh.geometry);
  37285. var scene = this.getScene();
  37286. if (this._storeEffectOnSubMeshes) {
  37287. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37288. var subMesh = _a[_i];
  37289. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37290. if (forceDisposeEffect && subMesh._materialEffect) {
  37291. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37292. }
  37293. }
  37294. }
  37295. else {
  37296. geometry._releaseVertexArrayObject(this._effect);
  37297. }
  37298. }
  37299. };
  37300. /**
  37301. * Serializes this material
  37302. * @returns the serialized material object
  37303. */
  37304. Material.prototype.serialize = function () {
  37305. return BABYLON.SerializationHelper.Serialize(this);
  37306. };
  37307. /**
  37308. * Creates a MultiMaterial from parsed MultiMaterial data.
  37309. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37310. * @param scene defines the hosting scene
  37311. * @returns a new MultiMaterial
  37312. */
  37313. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37314. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37315. multiMaterial.id = parsedMultiMaterial.id;
  37316. if (BABYLON.Tags) {
  37317. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37318. }
  37319. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37320. var subMatId = parsedMultiMaterial.materials[matIndex];
  37321. if (subMatId) {
  37322. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37323. }
  37324. else {
  37325. multiMaterial.subMaterials.push(null);
  37326. }
  37327. }
  37328. return multiMaterial;
  37329. };
  37330. /**
  37331. * Creates a material from parsed material data
  37332. * @param parsedMaterial defines parsed material data
  37333. * @param scene defines the hosting scene
  37334. * @param rootUrl defines the root URL to use to load textures
  37335. * @returns a new material
  37336. */
  37337. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37338. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37339. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37340. }
  37341. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37342. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37343. if (!BABYLON.LegacyPBRMaterial) {
  37344. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37345. return;
  37346. }
  37347. }
  37348. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37349. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37350. };
  37351. // Triangle views
  37352. Material._TriangleFillMode = 0;
  37353. Material._WireFrameFillMode = 1;
  37354. Material._PointFillMode = 2;
  37355. // Draw modes
  37356. Material._PointListDrawMode = 3;
  37357. Material._LineListDrawMode = 4;
  37358. Material._LineLoopDrawMode = 5;
  37359. Material._LineStripDrawMode = 6;
  37360. Material._TriangleStripDrawMode = 7;
  37361. Material._TriangleFanDrawMode = 8;
  37362. /**
  37363. * Stores the clock-wise side orientation
  37364. */
  37365. Material._ClockWiseSideOrientation = 0;
  37366. /**
  37367. * Stores the counter clock-wise side orientation
  37368. */
  37369. Material._CounterClockWiseSideOrientation = 1;
  37370. /**
  37371. * The dirty texture flag value
  37372. */
  37373. Material.TextureDirtyFlag = 1;
  37374. /**
  37375. * The dirty light flag value
  37376. */
  37377. Material.LightDirtyFlag = 2;
  37378. /**
  37379. * The dirty fresnel flag value
  37380. */
  37381. Material.FresnelDirtyFlag = 4;
  37382. /**
  37383. * The dirty attribute flag value
  37384. */
  37385. Material.AttributesDirtyFlag = 8;
  37386. /**
  37387. * The dirty misc flag value
  37388. */
  37389. Material.MiscDirtyFlag = 16;
  37390. /**
  37391. * The all dirty flag value
  37392. */
  37393. Material.AllDirtyFlag = 31;
  37394. __decorate([
  37395. BABYLON.serialize()
  37396. ], Material.prototype, "id", void 0);
  37397. __decorate([
  37398. BABYLON.serialize()
  37399. ], Material.prototype, "uniqueId", void 0);
  37400. __decorate([
  37401. BABYLON.serialize()
  37402. ], Material.prototype, "name", void 0);
  37403. __decorate([
  37404. BABYLON.serialize()
  37405. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37406. __decorate([
  37407. BABYLON.serialize()
  37408. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37409. __decorate([
  37410. BABYLON.serialize()
  37411. ], Material.prototype, "state", void 0);
  37412. __decorate([
  37413. BABYLON.serialize("alpha")
  37414. ], Material.prototype, "_alpha", void 0);
  37415. __decorate([
  37416. BABYLON.serialize("backFaceCulling")
  37417. ], Material.prototype, "_backFaceCulling", void 0);
  37418. __decorate([
  37419. BABYLON.serialize()
  37420. ], Material.prototype, "sideOrientation", void 0);
  37421. __decorate([
  37422. BABYLON.serialize("alphaMode")
  37423. ], Material.prototype, "_alphaMode", void 0);
  37424. __decorate([
  37425. BABYLON.serialize()
  37426. ], Material.prototype, "_needDepthPrePass", void 0);
  37427. __decorate([
  37428. BABYLON.serialize()
  37429. ], Material.prototype, "disableDepthWrite", void 0);
  37430. __decorate([
  37431. BABYLON.serialize()
  37432. ], Material.prototype, "forceDepthWrite", void 0);
  37433. __decorate([
  37434. BABYLON.serialize()
  37435. ], Material.prototype, "separateCullingPass", void 0);
  37436. __decorate([
  37437. BABYLON.serialize("fogEnabled")
  37438. ], Material.prototype, "_fogEnabled", void 0);
  37439. __decorate([
  37440. BABYLON.serialize()
  37441. ], Material.prototype, "pointSize", void 0);
  37442. __decorate([
  37443. BABYLON.serialize()
  37444. ], Material.prototype, "zOffset", void 0);
  37445. __decorate([
  37446. BABYLON.serialize()
  37447. ], Material.prototype, "wireframe", null);
  37448. __decorate([
  37449. BABYLON.serialize()
  37450. ], Material.prototype, "pointsCloud", null);
  37451. __decorate([
  37452. BABYLON.serialize()
  37453. ], Material.prototype, "fillMode", null);
  37454. return Material;
  37455. }());
  37456. BABYLON.Material = Material;
  37457. })(BABYLON || (BABYLON = {}));
  37458. //# sourceMappingURL=babylon.material.js.map
  37459. var BABYLON;
  37460. (function (BABYLON) {
  37461. /**
  37462. * Uniform buffer objects.
  37463. *
  37464. * Handles blocks of uniform on the GPU.
  37465. *
  37466. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37467. *
  37468. * For more information, please refer to :
  37469. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37470. */
  37471. var UniformBuffer = /** @class */ (function () {
  37472. /**
  37473. * Instantiates a new Uniform buffer objects.
  37474. *
  37475. * Handles blocks of uniform on the GPU.
  37476. *
  37477. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37478. *
  37479. * For more information, please refer to :
  37480. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37481. * @param engine Define the engine the buffer is associated with
  37482. * @param data Define the data contained in the buffer
  37483. * @param dynamic Define if the buffer is updatable
  37484. */
  37485. function UniformBuffer(engine, data, dynamic) {
  37486. this._engine = engine;
  37487. this._noUBO = !engine.supportsUniformBuffers;
  37488. this._dynamic = dynamic;
  37489. this._data = data || [];
  37490. this._uniformLocations = {};
  37491. this._uniformSizes = {};
  37492. this._uniformLocationPointer = 0;
  37493. this._needSync = false;
  37494. if (this._noUBO) {
  37495. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37496. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37497. this.updateFloat = this._updateFloatForEffect;
  37498. this.updateFloat2 = this._updateFloat2ForEffect;
  37499. this.updateFloat3 = this._updateFloat3ForEffect;
  37500. this.updateFloat4 = this._updateFloat4ForEffect;
  37501. this.updateMatrix = this._updateMatrixForEffect;
  37502. this.updateVector3 = this._updateVector3ForEffect;
  37503. this.updateVector4 = this._updateVector4ForEffect;
  37504. this.updateColor3 = this._updateColor3ForEffect;
  37505. this.updateColor4 = this._updateColor4ForEffect;
  37506. }
  37507. else {
  37508. this._engine._uniformBuffers.push(this);
  37509. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37510. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37511. this.updateFloat = this._updateFloatForUniform;
  37512. this.updateFloat2 = this._updateFloat2ForUniform;
  37513. this.updateFloat3 = this._updateFloat3ForUniform;
  37514. this.updateFloat4 = this._updateFloat4ForUniform;
  37515. this.updateMatrix = this._updateMatrixForUniform;
  37516. this.updateVector3 = this._updateVector3ForUniform;
  37517. this.updateVector4 = this._updateVector4ForUniform;
  37518. this.updateColor3 = this._updateColor3ForUniform;
  37519. this.updateColor4 = this._updateColor4ForUniform;
  37520. }
  37521. }
  37522. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37523. /**
  37524. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37525. * or just falling back on setUniformXXX calls.
  37526. */
  37527. get: function () {
  37528. return !this._noUBO;
  37529. },
  37530. enumerable: true,
  37531. configurable: true
  37532. });
  37533. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37534. /**
  37535. * Indicates if the WebGL underlying uniform buffer is in sync
  37536. * with the javascript cache data.
  37537. */
  37538. get: function () {
  37539. return !this._needSync;
  37540. },
  37541. enumerable: true,
  37542. configurable: true
  37543. });
  37544. /**
  37545. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37546. * Also, a dynamic UniformBuffer will disable cache verification and always
  37547. * update the underlying WebGL uniform buffer to the GPU.
  37548. * @returns if Dynamic, otherwise false
  37549. */
  37550. UniformBuffer.prototype.isDynamic = function () {
  37551. return this._dynamic !== undefined;
  37552. };
  37553. /**
  37554. * The data cache on JS side.
  37555. * @returns the underlying data as a float array
  37556. */
  37557. UniformBuffer.prototype.getData = function () {
  37558. return this._bufferData;
  37559. };
  37560. /**
  37561. * The underlying WebGL Uniform buffer.
  37562. * @returns the webgl buffer
  37563. */
  37564. UniformBuffer.prototype.getBuffer = function () {
  37565. return this._buffer;
  37566. };
  37567. /**
  37568. * std140 layout specifies how to align data within an UBO structure.
  37569. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37570. * for specs.
  37571. */
  37572. UniformBuffer.prototype._fillAlignment = function (size) {
  37573. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37574. // and 4x4 matrices
  37575. // TODO : change if other types are used
  37576. var alignment;
  37577. if (size <= 2) {
  37578. alignment = size;
  37579. }
  37580. else {
  37581. alignment = 4;
  37582. }
  37583. if ((this._uniformLocationPointer % alignment) !== 0) {
  37584. var oldPointer = this._uniformLocationPointer;
  37585. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37586. var diff = this._uniformLocationPointer - oldPointer;
  37587. for (var i = 0; i < diff; i++) {
  37588. this._data.push(0);
  37589. }
  37590. }
  37591. };
  37592. /**
  37593. * Adds an uniform in the buffer.
  37594. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37595. * for the layout to be correct !
  37596. * @param name Name of the uniform, as used in the uniform block in the shader.
  37597. * @param size Data size, or data directly.
  37598. */
  37599. UniformBuffer.prototype.addUniform = function (name, size) {
  37600. if (this._noUBO) {
  37601. return;
  37602. }
  37603. if (this._uniformLocations[name] !== undefined) {
  37604. // Already existing uniform
  37605. return;
  37606. }
  37607. // This function must be called in the order of the shader layout !
  37608. // size can be the size of the uniform, or data directly
  37609. var data;
  37610. if (size instanceof Array) {
  37611. data = size;
  37612. size = data.length;
  37613. }
  37614. else {
  37615. size = size;
  37616. data = [];
  37617. // Fill with zeros
  37618. for (var i = 0; i < size; i++) {
  37619. data.push(0);
  37620. }
  37621. }
  37622. this._fillAlignment(size);
  37623. this._uniformSizes[name] = size;
  37624. this._uniformLocations[name] = this._uniformLocationPointer;
  37625. this._uniformLocationPointer += size;
  37626. for (var i = 0; i < size; i++) {
  37627. this._data.push(data[i]);
  37628. }
  37629. this._needSync = true;
  37630. };
  37631. /**
  37632. * Adds a Matrix 4x4 to the uniform buffer.
  37633. * @param name Name of the uniform, as used in the uniform block in the shader.
  37634. * @param mat A 4x4 matrix.
  37635. */
  37636. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37637. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37638. };
  37639. /**
  37640. * Adds a vec2 to the uniform buffer.
  37641. * @param name Name of the uniform, as used in the uniform block in the shader.
  37642. * @param x Define the x component value of the vec2
  37643. * @param y Define the y component value of the vec2
  37644. */
  37645. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37646. var temp = [x, y];
  37647. this.addUniform(name, temp);
  37648. };
  37649. /**
  37650. * Adds a vec3 to the uniform buffer.
  37651. * @param name Name of the uniform, as used in the uniform block in the shader.
  37652. * @param x Define the x component value of the vec3
  37653. * @param y Define the y component value of the vec3
  37654. * @param z Define the z component value of the vec3
  37655. */
  37656. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37657. var temp = [x, y, z];
  37658. this.addUniform(name, temp);
  37659. };
  37660. /**
  37661. * Adds a vec3 to the uniform buffer.
  37662. * @param name Name of the uniform, as used in the uniform block in the shader.
  37663. * @param color Define the vec3 from a Color
  37664. */
  37665. UniformBuffer.prototype.addColor3 = function (name, color) {
  37666. var temp = new Array();
  37667. color.toArray(temp);
  37668. this.addUniform(name, temp);
  37669. };
  37670. /**
  37671. * Adds a vec4 to the uniform buffer.
  37672. * @param name Name of the uniform, as used in the uniform block in the shader.
  37673. * @param color Define the rgb components from a Color
  37674. * @param alpha Define the a component of the vec4
  37675. */
  37676. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37677. var temp = new Array();
  37678. color.toArray(temp);
  37679. temp.push(alpha);
  37680. this.addUniform(name, temp);
  37681. };
  37682. /**
  37683. * Adds a vec3 to the uniform buffer.
  37684. * @param name Name of the uniform, as used in the uniform block in the shader.
  37685. * @param vector Define the vec3 components from a Vector
  37686. */
  37687. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37688. var temp = new Array();
  37689. vector.toArray(temp);
  37690. this.addUniform(name, temp);
  37691. };
  37692. /**
  37693. * Adds a Matrix 3x3 to the uniform buffer.
  37694. * @param name Name of the uniform, as used in the uniform block in the shader.
  37695. */
  37696. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37697. this.addUniform(name, 12);
  37698. };
  37699. /**
  37700. * Adds a Matrix 2x2 to the uniform buffer.
  37701. * @param name Name of the uniform, as used in the uniform block in the shader.
  37702. */
  37703. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37704. this.addUniform(name, 8);
  37705. };
  37706. /**
  37707. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37708. */
  37709. UniformBuffer.prototype.create = function () {
  37710. if (this._noUBO) {
  37711. return;
  37712. }
  37713. if (this._buffer) {
  37714. return; // nothing to do
  37715. }
  37716. // See spec, alignment must be filled as a vec4
  37717. this._fillAlignment(4);
  37718. this._bufferData = new Float32Array(this._data);
  37719. this._rebuild();
  37720. this._needSync = true;
  37721. };
  37722. /** @hidden */
  37723. UniformBuffer.prototype._rebuild = function () {
  37724. if (this._noUBO) {
  37725. return;
  37726. }
  37727. if (this._dynamic) {
  37728. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37729. }
  37730. else {
  37731. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37732. }
  37733. };
  37734. /**
  37735. * Updates the WebGL Uniform Buffer on the GPU.
  37736. * If the `dynamic` flag is set to true, no cache comparison is done.
  37737. * Otherwise, the buffer will be updated only if the cache differs.
  37738. */
  37739. UniformBuffer.prototype.update = function () {
  37740. if (!this._buffer) {
  37741. this.create();
  37742. return;
  37743. }
  37744. if (!this._dynamic && !this._needSync) {
  37745. return;
  37746. }
  37747. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37748. this._needSync = false;
  37749. };
  37750. /**
  37751. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37752. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37753. * @param data Define the flattened data
  37754. * @param size Define the size of the data.
  37755. */
  37756. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37757. var location = this._uniformLocations[uniformName];
  37758. if (location === undefined) {
  37759. if (this._buffer) {
  37760. // Cannot add an uniform if the buffer is already created
  37761. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37762. return;
  37763. }
  37764. this.addUniform(uniformName, size);
  37765. location = this._uniformLocations[uniformName];
  37766. }
  37767. if (!this._buffer) {
  37768. this.create();
  37769. }
  37770. if (!this._dynamic) {
  37771. // Cache for static uniform buffers
  37772. var changed = false;
  37773. for (var i = 0; i < size; i++) {
  37774. if (this._bufferData[location + i] !== data[i]) {
  37775. changed = true;
  37776. this._bufferData[location + i] = data[i];
  37777. }
  37778. }
  37779. this._needSync = this._needSync || changed;
  37780. }
  37781. else {
  37782. // No cache for dynamic
  37783. for (var i = 0; i < size; i++) {
  37784. this._bufferData[location + i] = data[i];
  37785. }
  37786. }
  37787. };
  37788. // Update methods
  37789. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37790. // To match std140, matrix must be realigned
  37791. for (var i = 0; i < 3; i++) {
  37792. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37793. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37794. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37795. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37796. }
  37797. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37798. };
  37799. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37800. this._currentEffect.setMatrix3x3(name, matrix);
  37801. };
  37802. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37803. this._currentEffect.setMatrix2x2(name, matrix);
  37804. };
  37805. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37806. // To match std140, matrix must be realigned
  37807. for (var i = 0; i < 2; i++) {
  37808. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37809. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37810. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37811. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37812. }
  37813. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37814. };
  37815. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37816. this._currentEffect.setFloat(name, x);
  37817. };
  37818. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  37819. UniformBuffer._tempBuffer[0] = x;
  37820. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  37821. };
  37822. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  37823. if (suffix === void 0) { suffix = ""; }
  37824. this._currentEffect.setFloat2(name + suffix, x, y);
  37825. };
  37826. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  37827. if (suffix === void 0) { suffix = ""; }
  37828. UniformBuffer._tempBuffer[0] = x;
  37829. UniformBuffer._tempBuffer[1] = y;
  37830. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  37831. };
  37832. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  37833. if (suffix === void 0) { suffix = ""; }
  37834. this._currentEffect.setFloat3(name + suffix, x, y, z);
  37835. };
  37836. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  37837. if (suffix === void 0) { suffix = ""; }
  37838. UniformBuffer._tempBuffer[0] = x;
  37839. UniformBuffer._tempBuffer[1] = y;
  37840. UniformBuffer._tempBuffer[2] = z;
  37841. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37842. };
  37843. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  37844. if (suffix === void 0) { suffix = ""; }
  37845. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  37846. };
  37847. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  37848. if (suffix === void 0) { suffix = ""; }
  37849. UniformBuffer._tempBuffer[0] = x;
  37850. UniformBuffer._tempBuffer[1] = y;
  37851. UniformBuffer._tempBuffer[2] = z;
  37852. UniformBuffer._tempBuffer[3] = w;
  37853. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37854. };
  37855. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  37856. this._currentEffect.setMatrix(name, mat);
  37857. };
  37858. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  37859. this.updateUniform(name, mat.toArray(), 16);
  37860. };
  37861. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  37862. this._currentEffect.setVector3(name, vector);
  37863. };
  37864. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  37865. vector.toArray(UniformBuffer._tempBuffer);
  37866. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37867. };
  37868. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  37869. this._currentEffect.setVector4(name, vector);
  37870. };
  37871. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  37872. vector.toArray(UniformBuffer._tempBuffer);
  37873. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37874. };
  37875. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  37876. if (suffix === void 0) { suffix = ""; }
  37877. this._currentEffect.setColor3(name + suffix, color);
  37878. };
  37879. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  37880. if (suffix === void 0) { suffix = ""; }
  37881. color.toArray(UniformBuffer._tempBuffer);
  37882. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37883. };
  37884. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  37885. if (suffix === void 0) { suffix = ""; }
  37886. this._currentEffect.setColor4(name + suffix, color, alpha);
  37887. };
  37888. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  37889. if (suffix === void 0) { suffix = ""; }
  37890. color.toArray(UniformBuffer._tempBuffer);
  37891. UniformBuffer._tempBuffer[3] = alpha;
  37892. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37893. };
  37894. /**
  37895. * Sets a sampler uniform on the effect.
  37896. * @param name Define the name of the sampler.
  37897. * @param texture Define the texture to set in the sampler
  37898. */
  37899. UniformBuffer.prototype.setTexture = function (name, texture) {
  37900. this._currentEffect.setTexture(name, texture);
  37901. };
  37902. /**
  37903. * Directly updates the value of the uniform in the cache AND on the GPU.
  37904. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37905. * @param data Define the flattened data
  37906. */
  37907. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  37908. this.updateUniform(uniformName, data, data.length);
  37909. this.update();
  37910. };
  37911. /**
  37912. * Binds this uniform buffer to an effect.
  37913. * @param effect Define the effect to bind the buffer to
  37914. * @param name Name of the uniform block in the shader.
  37915. */
  37916. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  37917. this._currentEffect = effect;
  37918. if (this._noUBO || !this._buffer) {
  37919. return;
  37920. }
  37921. effect.bindUniformBuffer(this._buffer, name);
  37922. };
  37923. /**
  37924. * Disposes the uniform buffer.
  37925. */
  37926. UniformBuffer.prototype.dispose = function () {
  37927. if (this._noUBO) {
  37928. return;
  37929. }
  37930. var uniformBuffers = this._engine._uniformBuffers;
  37931. var index = uniformBuffers.indexOf(this);
  37932. if (index !== -1) {
  37933. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  37934. uniformBuffers.pop();
  37935. }
  37936. if (!this._buffer) {
  37937. return;
  37938. }
  37939. if (this._engine._releaseBuffer(this._buffer)) {
  37940. this._buffer = null;
  37941. }
  37942. };
  37943. // Pool for avoiding memory leaks
  37944. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  37945. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  37946. return UniformBuffer;
  37947. }());
  37948. BABYLON.UniformBuffer = UniformBuffer;
  37949. })(BABYLON || (BABYLON = {}));
  37950. //# sourceMappingURL=babylon.uniformBuffer.js.map
  37951. var BABYLON;
  37952. (function (BABYLON) {
  37953. /**
  37954. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  37955. */
  37956. var VertexData = /** @class */ (function () {
  37957. function VertexData() {
  37958. }
  37959. /**
  37960. * Uses the passed data array to set the set the values for the specified kind of data
  37961. * @param data a linear array of floating numbers
  37962. * @param kind the type of data that is being set, eg positions, colors etc
  37963. */
  37964. VertexData.prototype.set = function (data, kind) {
  37965. switch (kind) {
  37966. case BABYLON.VertexBuffer.PositionKind:
  37967. this.positions = data;
  37968. break;
  37969. case BABYLON.VertexBuffer.NormalKind:
  37970. this.normals = data;
  37971. break;
  37972. case BABYLON.VertexBuffer.TangentKind:
  37973. this.tangents = data;
  37974. break;
  37975. case BABYLON.VertexBuffer.UVKind:
  37976. this.uvs = data;
  37977. break;
  37978. case BABYLON.VertexBuffer.UV2Kind:
  37979. this.uvs2 = data;
  37980. break;
  37981. case BABYLON.VertexBuffer.UV3Kind:
  37982. this.uvs3 = data;
  37983. break;
  37984. case BABYLON.VertexBuffer.UV4Kind:
  37985. this.uvs4 = data;
  37986. break;
  37987. case BABYLON.VertexBuffer.UV5Kind:
  37988. this.uvs5 = data;
  37989. break;
  37990. case BABYLON.VertexBuffer.UV6Kind:
  37991. this.uvs6 = data;
  37992. break;
  37993. case BABYLON.VertexBuffer.ColorKind:
  37994. this.colors = data;
  37995. break;
  37996. case BABYLON.VertexBuffer.MatricesIndicesKind:
  37997. this.matricesIndices = data;
  37998. break;
  37999. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38000. this.matricesWeights = data;
  38001. break;
  38002. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38003. this.matricesIndicesExtra = data;
  38004. break;
  38005. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38006. this.matricesWeightsExtra = data;
  38007. break;
  38008. }
  38009. };
  38010. /**
  38011. * Associates the vertexData to the passed Mesh.
  38012. * Sets it as updatable or not (default `false`)
  38013. * @param mesh the mesh the vertexData is applied to
  38014. * @param updatable when used and having the value true allows new data to update the vertexData
  38015. * @returns the VertexData
  38016. */
  38017. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38018. this._applyTo(mesh, updatable);
  38019. return this;
  38020. };
  38021. /**
  38022. * Associates the vertexData to the passed Geometry.
  38023. * Sets it as updatable or not (default `false`)
  38024. * @param geometry the geometry the vertexData is applied to
  38025. * @param updatable when used and having the value true allows new data to update the vertexData
  38026. * @returns VertexData
  38027. */
  38028. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38029. this._applyTo(geometry, updatable);
  38030. return this;
  38031. };
  38032. /**
  38033. * Updates the associated mesh
  38034. * @param mesh the mesh to be updated
  38035. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38036. * @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
  38037. * @returns VertexData
  38038. */
  38039. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38040. this._update(mesh);
  38041. return this;
  38042. };
  38043. /**
  38044. * Updates the associated geometry
  38045. * @param geometry the geometry to be updated
  38046. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38047. * @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
  38048. * @returns VertexData.
  38049. */
  38050. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38051. this._update(geometry);
  38052. return this;
  38053. };
  38054. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38055. if (updatable === void 0) { updatable = false; }
  38056. if (this.positions) {
  38057. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38058. }
  38059. if (this.normals) {
  38060. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38061. }
  38062. if (this.tangents) {
  38063. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38064. }
  38065. if (this.uvs) {
  38066. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38067. }
  38068. if (this.uvs2) {
  38069. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38070. }
  38071. if (this.uvs3) {
  38072. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38073. }
  38074. if (this.uvs4) {
  38075. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38076. }
  38077. if (this.uvs5) {
  38078. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38079. }
  38080. if (this.uvs6) {
  38081. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38082. }
  38083. if (this.colors) {
  38084. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38085. }
  38086. if (this.matricesIndices) {
  38087. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38088. }
  38089. if (this.matricesWeights) {
  38090. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38091. }
  38092. if (this.matricesIndicesExtra) {
  38093. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38094. }
  38095. if (this.matricesWeightsExtra) {
  38096. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38097. }
  38098. if (this.indices) {
  38099. meshOrGeometry.setIndices(this.indices, null, updatable);
  38100. }
  38101. else {
  38102. meshOrGeometry.setIndices([], null);
  38103. }
  38104. return this;
  38105. };
  38106. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38107. if (this.positions) {
  38108. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38109. }
  38110. if (this.normals) {
  38111. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38112. }
  38113. if (this.tangents) {
  38114. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38115. }
  38116. if (this.uvs) {
  38117. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38118. }
  38119. if (this.uvs2) {
  38120. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38121. }
  38122. if (this.uvs3) {
  38123. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38124. }
  38125. if (this.uvs4) {
  38126. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38127. }
  38128. if (this.uvs5) {
  38129. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38130. }
  38131. if (this.uvs6) {
  38132. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38133. }
  38134. if (this.colors) {
  38135. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38136. }
  38137. if (this.matricesIndices) {
  38138. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38139. }
  38140. if (this.matricesWeights) {
  38141. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38142. }
  38143. if (this.matricesIndicesExtra) {
  38144. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38145. }
  38146. if (this.matricesWeightsExtra) {
  38147. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38148. }
  38149. if (this.indices) {
  38150. meshOrGeometry.setIndices(this.indices, null);
  38151. }
  38152. return this;
  38153. };
  38154. /**
  38155. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38156. * @param matrix the transforming matrix
  38157. * @returns the VertexData
  38158. */
  38159. VertexData.prototype.transform = function (matrix) {
  38160. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38161. var transformed = BABYLON.Vector3.Zero();
  38162. var index;
  38163. if (this.positions) {
  38164. var position = BABYLON.Vector3.Zero();
  38165. for (index = 0; index < this.positions.length; index += 3) {
  38166. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38167. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38168. this.positions[index] = transformed.x;
  38169. this.positions[index + 1] = transformed.y;
  38170. this.positions[index + 2] = transformed.z;
  38171. }
  38172. }
  38173. if (this.normals) {
  38174. var normal = BABYLON.Vector3.Zero();
  38175. for (index = 0; index < this.normals.length; index += 3) {
  38176. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38177. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38178. this.normals[index] = transformed.x;
  38179. this.normals[index + 1] = transformed.y;
  38180. this.normals[index + 2] = transformed.z;
  38181. }
  38182. }
  38183. if (this.tangents) {
  38184. var tangent = BABYLON.Vector4.Zero();
  38185. var tangentTransformed = BABYLON.Vector4.Zero();
  38186. for (index = 0; index < this.tangents.length; index += 4) {
  38187. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38188. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38189. this.tangents[index] = tangentTransformed.x;
  38190. this.tangents[index + 1] = tangentTransformed.y;
  38191. this.tangents[index + 2] = tangentTransformed.z;
  38192. this.tangents[index + 3] = tangentTransformed.w;
  38193. }
  38194. }
  38195. if (flip && this.indices) {
  38196. for (index = 0; index < this.indices.length; index += 3) {
  38197. var tmp = this.indices[index + 1];
  38198. this.indices[index + 1] = this.indices[index + 2];
  38199. this.indices[index + 2] = tmp;
  38200. }
  38201. }
  38202. return this;
  38203. };
  38204. /**
  38205. * Merges the passed VertexData into the current one
  38206. * @param other the VertexData to be merged into the current one
  38207. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38208. * @returns the modified VertexData
  38209. */
  38210. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38211. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38212. this._validate();
  38213. other._validate();
  38214. if (!this.normals !== !other.normals ||
  38215. !this.tangents !== !other.tangents ||
  38216. !this.uvs !== !other.uvs ||
  38217. !this.uvs2 !== !other.uvs2 ||
  38218. !this.uvs3 !== !other.uvs3 ||
  38219. !this.uvs4 !== !other.uvs4 ||
  38220. !this.uvs5 !== !other.uvs5 ||
  38221. !this.uvs6 !== !other.uvs6 ||
  38222. !this.colors !== !other.colors ||
  38223. !this.matricesIndices !== !other.matricesIndices ||
  38224. !this.matricesWeights !== !other.matricesWeights ||
  38225. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38226. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38227. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38228. }
  38229. if (other.indices) {
  38230. if (!this.indices) {
  38231. this.indices = [];
  38232. }
  38233. var offset = this.positions ? this.positions.length / 3 : 0;
  38234. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38235. if (isSrcTypedArray) {
  38236. var len = this.indices.length + other.indices.length;
  38237. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38238. temp.set(this.indices);
  38239. var decal = this.indices.length;
  38240. for (var index = 0; index < other.indices.length; index++) {
  38241. temp[decal + index] = other.indices[index] + offset;
  38242. }
  38243. this.indices = temp;
  38244. }
  38245. else {
  38246. for (var index = 0; index < other.indices.length; index++) {
  38247. this.indices.push(other.indices[index] + offset);
  38248. }
  38249. }
  38250. }
  38251. this.positions = this._mergeElement(this.positions, other.positions);
  38252. this.normals = this._mergeElement(this.normals, other.normals);
  38253. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38254. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38255. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38256. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38257. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38258. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38259. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38260. this.colors = this._mergeElement(this.colors, other.colors);
  38261. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38262. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38263. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38264. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38265. return this;
  38266. };
  38267. VertexData.prototype._mergeElement = function (source, other) {
  38268. if (!source) {
  38269. return other;
  38270. }
  38271. if (!other) {
  38272. return source;
  38273. }
  38274. var len = other.length + source.length;
  38275. var isSrcTypedArray = source instanceof Float32Array;
  38276. var isOthTypedArray = other instanceof Float32Array;
  38277. // use non-loop method when the source is Float32Array
  38278. if (isSrcTypedArray) {
  38279. var ret32 = new Float32Array(len);
  38280. ret32.set(source);
  38281. ret32.set(other, source.length);
  38282. return ret32;
  38283. // source is number[], when other is also use concat
  38284. }
  38285. else if (!isOthTypedArray) {
  38286. return source.concat(other);
  38287. // source is a number[], but other is a Float32Array, loop required
  38288. }
  38289. else {
  38290. var ret = source.slice(0); // copy source to a separate array
  38291. for (var i = 0, len = other.length; i < len; i++) {
  38292. ret.push(other[i]);
  38293. }
  38294. return ret;
  38295. }
  38296. };
  38297. VertexData.prototype._validate = function () {
  38298. if (!this.positions) {
  38299. throw new Error("Positions are required");
  38300. }
  38301. var getElementCount = function (kind, values) {
  38302. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38303. if ((values.length % stride) !== 0) {
  38304. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38305. }
  38306. return values.length / stride;
  38307. };
  38308. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38309. var validateElementCount = function (kind, values) {
  38310. var elementCount = getElementCount(kind, values);
  38311. if (elementCount !== positionsElementCount) {
  38312. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38313. }
  38314. };
  38315. if (this.normals) {
  38316. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38317. }
  38318. if (this.tangents) {
  38319. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38320. }
  38321. if (this.uvs) {
  38322. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38323. }
  38324. if (this.uvs2) {
  38325. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38326. }
  38327. if (this.uvs3) {
  38328. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38329. }
  38330. if (this.uvs4) {
  38331. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38332. }
  38333. if (this.uvs5) {
  38334. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38335. }
  38336. if (this.uvs6) {
  38337. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38338. }
  38339. if (this.colors) {
  38340. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38341. }
  38342. if (this.matricesIndices) {
  38343. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38344. }
  38345. if (this.matricesWeights) {
  38346. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38347. }
  38348. if (this.matricesIndicesExtra) {
  38349. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38350. }
  38351. if (this.matricesWeightsExtra) {
  38352. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38353. }
  38354. };
  38355. /**
  38356. * Serializes the VertexData
  38357. * @returns a serialized object
  38358. */
  38359. VertexData.prototype.serialize = function () {
  38360. var serializationObject = this.serialize();
  38361. if (this.positions) {
  38362. serializationObject.positions = this.positions;
  38363. }
  38364. if (this.normals) {
  38365. serializationObject.normals = this.normals;
  38366. }
  38367. if (this.tangents) {
  38368. serializationObject.tangents = this.tangents;
  38369. }
  38370. if (this.uvs) {
  38371. serializationObject.uvs = this.uvs;
  38372. }
  38373. if (this.uvs2) {
  38374. serializationObject.uvs2 = this.uvs2;
  38375. }
  38376. if (this.uvs3) {
  38377. serializationObject.uvs3 = this.uvs3;
  38378. }
  38379. if (this.uvs4) {
  38380. serializationObject.uvs4 = this.uvs4;
  38381. }
  38382. if (this.uvs5) {
  38383. serializationObject.uvs5 = this.uvs5;
  38384. }
  38385. if (this.uvs6) {
  38386. serializationObject.uvs6 = this.uvs6;
  38387. }
  38388. if (this.colors) {
  38389. serializationObject.colors = this.colors;
  38390. }
  38391. if (this.matricesIndices) {
  38392. serializationObject.matricesIndices = this.matricesIndices;
  38393. serializationObject.matricesIndices._isExpanded = true;
  38394. }
  38395. if (this.matricesWeights) {
  38396. serializationObject.matricesWeights = this.matricesWeights;
  38397. }
  38398. if (this.matricesIndicesExtra) {
  38399. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38400. serializationObject.matricesIndicesExtra._isExpanded = true;
  38401. }
  38402. if (this.matricesWeightsExtra) {
  38403. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38404. }
  38405. serializationObject.indices = this.indices;
  38406. return serializationObject;
  38407. };
  38408. // Statics
  38409. /**
  38410. * Extracts the vertexData from a mesh
  38411. * @param mesh the mesh from which to extract the VertexData
  38412. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38413. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38414. * @returns the object VertexData associated to the passed mesh
  38415. */
  38416. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38417. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38418. };
  38419. /**
  38420. * Extracts the vertexData from the geometry
  38421. * @param geometry the geometry from which to extract the VertexData
  38422. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38423. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38424. * @returns the object VertexData associated to the passed mesh
  38425. */
  38426. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38427. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38428. };
  38429. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38430. var result = new VertexData();
  38431. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38432. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38433. }
  38434. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38435. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38436. }
  38437. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38438. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38439. }
  38440. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38441. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38442. }
  38443. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38444. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38445. }
  38446. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38447. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38448. }
  38449. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38450. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38451. }
  38452. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38453. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38454. }
  38455. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38456. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38457. }
  38458. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38459. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38460. }
  38461. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38462. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38463. }
  38464. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38465. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38466. }
  38467. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38468. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38469. }
  38470. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38471. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38472. }
  38473. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38474. return result;
  38475. };
  38476. /**
  38477. * Creates the VertexData for a Ribbon
  38478. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38479. * * pathArray array of paths, each of which an array of successive Vector3
  38480. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38481. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38482. * * 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
  38483. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38484. * * 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)
  38485. * * 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)
  38486. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38487. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38488. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38489. * @returns the VertexData of the ribbon
  38490. */
  38491. VertexData.CreateRibbon = function (options) {
  38492. var pathArray = options.pathArray;
  38493. var closeArray = options.closeArray || false;
  38494. var closePath = options.closePath || false;
  38495. var invertUV = options.invertUV || false;
  38496. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38497. var offset = options.offset || defaultOffset;
  38498. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38499. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38500. var customUV = options.uvs;
  38501. var customColors = options.colors;
  38502. var positions = [];
  38503. var indices = [];
  38504. var normals = [];
  38505. var uvs = [];
  38506. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38507. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38508. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38509. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38510. var minlg; // minimal length among all paths from pathArray
  38511. var lg = []; // array of path lengths : nb of vertex per path
  38512. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38513. var p; // path iterator
  38514. var i; // point iterator
  38515. var j; // point iterator
  38516. // if single path in pathArray
  38517. if (pathArray.length < 2) {
  38518. var ar1 = [];
  38519. var ar2 = [];
  38520. for (i = 0; i < pathArray[0].length - offset; i++) {
  38521. ar1.push(pathArray[0][i]);
  38522. ar2.push(pathArray[0][i + offset]);
  38523. }
  38524. pathArray = [ar1, ar2];
  38525. }
  38526. // positions and horizontal distances (u)
  38527. var idc = 0;
  38528. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38529. var path;
  38530. var l;
  38531. minlg = pathArray[0].length;
  38532. var vectlg;
  38533. var dist;
  38534. for (p = 0; p < pathArray.length; p++) {
  38535. uTotalDistance[p] = 0;
  38536. us[p] = [0];
  38537. path = pathArray[p];
  38538. l = path.length;
  38539. minlg = (minlg < l) ? minlg : l;
  38540. j = 0;
  38541. while (j < l) {
  38542. positions.push(path[j].x, path[j].y, path[j].z);
  38543. if (j > 0) {
  38544. vectlg = path[j].subtract(path[j - 1]).length();
  38545. dist = vectlg + uTotalDistance[p];
  38546. us[p].push(dist);
  38547. uTotalDistance[p] = dist;
  38548. }
  38549. j++;
  38550. }
  38551. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38552. j--;
  38553. positions.push(path[0].x, path[0].y, path[0].z);
  38554. vectlg = path[j].subtract(path[0]).length();
  38555. dist = vectlg + uTotalDistance[p];
  38556. us[p].push(dist);
  38557. uTotalDistance[p] = dist;
  38558. }
  38559. lg[p] = l + closePathCorr;
  38560. idx[p] = idc;
  38561. idc += (l + closePathCorr);
  38562. }
  38563. // vertical distances (v)
  38564. var path1;
  38565. var path2;
  38566. var vertex1 = null;
  38567. var vertex2 = null;
  38568. for (i = 0; i < minlg + closePathCorr; i++) {
  38569. vTotalDistance[i] = 0;
  38570. vs[i] = [0];
  38571. for (p = 0; p < pathArray.length - 1; p++) {
  38572. path1 = pathArray[p];
  38573. path2 = pathArray[p + 1];
  38574. if (i === minlg) { // closePath
  38575. vertex1 = path1[0];
  38576. vertex2 = path2[0];
  38577. }
  38578. else {
  38579. vertex1 = path1[i];
  38580. vertex2 = path2[i];
  38581. }
  38582. vectlg = vertex2.subtract(vertex1).length();
  38583. dist = vectlg + vTotalDistance[i];
  38584. vs[i].push(dist);
  38585. vTotalDistance[i] = dist;
  38586. }
  38587. if (closeArray && vertex2 && vertex1) {
  38588. path1 = pathArray[p];
  38589. path2 = pathArray[0];
  38590. if (i === minlg) { // closePath
  38591. vertex2 = path2[0];
  38592. }
  38593. vectlg = vertex2.subtract(vertex1).length();
  38594. dist = vectlg + vTotalDistance[i];
  38595. vTotalDistance[i] = dist;
  38596. }
  38597. }
  38598. // uvs
  38599. var u;
  38600. var v;
  38601. if (customUV) {
  38602. for (p = 0; p < customUV.length; p++) {
  38603. uvs.push(customUV[p].x, customUV[p].y);
  38604. }
  38605. }
  38606. else {
  38607. for (p = 0; p < pathArray.length; p++) {
  38608. for (i = 0; i < minlg + closePathCorr; i++) {
  38609. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38610. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38611. if (invertUV) {
  38612. uvs.push(v, u);
  38613. }
  38614. else {
  38615. uvs.push(u, v);
  38616. }
  38617. }
  38618. }
  38619. }
  38620. // indices
  38621. p = 0; // path index
  38622. var pi = 0; // positions array index
  38623. var l1 = lg[p] - 1; // path1 length
  38624. var l2 = lg[p + 1] - 1; // path2 length
  38625. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38626. var shft = idx[1] - idx[0]; // shift
  38627. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38628. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38629. // 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
  38630. indices.push(pi, pi + shft, pi + 1);
  38631. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38632. pi += 1;
  38633. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38634. p++;
  38635. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38636. shft = idx[0] - idx[p];
  38637. l1 = lg[p] - 1;
  38638. l2 = lg[0] - 1;
  38639. }
  38640. else {
  38641. shft = idx[p + 1] - idx[p];
  38642. l1 = lg[p] - 1;
  38643. l2 = lg[p + 1] - 1;
  38644. }
  38645. pi = idx[p];
  38646. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38647. }
  38648. }
  38649. // normals
  38650. VertexData.ComputeNormals(positions, indices, normals);
  38651. if (closePath) { // update both the first and last vertex normals to their average value
  38652. var indexFirst = 0;
  38653. var indexLast = 0;
  38654. for (p = 0; p < pathArray.length; p++) {
  38655. indexFirst = idx[p] * 3;
  38656. if (p + 1 < pathArray.length) {
  38657. indexLast = (idx[p + 1] - 1) * 3;
  38658. }
  38659. else {
  38660. indexLast = normals.length - 3;
  38661. }
  38662. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38663. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38664. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38665. normals[indexLast] = normals[indexFirst];
  38666. normals[indexLast + 1] = normals[indexFirst + 1];
  38667. normals[indexLast + 2] = normals[indexFirst + 2];
  38668. }
  38669. }
  38670. // sides
  38671. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38672. // Colors
  38673. var colors = null;
  38674. if (customColors) {
  38675. colors = new Float32Array(customColors.length * 4);
  38676. for (var c = 0; c < customColors.length; c++) {
  38677. colors[c * 4] = customColors[c].r;
  38678. colors[c * 4 + 1] = customColors[c].g;
  38679. colors[c * 4 + 2] = customColors[c].b;
  38680. colors[c * 4 + 3] = customColors[c].a;
  38681. }
  38682. }
  38683. // Result
  38684. var vertexData = new VertexData();
  38685. var positions32 = new Float32Array(positions);
  38686. var normals32 = new Float32Array(normals);
  38687. var uvs32 = new Float32Array(uvs);
  38688. vertexData.indices = indices;
  38689. vertexData.positions = positions32;
  38690. vertexData.normals = normals32;
  38691. vertexData.uvs = uvs32;
  38692. if (colors) {
  38693. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38694. }
  38695. if (closePath) {
  38696. vertexData._idx = idx;
  38697. }
  38698. return vertexData;
  38699. };
  38700. /**
  38701. * Creates the VertexData for a box
  38702. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38703. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38704. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38705. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38706. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38707. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38708. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38709. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38710. * * 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)
  38711. * * 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)
  38712. * @returns the VertexData of the box
  38713. */
  38714. VertexData.CreateBox = function (options) {
  38715. var normalsSource = [
  38716. new BABYLON.Vector3(0, 0, 1),
  38717. new BABYLON.Vector3(0, 0, -1),
  38718. new BABYLON.Vector3(1, 0, 0),
  38719. new BABYLON.Vector3(-1, 0, 0),
  38720. new BABYLON.Vector3(0, 1, 0),
  38721. new BABYLON.Vector3(0, -1, 0)
  38722. ];
  38723. var indices = [];
  38724. var positions = [];
  38725. var normals = [];
  38726. var uvs = [];
  38727. var width = options.width || options.size || 1;
  38728. var height = options.height || options.size || 1;
  38729. var depth = options.depth || options.size || 1;
  38730. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38731. var faceUV = options.faceUV || new Array(6);
  38732. var faceColors = options.faceColors;
  38733. var colors = [];
  38734. // default face colors and UV if undefined
  38735. for (var f = 0; f < 6; f++) {
  38736. if (faceUV[f] === undefined) {
  38737. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38738. }
  38739. if (faceColors && faceColors[f] === undefined) {
  38740. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38741. }
  38742. }
  38743. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38744. // Create each face in turn.
  38745. for (var index = 0; index < normalsSource.length; index++) {
  38746. var normal = normalsSource[index];
  38747. // Get two vectors perpendicular to the face normal and to each other.
  38748. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38749. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38750. // Six indices (two triangles) per face.
  38751. var verticesLength = positions.length / 3;
  38752. indices.push(verticesLength);
  38753. indices.push(verticesLength + 1);
  38754. indices.push(verticesLength + 2);
  38755. indices.push(verticesLength);
  38756. indices.push(verticesLength + 2);
  38757. indices.push(verticesLength + 3);
  38758. // Four vertices per face.
  38759. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38760. positions.push(vertex.x, vertex.y, vertex.z);
  38761. normals.push(normal.x, normal.y, normal.z);
  38762. uvs.push(faceUV[index].z, faceUV[index].w);
  38763. if (faceColors) {
  38764. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38765. }
  38766. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38767. positions.push(vertex.x, vertex.y, vertex.z);
  38768. normals.push(normal.x, normal.y, normal.z);
  38769. uvs.push(faceUV[index].x, faceUV[index].w);
  38770. if (faceColors) {
  38771. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38772. }
  38773. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38774. positions.push(vertex.x, vertex.y, vertex.z);
  38775. normals.push(normal.x, normal.y, normal.z);
  38776. uvs.push(faceUV[index].x, faceUV[index].y);
  38777. if (faceColors) {
  38778. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38779. }
  38780. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38781. positions.push(vertex.x, vertex.y, vertex.z);
  38782. normals.push(normal.x, normal.y, normal.z);
  38783. uvs.push(faceUV[index].z, faceUV[index].y);
  38784. if (faceColors) {
  38785. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38786. }
  38787. }
  38788. // sides
  38789. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38790. // Result
  38791. var vertexData = new VertexData();
  38792. vertexData.indices = indices;
  38793. vertexData.positions = positions;
  38794. vertexData.normals = normals;
  38795. vertexData.uvs = uvs;
  38796. if (faceColors) {
  38797. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38798. vertexData.colors = totalColors;
  38799. }
  38800. return vertexData;
  38801. };
  38802. /**
  38803. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38804. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38805. * * segments sets the number of horizontal strips optional, default 32
  38806. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38807. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38808. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38809. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38810. * * 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
  38811. * * 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
  38812. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38813. * * 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)
  38814. * * 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)
  38815. * @returns the VertexData of the ellipsoid
  38816. */
  38817. VertexData.CreateSphere = function (options) {
  38818. var segments = options.segments || 32;
  38819. var diameterX = options.diameterX || options.diameter || 1;
  38820. var diameterY = options.diameterY || options.diameter || 1;
  38821. var diameterZ = options.diameterZ || options.diameter || 1;
  38822. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38823. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  38824. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38825. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  38826. var totalZRotationSteps = 2 + segments;
  38827. var totalYRotationSteps = 2 * totalZRotationSteps;
  38828. var indices = [];
  38829. var positions = [];
  38830. var normals = [];
  38831. var uvs = [];
  38832. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  38833. var normalizedZ = zRotationStep / totalZRotationSteps;
  38834. var angleZ = normalizedZ * Math.PI * slice;
  38835. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  38836. var normalizedY = yRotationStep / totalYRotationSteps;
  38837. var angleY = normalizedY * Math.PI * 2 * arc;
  38838. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  38839. var rotationY = BABYLON.Matrix.RotationY(angleY);
  38840. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  38841. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  38842. var vertex = complete.multiply(radius);
  38843. var normal = complete.divide(radius).normalize();
  38844. positions.push(vertex.x, vertex.y, vertex.z);
  38845. normals.push(normal.x, normal.y, normal.z);
  38846. uvs.push(normalizedY, normalizedZ);
  38847. }
  38848. if (zRotationStep > 0) {
  38849. var verticesCount = positions.length / 3;
  38850. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  38851. indices.push((firstIndex));
  38852. indices.push((firstIndex + 1));
  38853. indices.push(firstIndex + totalYRotationSteps + 1);
  38854. indices.push((firstIndex + totalYRotationSteps + 1));
  38855. indices.push((firstIndex + 1));
  38856. indices.push((firstIndex + totalYRotationSteps + 2));
  38857. }
  38858. }
  38859. }
  38860. // Sides
  38861. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38862. // Result
  38863. var vertexData = new VertexData();
  38864. vertexData.indices = indices;
  38865. vertexData.positions = positions;
  38866. vertexData.normals = normals;
  38867. vertexData.uvs = uvs;
  38868. return vertexData;
  38869. };
  38870. /**
  38871. * Creates the VertexData for a cylinder, cone or prism
  38872. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38873. * * height sets the height (y direction) of the cylinder, optional, default 2
  38874. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  38875. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  38876. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  38877. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38878. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  38879. * * 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
  38880. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  38881. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  38882. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  38883. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  38884. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38885. * * 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)
  38886. * * 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)
  38887. * @returns the VertexData of the cylinder, cone or prism
  38888. */
  38889. VertexData.CreateCylinder = function (options) {
  38890. var height = options.height || 2;
  38891. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  38892. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  38893. var tessellation = options.tessellation || 24;
  38894. var subdivisions = options.subdivisions || 1;
  38895. var hasRings = options.hasRings ? true : false;
  38896. var enclose = options.enclose ? true : false;
  38897. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38898. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38899. var faceUV = options.faceUV || new Array(3);
  38900. var faceColors = options.faceColors;
  38901. // default face colors and UV if undefined
  38902. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  38903. var ringNb = (hasRings) ? subdivisions : 1;
  38904. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  38905. var f;
  38906. for (f = 0; f < surfaceNb; f++) {
  38907. if (faceColors && faceColors[f] === undefined) {
  38908. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38909. }
  38910. }
  38911. for (f = 0; f < surfaceNb; f++) {
  38912. if (faceUV && faceUV[f] === undefined) {
  38913. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38914. }
  38915. }
  38916. var indices = new Array();
  38917. var positions = new Array();
  38918. var normals = new Array();
  38919. var uvs = new Array();
  38920. var colors = new Array();
  38921. var angle_step = Math.PI * 2 * arc / tessellation;
  38922. var angle;
  38923. var h;
  38924. var radius;
  38925. var tan = (diameterBottom - diameterTop) / 2 / height;
  38926. var ringVertex = BABYLON.Vector3.Zero();
  38927. var ringNormal = BABYLON.Vector3.Zero();
  38928. var ringFirstVertex = BABYLON.Vector3.Zero();
  38929. var ringFirstNormal = BABYLON.Vector3.Zero();
  38930. var quadNormal = BABYLON.Vector3.Zero();
  38931. var Y = BABYLON.Axis.Y;
  38932. // positions, normals, uvs
  38933. var i;
  38934. var j;
  38935. var r;
  38936. var ringIdx = 1;
  38937. var s = 1; // surface index
  38938. var cs = 0;
  38939. var v = 0;
  38940. for (i = 0; i <= subdivisions; i++) {
  38941. h = i / subdivisions;
  38942. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  38943. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  38944. for (r = 0; r < ringIdx; r++) {
  38945. if (hasRings) {
  38946. s += r;
  38947. }
  38948. if (enclose) {
  38949. s += 2 * r;
  38950. }
  38951. for (j = 0; j <= tessellation; j++) {
  38952. angle = j * angle_step;
  38953. // position
  38954. ringVertex.x = Math.cos(-angle) * radius;
  38955. ringVertex.y = -height / 2 + h * height;
  38956. ringVertex.z = Math.sin(-angle) * radius;
  38957. // normal
  38958. if (diameterTop === 0 && i === subdivisions) {
  38959. // if no top cap, reuse former normals
  38960. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  38961. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  38962. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  38963. }
  38964. else {
  38965. ringNormal.x = ringVertex.x;
  38966. ringNormal.z = ringVertex.z;
  38967. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  38968. ringNormal.normalize();
  38969. }
  38970. // keep first ring vertex values for enclose
  38971. if (j === 0) {
  38972. ringFirstVertex.copyFrom(ringVertex);
  38973. ringFirstNormal.copyFrom(ringNormal);
  38974. }
  38975. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38976. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  38977. if (hasRings) {
  38978. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  38979. }
  38980. else {
  38981. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  38982. }
  38983. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  38984. if (faceColors) {
  38985. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  38986. }
  38987. }
  38988. // if enclose, add four vertices and their dedicated normals
  38989. if (arc !== 1 && enclose) {
  38990. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  38991. positions.push(0, ringVertex.y, 0);
  38992. positions.push(0, ringVertex.y, 0);
  38993. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  38994. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  38995. quadNormal.normalize();
  38996. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  38997. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  38998. quadNormal.normalize();
  38999. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39000. if (hasRings) {
  39001. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39002. }
  39003. else {
  39004. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39005. }
  39006. uvs.push(faceUV[s + 1].x, v);
  39007. uvs.push(faceUV[s + 1].z, v);
  39008. if (hasRings) {
  39009. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39010. }
  39011. else {
  39012. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39013. }
  39014. uvs.push(faceUV[s + 2].x, v);
  39015. uvs.push(faceUV[s + 2].z, v);
  39016. if (faceColors) {
  39017. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39018. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39019. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39020. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39021. }
  39022. }
  39023. if (cs !== s) {
  39024. cs = s;
  39025. }
  39026. }
  39027. }
  39028. // indices
  39029. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39030. var s;
  39031. i = 0;
  39032. for (s = 0; s < subdivisions; s++) {
  39033. var i0 = 0;
  39034. var i1 = 0;
  39035. var i2 = 0;
  39036. var i3 = 0;
  39037. for (j = 0; j < tessellation; j++) {
  39038. i0 = i * (e + 1) + j;
  39039. i1 = (i + 1) * (e + 1) + j;
  39040. i2 = i * (e + 1) + (j + 1);
  39041. i3 = (i + 1) * (e + 1) + (j + 1);
  39042. indices.push(i0, i1, i2);
  39043. indices.push(i3, i2, i1);
  39044. }
  39045. if (arc !== 1 && enclose) { // if enclose, add two quads
  39046. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39047. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39048. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39049. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39050. }
  39051. i = (hasRings) ? (i + 2) : (i + 1);
  39052. }
  39053. // Caps
  39054. var createCylinderCap = function (isTop) {
  39055. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39056. if (radius === 0) {
  39057. return;
  39058. }
  39059. // Cap positions, normals & uvs
  39060. var angle;
  39061. var circleVector;
  39062. var i;
  39063. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39064. var c = null;
  39065. if (faceColors) {
  39066. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39067. }
  39068. // cap center
  39069. var vbase = positions.length / 3;
  39070. var offset = isTop ? height / 2 : -height / 2;
  39071. var center = new BABYLON.Vector3(0, offset, 0);
  39072. positions.push(center.x, center.y, center.z);
  39073. normals.push(0, isTop ? 1 : -1, 0);
  39074. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39075. if (c) {
  39076. colors.push(c.r, c.g, c.b, c.a);
  39077. }
  39078. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39079. for (i = 0; i <= tessellation; i++) {
  39080. angle = Math.PI * 2 * i * arc / tessellation;
  39081. var cos = Math.cos(-angle);
  39082. var sin = Math.sin(-angle);
  39083. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39084. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39085. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39086. normals.push(0, isTop ? 1 : -1, 0);
  39087. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39088. if (c) {
  39089. colors.push(c.r, c.g, c.b, c.a);
  39090. }
  39091. }
  39092. // Cap indices
  39093. for (i = 0; i < tessellation; i++) {
  39094. if (!isTop) {
  39095. indices.push(vbase);
  39096. indices.push(vbase + (i + 1));
  39097. indices.push(vbase + (i + 2));
  39098. }
  39099. else {
  39100. indices.push(vbase);
  39101. indices.push(vbase + (i + 2));
  39102. indices.push(vbase + (i + 1));
  39103. }
  39104. }
  39105. };
  39106. // add caps to geometry
  39107. createCylinderCap(false);
  39108. createCylinderCap(true);
  39109. // Sides
  39110. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39111. var vertexData = new VertexData();
  39112. vertexData.indices = indices;
  39113. vertexData.positions = positions;
  39114. vertexData.normals = normals;
  39115. vertexData.uvs = uvs;
  39116. if (faceColors) {
  39117. vertexData.colors = colors;
  39118. }
  39119. return vertexData;
  39120. };
  39121. /**
  39122. * Creates the VertexData for a torus
  39123. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39124. * * diameter the diameter of the torus, optional default 1
  39125. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39126. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39127. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39128. * * 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)
  39129. * * 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)
  39130. * @returns the VertexData of the torus
  39131. */
  39132. VertexData.CreateTorus = function (options) {
  39133. var indices = [];
  39134. var positions = [];
  39135. var normals = [];
  39136. var uvs = [];
  39137. var diameter = options.diameter || 1;
  39138. var thickness = options.thickness || 0.5;
  39139. var tessellation = options.tessellation || 16;
  39140. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39141. var stride = tessellation + 1;
  39142. for (var i = 0; i <= tessellation; i++) {
  39143. var u = i / tessellation;
  39144. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39145. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39146. for (var j = 0; j <= tessellation; j++) {
  39147. var v = 1 - j / tessellation;
  39148. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39149. var dx = Math.cos(innerAngle);
  39150. var dy = Math.sin(innerAngle);
  39151. // Create a vertex.
  39152. var normal = new BABYLON.Vector3(dx, dy, 0);
  39153. var position = normal.scale(thickness / 2);
  39154. var textureCoordinate = new BABYLON.Vector2(u, v);
  39155. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39156. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39157. positions.push(position.x, position.y, position.z);
  39158. normals.push(normal.x, normal.y, normal.z);
  39159. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39160. // And create indices for two triangles.
  39161. var nextI = (i + 1) % stride;
  39162. var nextJ = (j + 1) % stride;
  39163. indices.push(i * stride + j);
  39164. indices.push(i * stride + nextJ);
  39165. indices.push(nextI * stride + j);
  39166. indices.push(i * stride + nextJ);
  39167. indices.push(nextI * stride + nextJ);
  39168. indices.push(nextI * stride + j);
  39169. }
  39170. }
  39171. // Sides
  39172. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39173. // Result
  39174. var vertexData = new VertexData();
  39175. vertexData.indices = indices;
  39176. vertexData.positions = positions;
  39177. vertexData.normals = normals;
  39178. vertexData.uvs = uvs;
  39179. return vertexData;
  39180. };
  39181. /**
  39182. * Creates the VertexData of the LineSystem
  39183. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39184. * - lines an array of lines, each line being an array of successive Vector3
  39185. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39186. * @returns the VertexData of the LineSystem
  39187. */
  39188. VertexData.CreateLineSystem = function (options) {
  39189. var indices = [];
  39190. var positions = [];
  39191. var lines = options.lines;
  39192. var colors = options.colors;
  39193. var vertexColors = [];
  39194. var idx = 0;
  39195. for (var l = 0; l < lines.length; l++) {
  39196. var points = lines[l];
  39197. for (var index = 0; index < points.length; index++) {
  39198. positions.push(points[index].x, points[index].y, points[index].z);
  39199. if (colors) {
  39200. var color = colors[l];
  39201. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39202. }
  39203. if (index > 0) {
  39204. indices.push(idx - 1);
  39205. indices.push(idx);
  39206. }
  39207. idx++;
  39208. }
  39209. }
  39210. var vertexData = new VertexData();
  39211. vertexData.indices = indices;
  39212. vertexData.positions = positions;
  39213. if (colors) {
  39214. vertexData.colors = vertexColors;
  39215. }
  39216. return vertexData;
  39217. };
  39218. /**
  39219. * Create the VertexData for a DashedLines
  39220. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39221. * - points an array successive Vector3
  39222. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39223. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39224. * - dashNb the intended total number of dashes, optional, default 200
  39225. * @returns the VertexData for the DashedLines
  39226. */
  39227. VertexData.CreateDashedLines = function (options) {
  39228. var dashSize = options.dashSize || 3;
  39229. var gapSize = options.gapSize || 1;
  39230. var dashNb = options.dashNb || 200;
  39231. var points = options.points;
  39232. var positions = new Array();
  39233. var indices = new Array();
  39234. var curvect = BABYLON.Vector3.Zero();
  39235. var lg = 0;
  39236. var nb = 0;
  39237. var shft = 0;
  39238. var dashshft = 0;
  39239. var curshft = 0;
  39240. var idx = 0;
  39241. var i = 0;
  39242. for (i = 0; i < points.length - 1; i++) {
  39243. points[i + 1].subtractToRef(points[i], curvect);
  39244. lg += curvect.length();
  39245. }
  39246. shft = lg / dashNb;
  39247. dashshft = dashSize * shft / (dashSize + gapSize);
  39248. for (i = 0; i < points.length - 1; i++) {
  39249. points[i + 1].subtractToRef(points[i], curvect);
  39250. nb = Math.floor(curvect.length() / shft);
  39251. curvect.normalize();
  39252. for (var j = 0; j < nb; j++) {
  39253. curshft = shft * j;
  39254. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39255. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39256. indices.push(idx, idx + 1);
  39257. idx += 2;
  39258. }
  39259. }
  39260. // Result
  39261. var vertexData = new VertexData();
  39262. vertexData.positions = positions;
  39263. vertexData.indices = indices;
  39264. return vertexData;
  39265. };
  39266. /**
  39267. * Creates the VertexData for a Ground
  39268. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39269. * - width the width (x direction) of the ground, optional, default 1
  39270. * - height the height (z direction) of the ground, optional, default 1
  39271. * - subdivisions the number of subdivisions per side, optional, default 1
  39272. * @returns the VertexData of the Ground
  39273. */
  39274. VertexData.CreateGround = function (options) {
  39275. var indices = [];
  39276. var positions = [];
  39277. var normals = [];
  39278. var uvs = [];
  39279. var row, col;
  39280. var width = options.width || 1;
  39281. var height = options.height || 1;
  39282. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39283. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39284. for (row = 0; row <= subdivisionsY; row++) {
  39285. for (col = 0; col <= subdivisionsX; col++) {
  39286. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39287. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39288. positions.push(position.x, position.y, position.z);
  39289. normals.push(normal.x, normal.y, normal.z);
  39290. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39291. }
  39292. }
  39293. for (row = 0; row < subdivisionsY; row++) {
  39294. for (col = 0; col < subdivisionsX; col++) {
  39295. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39296. indices.push(col + 1 + row * (subdivisionsX + 1));
  39297. indices.push(col + row * (subdivisionsX + 1));
  39298. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39299. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39300. indices.push(col + row * (subdivisionsX + 1));
  39301. }
  39302. }
  39303. // Result
  39304. var vertexData = new VertexData();
  39305. vertexData.indices = indices;
  39306. vertexData.positions = positions;
  39307. vertexData.normals = normals;
  39308. vertexData.uvs = uvs;
  39309. return vertexData;
  39310. };
  39311. /**
  39312. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39313. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39314. * * xmin the ground minimum X coordinate, optional, default -1
  39315. * * zmin the ground minimum Z coordinate, optional, default -1
  39316. * * xmax the ground maximum X coordinate, optional, default 1
  39317. * * zmax the ground maximum Z coordinate, optional, default 1
  39318. * * 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}
  39319. * * 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}
  39320. * @returns the VertexData of the TiledGround
  39321. */
  39322. VertexData.CreateTiledGround = function (options) {
  39323. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39324. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39325. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39326. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39327. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39328. var precision = options.precision || { w: 1, h: 1 };
  39329. var indices = new Array();
  39330. var positions = new Array();
  39331. var normals = new Array();
  39332. var uvs = new Array();
  39333. var row, col, tileRow, tileCol;
  39334. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39335. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39336. precision.w = (precision.w < 1) ? 1 : precision.w;
  39337. precision.h = (precision.h < 1) ? 1 : precision.h;
  39338. var tileSize = {
  39339. 'w': (xmax - xmin) / subdivisions.w,
  39340. 'h': (zmax - zmin) / subdivisions.h
  39341. };
  39342. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39343. // Indices
  39344. var base = positions.length / 3;
  39345. var rowLength = precision.w + 1;
  39346. for (row = 0; row < precision.h; row++) {
  39347. for (col = 0; col < precision.w; col++) {
  39348. var square = [
  39349. base + col + row * rowLength,
  39350. base + (col + 1) + row * rowLength,
  39351. base + (col + 1) + (row + 1) * rowLength,
  39352. base + col + (row + 1) * rowLength
  39353. ];
  39354. indices.push(square[1]);
  39355. indices.push(square[2]);
  39356. indices.push(square[3]);
  39357. indices.push(square[0]);
  39358. indices.push(square[1]);
  39359. indices.push(square[3]);
  39360. }
  39361. }
  39362. // Position, normals and uvs
  39363. var position = BABYLON.Vector3.Zero();
  39364. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39365. for (row = 0; row <= precision.h; row++) {
  39366. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39367. for (col = 0; col <= precision.w; col++) {
  39368. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39369. position.y = 0;
  39370. positions.push(position.x, position.y, position.z);
  39371. normals.push(normal.x, normal.y, normal.z);
  39372. uvs.push(col / precision.w, row / precision.h);
  39373. }
  39374. }
  39375. }
  39376. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39377. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39378. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39379. }
  39380. }
  39381. // Result
  39382. var vertexData = new VertexData();
  39383. vertexData.indices = indices;
  39384. vertexData.positions = positions;
  39385. vertexData.normals = normals;
  39386. vertexData.uvs = uvs;
  39387. return vertexData;
  39388. };
  39389. /**
  39390. * Creates the VertexData of the Ground designed from a heightmap
  39391. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39392. * * width the width (x direction) of the ground
  39393. * * height the height (z direction) of the ground
  39394. * * subdivisions the number of subdivisions per side
  39395. * * minHeight the minimum altitude on the ground, optional, default 0
  39396. * * maxHeight the maximum altitude on the ground, optional default 1
  39397. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39398. * * buffer the array holding the image color data
  39399. * * bufferWidth the width of image
  39400. * * bufferHeight the height of image
  39401. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39402. * @returns the VertexData of the Ground designed from a heightmap
  39403. */
  39404. VertexData.CreateGroundFromHeightMap = function (options) {
  39405. var indices = [];
  39406. var positions = [];
  39407. var normals = [];
  39408. var uvs = [];
  39409. var row, col;
  39410. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39411. var alphaFilter = options.alphaFilter || 0.0;
  39412. // Vertices
  39413. for (row = 0; row <= options.subdivisions; row++) {
  39414. for (col = 0; col <= options.subdivisions; col++) {
  39415. 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));
  39416. // Compute height
  39417. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39418. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39419. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39420. var r = options.buffer[pos] / 255.0;
  39421. var g = options.buffer[pos + 1] / 255.0;
  39422. var b = options.buffer[pos + 2] / 255.0;
  39423. var a = options.buffer[pos + 3] / 255.0;
  39424. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39425. // If our alpha channel is not within our filter then we will assign a 'special' height
  39426. // Then when building the indices, we will ignore any vertex that is using the special height
  39427. if (a >= alphaFilter) {
  39428. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39429. }
  39430. else {
  39431. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39432. }
  39433. // Add vertex
  39434. positions.push(position.x, position.y, position.z);
  39435. normals.push(0, 0, 0);
  39436. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39437. }
  39438. }
  39439. // Indices
  39440. for (row = 0; row < options.subdivisions; row++) {
  39441. for (col = 0; col < options.subdivisions; col++) {
  39442. // Calculate Indices
  39443. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39444. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39445. var idx3 = (col + row * (options.subdivisions + 1));
  39446. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39447. // Check that all indices are visible (based on our special height)
  39448. // Only display the vertex if all Indices are visible
  39449. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39450. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39451. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39452. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39453. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39454. indices.push(idx1);
  39455. indices.push(idx2);
  39456. indices.push(idx3);
  39457. }
  39458. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39459. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39460. indices.push(idx4);
  39461. indices.push(idx1);
  39462. indices.push(idx3);
  39463. }
  39464. }
  39465. }
  39466. // Normals
  39467. VertexData.ComputeNormals(positions, indices, normals);
  39468. // Result
  39469. var vertexData = new VertexData();
  39470. vertexData.indices = indices;
  39471. vertexData.positions = positions;
  39472. vertexData.normals = normals;
  39473. vertexData.uvs = uvs;
  39474. return vertexData;
  39475. };
  39476. /**
  39477. * Creates the VertexData for a Plane
  39478. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39479. * * size sets the width and height of the plane to the value of size, optional default 1
  39480. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39481. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39482. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39483. * * 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)
  39484. * * 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)
  39485. * @returns the VertexData of the box
  39486. */
  39487. VertexData.CreatePlane = function (options) {
  39488. var indices = [];
  39489. var positions = [];
  39490. var normals = [];
  39491. var uvs = [];
  39492. var width = options.width || options.size || 1;
  39493. var height = options.height || options.size || 1;
  39494. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39495. // Vertices
  39496. var halfWidth = width / 2.0;
  39497. var halfHeight = height / 2.0;
  39498. positions.push(-halfWidth, -halfHeight, 0);
  39499. normals.push(0, 0, -1.0);
  39500. uvs.push(0.0, 0.0);
  39501. positions.push(halfWidth, -halfHeight, 0);
  39502. normals.push(0, 0, -1.0);
  39503. uvs.push(1.0, 0.0);
  39504. positions.push(halfWidth, halfHeight, 0);
  39505. normals.push(0, 0, -1.0);
  39506. uvs.push(1.0, 1.0);
  39507. positions.push(-halfWidth, halfHeight, 0);
  39508. normals.push(0, 0, -1.0);
  39509. uvs.push(0.0, 1.0);
  39510. // Indices
  39511. indices.push(0);
  39512. indices.push(1);
  39513. indices.push(2);
  39514. indices.push(0);
  39515. indices.push(2);
  39516. indices.push(3);
  39517. // Sides
  39518. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39519. // Result
  39520. var vertexData = new VertexData();
  39521. vertexData.indices = indices;
  39522. vertexData.positions = positions;
  39523. vertexData.normals = normals;
  39524. vertexData.uvs = uvs;
  39525. return vertexData;
  39526. };
  39527. /**
  39528. * Creates the VertexData of the Disc or regular Polygon
  39529. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39530. * * radius the radius of the disc, optional default 0.5
  39531. * * tessellation the number of polygon sides, optional, default 64
  39532. * * 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
  39533. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39534. * * 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)
  39535. * * 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)
  39536. * @returns the VertexData of the box
  39537. */
  39538. VertexData.CreateDisc = function (options) {
  39539. var positions = new Array();
  39540. var indices = new Array();
  39541. var normals = new Array();
  39542. var uvs = new Array();
  39543. var radius = options.radius || 0.5;
  39544. var tessellation = options.tessellation || 64;
  39545. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39546. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39547. // positions and uvs
  39548. positions.push(0, 0, 0); // disc center first
  39549. uvs.push(0.5, 0.5);
  39550. var theta = Math.PI * 2 * arc;
  39551. var step = theta / tessellation;
  39552. for (var a = 0; a < theta; a += step) {
  39553. var x = Math.cos(a);
  39554. var y = Math.sin(a);
  39555. var u = (x + 1) / 2;
  39556. var v = (1 - y) / 2;
  39557. positions.push(radius * x, radius * y, 0);
  39558. uvs.push(u, v);
  39559. }
  39560. if (arc === 1) {
  39561. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39562. uvs.push(uvs[2], uvs[3]);
  39563. }
  39564. //indices
  39565. var vertexNb = positions.length / 3;
  39566. for (var i = 1; i < vertexNb - 1; i++) {
  39567. indices.push(i + 1, 0, i);
  39568. }
  39569. // result
  39570. VertexData.ComputeNormals(positions, indices, normals);
  39571. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39572. var vertexData = new VertexData();
  39573. vertexData.indices = indices;
  39574. vertexData.positions = positions;
  39575. vertexData.normals = normals;
  39576. vertexData.uvs = uvs;
  39577. return vertexData;
  39578. };
  39579. /**
  39580. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39581. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39582. * @param polygon a mesh built from polygonTriangulation.build()
  39583. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39584. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39585. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39586. * @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)
  39587. * @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)
  39588. * @returns the VertexData of the Polygon
  39589. */
  39590. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39591. var faceUV = fUV || new Array(3);
  39592. var faceColors = fColors;
  39593. var colors = [];
  39594. // default face colors and UV if undefined
  39595. for (var f = 0; f < 3; f++) {
  39596. if (faceUV[f] === undefined) {
  39597. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39598. }
  39599. if (faceColors && faceColors[f] === undefined) {
  39600. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39601. }
  39602. }
  39603. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39604. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39605. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39606. var indices = polygon.getIndices();
  39607. // set face colours and textures
  39608. var idx = 0;
  39609. var face = 0;
  39610. for (var index = 0; index < normals.length; index += 3) {
  39611. //Edge Face no. 1
  39612. if (Math.abs(normals[index + 1]) < 0.001) {
  39613. face = 1;
  39614. }
  39615. //Top Face no. 0
  39616. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39617. face = 0;
  39618. }
  39619. //Bottom Face no. 2
  39620. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39621. face = 2;
  39622. }
  39623. idx = index / 3;
  39624. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39625. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39626. if (faceColors) {
  39627. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39628. }
  39629. }
  39630. // sides
  39631. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39632. // Result
  39633. var vertexData = new VertexData();
  39634. vertexData.indices = indices;
  39635. vertexData.positions = positions;
  39636. vertexData.normals = normals;
  39637. vertexData.uvs = uvs;
  39638. if (faceColors) {
  39639. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39640. vertexData.colors = totalColors;
  39641. }
  39642. return vertexData;
  39643. };
  39644. /**
  39645. * Creates the VertexData of the IcoSphere
  39646. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39647. * * radius the radius of the IcoSphere, optional default 1
  39648. * * radiusX allows stretching in the x direction, optional, default radius
  39649. * * radiusY allows stretching in the y direction, optional, default radius
  39650. * * radiusZ allows stretching in the z direction, optional, default radius
  39651. * * flat when true creates a flat shaded mesh, optional, default true
  39652. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39653. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39654. * * 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)
  39655. * * 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)
  39656. * @returns the VertexData of the IcoSphere
  39657. */
  39658. VertexData.CreateIcoSphere = function (options) {
  39659. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39660. var radius = options.radius || 1;
  39661. var flat = (options.flat === undefined) ? true : options.flat;
  39662. var subdivisions = options.subdivisions || 4;
  39663. var radiusX = options.radiusX || radius;
  39664. var radiusY = options.radiusY || radius;
  39665. var radiusZ = options.radiusZ || radius;
  39666. var t = (1 + Math.sqrt(5)) / 2;
  39667. // 12 vertex x,y,z
  39668. var ico_vertices = [
  39669. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39670. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39671. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39672. ];
  39673. // index of 3 vertex makes a face of icopshere
  39674. var ico_indices = [
  39675. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39676. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39677. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39678. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39679. ];
  39680. // vertex for uv have aliased position, not for UV
  39681. var vertices_unalias_id = [
  39682. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39683. // vertex alias
  39684. 0,
  39685. 2,
  39686. 3,
  39687. 3,
  39688. 3,
  39689. 4,
  39690. 7,
  39691. 8,
  39692. 9,
  39693. 9,
  39694. 10,
  39695. 11 // 23: B + 12
  39696. ];
  39697. // uv as integer step (not pixels !)
  39698. var ico_vertexuv = [
  39699. 5, 1, 3, 1, 6, 4, 0, 0,
  39700. 5, 3, 4, 2, 2, 2, 4, 0,
  39701. 2, 0, 1, 1, 6, 0, 6, 2,
  39702. // vertex alias (for same vertex on different faces)
  39703. 0, 4,
  39704. 3, 3,
  39705. 4, 4,
  39706. 3, 1,
  39707. 4, 2,
  39708. 4, 4,
  39709. 0, 2,
  39710. 1, 1,
  39711. 2, 2,
  39712. 3, 3,
  39713. 1, 3,
  39714. 2, 4 // 23: B + 12
  39715. ];
  39716. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39717. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39718. // First island of uv mapping
  39719. // v = 4h 3+ 2
  39720. // v = 3h 9+ 4
  39721. // v = 2h 9+ 5 B
  39722. // v = 1h 9 1 0
  39723. // v = 0h 3 8 7 A
  39724. // u = 0 1 2 3 4 5 6 *a
  39725. // Second island of uv mapping
  39726. // v = 4h 0+ B+ 4+
  39727. // v = 3h A+ 2+
  39728. // v = 2h 7+ 6 3+
  39729. // v = 1h 8+ 3+
  39730. // v = 0h
  39731. // u = 0 1 2 3 4 5 6 *a
  39732. // Face layout on texture UV mapping
  39733. // ============
  39734. // \ 4 /\ 16 / ======
  39735. // \ / \ / /\ 11 /
  39736. // \/ 7 \/ / \ /
  39737. // ======= / 10 \/
  39738. // /\ 17 /\ =======
  39739. // / \ / \ \ 15 /\
  39740. // / 8 \/ 12 \ \ / \
  39741. // ============ \/ 6 \
  39742. // \ 18 /\ ============
  39743. // \ / \ \ 5 /\ 0 /
  39744. // \/ 13 \ \ / \ /
  39745. // ======= \/ 1 \/
  39746. // =============
  39747. // /\ 19 /\ 2 /\
  39748. // / \ / \ / \
  39749. // / 14 \/ 9 \/ 3 \
  39750. // ===================
  39751. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39752. var ustep = 138 / 1024;
  39753. var vstep = 239 / 1024;
  39754. var uoffset = 60 / 1024;
  39755. var voffset = 26 / 1024;
  39756. // Second island should have margin, not to touch the first island
  39757. // avoid any borderline artefact in pixel rounding
  39758. var island_u_offset = -40 / 1024;
  39759. var island_v_offset = +20 / 1024;
  39760. // face is either island 0 or 1 :
  39761. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39762. var island = [
  39763. 0, 0, 0, 0, 1,
  39764. 0, 0, 1, 1, 0,
  39765. 0, 0, 1, 1, 0,
  39766. 0, 1, 1, 1, 0 // 15 - 19
  39767. ];
  39768. var indices = new Array();
  39769. var positions = new Array();
  39770. var normals = new Array();
  39771. var uvs = new Array();
  39772. var current_indice = 0;
  39773. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39774. var face_vertex_pos = new Array(3);
  39775. var face_vertex_uv = new Array(3);
  39776. var v012;
  39777. for (v012 = 0; v012 < 3; v012++) {
  39778. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39779. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39780. }
  39781. // create all with normals
  39782. for (var face = 0; face < 20; face++) {
  39783. // 3 vertex per face
  39784. for (v012 = 0; v012 < 3; v012++) {
  39785. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39786. var v_id = ico_indices[3 * face + v012];
  39787. // vertex have 3D position (x,y,z)
  39788. 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]);
  39789. // Normalize to get normal, then scale to radius
  39790. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39791. // uv Coordinates from vertex ID
  39792. 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);
  39793. }
  39794. // Subdivide the face (interpolate pos, norm, uv)
  39795. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39796. // - norm is linear interpolation of vertex corner normal
  39797. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39798. // - uv is linear interpolation
  39799. //
  39800. // Topology is as below for sub-divide by 2
  39801. // vertex shown as v0,v1,v2
  39802. // interp index is i1 to progress in range [v0,v1[
  39803. // interp index is i2 to progress in range [v0,v2[
  39804. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39805. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39806. //
  39807. //
  39808. // i2 v2
  39809. // ^ ^
  39810. // / / \
  39811. // / / \
  39812. // / / \
  39813. // / / (0,1) \
  39814. // / #---------\
  39815. // / / \ (0,0)'/ \
  39816. // / / \ / \
  39817. // / / \ / \
  39818. // / / (0,0) \ / (1,0) \
  39819. // / #---------#---------\
  39820. // v0 v1
  39821. //
  39822. // --------------------> i1
  39823. //
  39824. // interp of (i1,i2):
  39825. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  39826. // along i1 : lerp(x0,x1, i1/(S-i2))
  39827. //
  39828. // centroid of triangle is needed to get help normal computation
  39829. // (c1,c2) are used for centroid location
  39830. var interp_vertex = function (i1, i2, c1, c2) {
  39831. // vertex is interpolated from
  39832. // - face_vertex_pos[0..2]
  39833. // - face_vertex_uv[0..2]
  39834. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  39835. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  39836. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  39837. pos_interp.normalize();
  39838. var vertex_normal;
  39839. if (flat) {
  39840. // in flat mode, recalculate normal as face centroid normal
  39841. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  39842. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  39843. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  39844. }
  39845. else {
  39846. // in smooth mode, recalculate normal from each single vertex position
  39847. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  39848. }
  39849. // Vertex normal need correction due to X,Y,Z radius scaling
  39850. vertex_normal.x /= radiusX;
  39851. vertex_normal.y /= radiusY;
  39852. vertex_normal.z /= radiusZ;
  39853. vertex_normal.normalize();
  39854. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  39855. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  39856. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  39857. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  39858. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  39859. uvs.push(uv_interp.x, uv_interp.y);
  39860. // push each vertex has member of a face
  39861. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  39862. indices.push(current_indice);
  39863. current_indice++;
  39864. };
  39865. for (var i2 = 0; i2 < subdivisions; i2++) {
  39866. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  39867. // face : (i1,i2) for /\ :
  39868. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  39869. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39870. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39871. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39872. if (i1 + i2 + 1 < subdivisions) {
  39873. // face : (i1,i2)' for \/ :
  39874. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39875. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39876. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39877. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39878. }
  39879. }
  39880. }
  39881. }
  39882. // Sides
  39883. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39884. // Result
  39885. var vertexData = new VertexData();
  39886. vertexData.indices = indices;
  39887. vertexData.positions = positions;
  39888. vertexData.normals = normals;
  39889. vertexData.uvs = uvs;
  39890. return vertexData;
  39891. };
  39892. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  39893. /**
  39894. * Creates the VertexData for a Polyhedron
  39895. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  39896. * * type provided types are:
  39897. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39898. * * 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)
  39899. * * size the size of the IcoSphere, optional default 1
  39900. * * sizeX allows stretching in the x direction, optional, default size
  39901. * * sizeY allows stretching in the y direction, optional, default size
  39902. * * sizeZ allows stretching in the z direction, optional, default size
  39903. * * 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
  39904. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39905. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39906. * * flat when true creates a flat shaded mesh, optional, default true
  39907. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39908. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39909. * * 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)
  39910. * * 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)
  39911. * @returns the VertexData of the Polyhedron
  39912. */
  39913. VertexData.CreatePolyhedron = function (options) {
  39914. // provided polyhedron types :
  39915. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39916. // 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)
  39917. var polyhedra = [];
  39918. 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]] };
  39919. 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]] };
  39920. polyhedra[2] = {
  39921. 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]],
  39922. 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]]
  39923. };
  39924. polyhedra[3] = {
  39925. 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]],
  39926. 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]]
  39927. };
  39928. polyhedra[4] = {
  39929. 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]],
  39930. 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]]
  39931. };
  39932. 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]] };
  39933. 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]] };
  39934. 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]] };
  39935. 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]] };
  39936. 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]] };
  39937. 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]] };
  39938. 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]] };
  39939. 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]] };
  39940. 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]] };
  39941. polyhedra[14] = {
  39942. 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]],
  39943. 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]]
  39944. };
  39945. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  39946. var size = options.size;
  39947. var sizeX = options.sizeX || size || 1;
  39948. var sizeY = options.sizeY || size || 1;
  39949. var sizeZ = options.sizeZ || size || 1;
  39950. var data = options.custom || polyhedra[type];
  39951. var nbfaces = data.face.length;
  39952. var faceUV = options.faceUV || new Array(nbfaces);
  39953. var faceColors = options.faceColors;
  39954. var flat = (options.flat === undefined) ? true : options.flat;
  39955. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39956. var positions = new Array();
  39957. var indices = new Array();
  39958. var normals = new Array();
  39959. var uvs = new Array();
  39960. var colors = new Array();
  39961. var index = 0;
  39962. var faceIdx = 0; // face cursor in the array "indexes"
  39963. var indexes = new Array();
  39964. var i = 0;
  39965. var f = 0;
  39966. var u, v, ang, x, y, tmp;
  39967. // default face colors and UV if undefined
  39968. if (flat) {
  39969. for (f = 0; f < nbfaces; f++) {
  39970. if (faceColors && faceColors[f] === undefined) {
  39971. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39972. }
  39973. if (faceUV && faceUV[f] === undefined) {
  39974. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39975. }
  39976. }
  39977. }
  39978. if (!flat) {
  39979. for (i = 0; i < data.vertex.length; i++) {
  39980. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  39981. uvs.push(0, 0);
  39982. }
  39983. for (f = 0; f < nbfaces; f++) {
  39984. for (i = 0; i < data.face[f].length - 2; i++) {
  39985. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  39986. }
  39987. }
  39988. }
  39989. else {
  39990. for (f = 0; f < nbfaces; f++) {
  39991. var fl = data.face[f].length; // number of vertices of the current face
  39992. ang = 2 * Math.PI / fl;
  39993. x = 0.5 * Math.tan(ang / 2);
  39994. y = 0.5;
  39995. // positions, uvs, colors
  39996. for (i = 0; i < fl; i++) {
  39997. // positions
  39998. 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);
  39999. indexes.push(index);
  40000. index++;
  40001. // uvs
  40002. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40003. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40004. uvs.push(u, v);
  40005. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40006. y = x * Math.sin(ang) + y * Math.cos(ang);
  40007. x = tmp;
  40008. // colors
  40009. if (faceColors) {
  40010. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40011. }
  40012. }
  40013. // indices from indexes
  40014. for (i = 0; i < fl - 2; i++) {
  40015. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40016. }
  40017. faceIdx += fl;
  40018. }
  40019. }
  40020. VertexData.ComputeNormals(positions, indices, normals);
  40021. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40022. var vertexData = new VertexData();
  40023. vertexData.positions = positions;
  40024. vertexData.indices = indices;
  40025. vertexData.normals = normals;
  40026. vertexData.uvs = uvs;
  40027. if (faceColors && flat) {
  40028. vertexData.colors = colors;
  40029. }
  40030. return vertexData;
  40031. };
  40032. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40033. /**
  40034. * Creates the VertexData for a TorusKnot
  40035. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40036. * * radius the radius of the torus knot, optional, default 2
  40037. * * tube the thickness of the tube, optional, default 0.5
  40038. * * radialSegments the number of sides on each tube segments, optional, default 32
  40039. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40040. * * p the number of windings around the z axis, optional, default 2
  40041. * * q the number of windings around the x axis, optional, default 3
  40042. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40043. * * 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)
  40044. * * 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)
  40045. * @returns the VertexData of the Torus Knot
  40046. */
  40047. VertexData.CreateTorusKnot = function (options) {
  40048. var indices = new Array();
  40049. var positions = new Array();
  40050. var normals = new Array();
  40051. var uvs = new Array();
  40052. var radius = options.radius || 2;
  40053. var tube = options.tube || 0.5;
  40054. var radialSegments = options.radialSegments || 32;
  40055. var tubularSegments = options.tubularSegments || 32;
  40056. var p = options.p || 2;
  40057. var q = options.q || 3;
  40058. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40059. // Helper
  40060. var getPos = function (angle) {
  40061. var cu = Math.cos(angle);
  40062. var su = Math.sin(angle);
  40063. var quOverP = q / p * angle;
  40064. var cs = Math.cos(quOverP);
  40065. var tx = radius * (2 + cs) * 0.5 * cu;
  40066. var ty = radius * (2 + cs) * su * 0.5;
  40067. var tz = radius * Math.sin(quOverP) * 0.5;
  40068. return new BABYLON.Vector3(tx, ty, tz);
  40069. };
  40070. // Vertices
  40071. var i;
  40072. var j;
  40073. for (i = 0; i <= radialSegments; i++) {
  40074. var modI = i % radialSegments;
  40075. var u = modI / radialSegments * 2 * p * Math.PI;
  40076. var p1 = getPos(u);
  40077. var p2 = getPos(u + 0.01);
  40078. var tang = p2.subtract(p1);
  40079. var n = p2.add(p1);
  40080. var bitan = BABYLON.Vector3.Cross(tang, n);
  40081. n = BABYLON.Vector3.Cross(bitan, tang);
  40082. bitan.normalize();
  40083. n.normalize();
  40084. for (j = 0; j < tubularSegments; j++) {
  40085. var modJ = j % tubularSegments;
  40086. var v = modJ / tubularSegments * 2 * Math.PI;
  40087. var cx = -tube * Math.cos(v);
  40088. var cy = tube * Math.sin(v);
  40089. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40090. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40091. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40092. uvs.push(i / radialSegments);
  40093. uvs.push(j / tubularSegments);
  40094. }
  40095. }
  40096. for (i = 0; i < radialSegments; i++) {
  40097. for (j = 0; j < tubularSegments; j++) {
  40098. var jNext = (j + 1) % tubularSegments;
  40099. var a = i * tubularSegments + j;
  40100. var b = (i + 1) * tubularSegments + j;
  40101. var c = (i + 1) * tubularSegments + jNext;
  40102. var d = i * tubularSegments + jNext;
  40103. indices.push(d);
  40104. indices.push(b);
  40105. indices.push(a);
  40106. indices.push(d);
  40107. indices.push(c);
  40108. indices.push(b);
  40109. }
  40110. }
  40111. // Normals
  40112. VertexData.ComputeNormals(positions, indices, normals);
  40113. // Sides
  40114. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40115. // Result
  40116. var vertexData = new VertexData();
  40117. vertexData.indices = indices;
  40118. vertexData.positions = positions;
  40119. vertexData.normals = normals;
  40120. vertexData.uvs = uvs;
  40121. return vertexData;
  40122. };
  40123. // Tools
  40124. /**
  40125. * Compute normals for given positions and indices
  40126. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40127. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40128. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40129. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40130. * * facetNormals : optional array of facet normals (vector3)
  40131. * * facetPositions : optional array of facet positions (vector3)
  40132. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40133. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40134. * * bInfo : optional bounding info, required for facetPartitioning computation
  40135. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40136. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40137. * * useRightHandedSystem: optional boolean to for right handed system computation
  40138. * * depthSort : optional boolean to enable the facet depth sort computation
  40139. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40140. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40141. */
  40142. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40143. // temporary scalar variables
  40144. var index = 0; // facet index
  40145. var p1p2x = 0.0; // p1p2 vector x coordinate
  40146. var p1p2y = 0.0; // p1p2 vector y coordinate
  40147. var p1p2z = 0.0; // p1p2 vector z coordinate
  40148. var p3p2x = 0.0; // p3p2 vector x coordinate
  40149. var p3p2y = 0.0; // p3p2 vector y coordinate
  40150. var p3p2z = 0.0; // p3p2 vector z coordinate
  40151. var faceNormalx = 0.0; // facet normal x coordinate
  40152. var faceNormaly = 0.0; // facet normal y coordinate
  40153. var faceNormalz = 0.0; // facet normal z coordinate
  40154. var length = 0.0; // facet normal length before normalization
  40155. var v1x = 0; // vector1 x index in the positions array
  40156. var v1y = 0; // vector1 y index in the positions array
  40157. var v1z = 0; // vector1 z index in the positions array
  40158. var v2x = 0; // vector2 x index in the positions array
  40159. var v2y = 0; // vector2 y index in the positions array
  40160. var v2z = 0; // vector2 z index in the positions array
  40161. var v3x = 0; // vector3 x index in the positions array
  40162. var v3y = 0; // vector3 y index in the positions array
  40163. var v3z = 0; // vector3 z index in the positions array
  40164. var computeFacetNormals = false;
  40165. var computeFacetPositions = false;
  40166. var computeFacetPartitioning = false;
  40167. var computeDepthSort = false;
  40168. var faceNormalSign = 1;
  40169. var ratio = 0;
  40170. var distanceTo = null;
  40171. if (options) {
  40172. computeFacetNormals = (options.facetNormals) ? true : false;
  40173. computeFacetPositions = (options.facetPositions) ? true : false;
  40174. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40175. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40176. ratio = options.ratio || 0;
  40177. computeDepthSort = (options.depthSort) ? true : false;
  40178. distanceTo = (options.distanceTo);
  40179. if (computeDepthSort) {
  40180. if (distanceTo === undefined) {
  40181. distanceTo = BABYLON.Vector3.Zero();
  40182. }
  40183. var depthSortedFacets = options.depthSortedFacets;
  40184. }
  40185. }
  40186. // facetPartitioning reinit if needed
  40187. var xSubRatio = 0;
  40188. var ySubRatio = 0;
  40189. var zSubRatio = 0;
  40190. var subSq = 0;
  40191. if (computeFacetPartitioning && options && options.bbSize) {
  40192. var ox = 0; // X partitioning index for facet position
  40193. var oy = 0; // Y partinioning index for facet position
  40194. var oz = 0; // Z partinioning index for facet position
  40195. var b1x = 0; // X partitioning index for facet v1 vertex
  40196. var b1y = 0; // Y partitioning index for facet v1 vertex
  40197. var b1z = 0; // z partitioning index for facet v1 vertex
  40198. var b2x = 0; // X partitioning index for facet v2 vertex
  40199. var b2y = 0; // Y partitioning index for facet v2 vertex
  40200. var b2z = 0; // Z partitioning index for facet v2 vertex
  40201. var b3x = 0; // X partitioning index for facet v3 vertex
  40202. var b3y = 0; // Y partitioning index for facet v3 vertex
  40203. var b3z = 0; // Z partitioning index for facet v3 vertex
  40204. var block_idx_o = 0; // facet barycenter block index
  40205. var block_idx_v1 = 0; // v1 vertex block index
  40206. var block_idx_v2 = 0; // v2 vertex block index
  40207. var block_idx_v3 = 0; // v3 vertex block index
  40208. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40209. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40210. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40211. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40212. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40213. subSq = options.subDiv.max * options.subDiv.max;
  40214. options.facetPartitioning.length = 0;
  40215. }
  40216. // reset the normals
  40217. for (index = 0; index < positions.length; index++) {
  40218. normals[index] = 0.0;
  40219. }
  40220. // Loop : 1 indice triplet = 1 facet
  40221. var nbFaces = (indices.length / 3) | 0;
  40222. for (index = 0; index < nbFaces; index++) {
  40223. // get the indexes of the coordinates of each vertex of the facet
  40224. v1x = indices[index * 3] * 3;
  40225. v1y = v1x + 1;
  40226. v1z = v1x + 2;
  40227. v2x = indices[index * 3 + 1] * 3;
  40228. v2y = v2x + 1;
  40229. v2z = v2x + 2;
  40230. v3x = indices[index * 3 + 2] * 3;
  40231. v3y = v3x + 1;
  40232. v3z = v3x + 2;
  40233. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40234. p1p2y = positions[v1y] - positions[v2y];
  40235. p1p2z = positions[v1z] - positions[v2z];
  40236. p3p2x = positions[v3x] - positions[v2x];
  40237. p3p2y = positions[v3y] - positions[v2y];
  40238. p3p2z = positions[v3z] - positions[v2z];
  40239. // compute the face normal with the cross product
  40240. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40241. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40242. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40243. // normalize this normal and store it in the array facetData
  40244. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40245. length = (length === 0) ? 1.0 : length;
  40246. faceNormalx /= length;
  40247. faceNormaly /= length;
  40248. faceNormalz /= length;
  40249. if (computeFacetNormals && options) {
  40250. options.facetNormals[index].x = faceNormalx;
  40251. options.facetNormals[index].y = faceNormaly;
  40252. options.facetNormals[index].z = faceNormalz;
  40253. }
  40254. if (computeFacetPositions && options) {
  40255. // compute and the facet barycenter coordinates in the array facetPositions
  40256. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40257. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40258. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40259. }
  40260. if (computeFacetPartitioning && options) {
  40261. // store the facet indexes in arrays in the main facetPartitioning array :
  40262. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40263. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40264. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40265. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40266. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40267. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40268. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40269. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40270. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40271. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40272. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40273. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40274. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40275. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40276. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40277. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40278. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40279. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40280. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40281. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40282. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40283. // push each facet index in each block containing the vertex
  40284. options.facetPartitioning[block_idx_v1].push(index);
  40285. if (block_idx_v2 != block_idx_v1) {
  40286. options.facetPartitioning[block_idx_v2].push(index);
  40287. }
  40288. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40289. options.facetPartitioning[block_idx_v3].push(index);
  40290. }
  40291. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40292. options.facetPartitioning[block_idx_o].push(index);
  40293. }
  40294. }
  40295. if (computeDepthSort && options && options.facetPositions) {
  40296. var dsf = depthSortedFacets[index];
  40297. dsf.ind = index * 3;
  40298. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40299. }
  40300. // compute the normals anyway
  40301. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40302. normals[v1y] += faceNormaly;
  40303. normals[v1z] += faceNormalz;
  40304. normals[v2x] += faceNormalx;
  40305. normals[v2y] += faceNormaly;
  40306. normals[v2z] += faceNormalz;
  40307. normals[v3x] += faceNormalx;
  40308. normals[v3y] += faceNormaly;
  40309. normals[v3z] += faceNormalz;
  40310. }
  40311. // last normalization of each normal
  40312. for (index = 0; index < normals.length / 3; index++) {
  40313. faceNormalx = normals[index * 3];
  40314. faceNormaly = normals[index * 3 + 1];
  40315. faceNormalz = normals[index * 3 + 2];
  40316. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40317. length = (length === 0) ? 1.0 : length;
  40318. faceNormalx /= length;
  40319. faceNormaly /= length;
  40320. faceNormalz /= length;
  40321. normals[index * 3] = faceNormalx;
  40322. normals[index * 3 + 1] = faceNormaly;
  40323. normals[index * 3 + 2] = faceNormalz;
  40324. }
  40325. };
  40326. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40327. var li = indices.length;
  40328. var ln = normals.length;
  40329. var i;
  40330. var n;
  40331. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40332. switch (sideOrientation) {
  40333. case BABYLON.Mesh.FRONTSIDE:
  40334. // nothing changed
  40335. break;
  40336. case BABYLON.Mesh.BACKSIDE:
  40337. var tmp;
  40338. // indices
  40339. for (i = 0; i < li; i += 3) {
  40340. tmp = indices[i];
  40341. indices[i] = indices[i + 2];
  40342. indices[i + 2] = tmp;
  40343. }
  40344. // normals
  40345. for (n = 0; n < ln; n++) {
  40346. normals[n] = -normals[n];
  40347. }
  40348. break;
  40349. case BABYLON.Mesh.DOUBLESIDE:
  40350. // positions
  40351. var lp = positions.length;
  40352. var l = lp / 3;
  40353. for (var p = 0; p < lp; p++) {
  40354. positions[lp + p] = positions[p];
  40355. }
  40356. // indices
  40357. for (i = 0; i < li; i += 3) {
  40358. indices[i + li] = indices[i + 2] + l;
  40359. indices[i + 1 + li] = indices[i + 1] + l;
  40360. indices[i + 2 + li] = indices[i] + l;
  40361. }
  40362. // normals
  40363. for (n = 0; n < ln; n++) {
  40364. normals[ln + n] = -normals[n];
  40365. }
  40366. // uvs
  40367. var lu = uvs.length;
  40368. var u = 0;
  40369. for (u = 0; u < lu; u++) {
  40370. uvs[u + lu] = uvs[u];
  40371. }
  40372. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40373. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40374. u = 0;
  40375. for (i = 0; i < lu / 2; i++) {
  40376. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40377. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40378. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40379. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40380. u += 2;
  40381. }
  40382. break;
  40383. }
  40384. };
  40385. /**
  40386. * Applies VertexData created from the imported parameters to the geometry
  40387. * @param parsedVertexData the parsed data from an imported file
  40388. * @param geometry the geometry to apply the VertexData to
  40389. */
  40390. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40391. var vertexData = new VertexData();
  40392. // positions
  40393. var positions = parsedVertexData.positions;
  40394. if (positions) {
  40395. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40396. }
  40397. // normals
  40398. var normals = parsedVertexData.normals;
  40399. if (normals) {
  40400. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40401. }
  40402. // tangents
  40403. var tangents = parsedVertexData.tangents;
  40404. if (tangents) {
  40405. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40406. }
  40407. // uvs
  40408. var uvs = parsedVertexData.uvs;
  40409. if (uvs) {
  40410. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40411. }
  40412. // uv2s
  40413. var uv2s = parsedVertexData.uv2s;
  40414. if (uv2s) {
  40415. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40416. }
  40417. // uv3s
  40418. var uv3s = parsedVertexData.uv3s;
  40419. if (uv3s) {
  40420. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40421. }
  40422. // uv4s
  40423. var uv4s = parsedVertexData.uv4s;
  40424. if (uv4s) {
  40425. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40426. }
  40427. // uv5s
  40428. var uv5s = parsedVertexData.uv5s;
  40429. if (uv5s) {
  40430. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40431. }
  40432. // uv6s
  40433. var uv6s = parsedVertexData.uv6s;
  40434. if (uv6s) {
  40435. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40436. }
  40437. // colors
  40438. var colors = parsedVertexData.colors;
  40439. if (colors) {
  40440. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40441. }
  40442. // matricesIndices
  40443. var matricesIndices = parsedVertexData.matricesIndices;
  40444. if (matricesIndices) {
  40445. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40446. }
  40447. // matricesWeights
  40448. var matricesWeights = parsedVertexData.matricesWeights;
  40449. if (matricesWeights) {
  40450. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40451. }
  40452. // indices
  40453. var indices = parsedVertexData.indices;
  40454. if (indices) {
  40455. vertexData.indices = indices;
  40456. }
  40457. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40458. };
  40459. return VertexData;
  40460. }());
  40461. BABYLON.VertexData = VertexData;
  40462. })(BABYLON || (BABYLON = {}));
  40463. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40464. var BABYLON;
  40465. (function (BABYLON) {
  40466. /**
  40467. * Class used to store geometry data (vertex buffers + index buffer)
  40468. */
  40469. var Geometry = /** @class */ (function () {
  40470. /**
  40471. * Creates a new geometry
  40472. * @param id defines the unique ID
  40473. * @param scene defines the hosting scene
  40474. * @param vertexData defines the VertexData used to get geometry data
  40475. * @param updatable defines if geometry must be updatable (false by default)
  40476. * @param mesh defines the mesh that will be associated with the geometry
  40477. */
  40478. function Geometry(id, scene, vertexData, updatable, mesh) {
  40479. if (updatable === void 0) { updatable = false; }
  40480. if (mesh === void 0) { mesh = null; }
  40481. /**
  40482. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40483. */
  40484. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40485. this._totalVertices = 0;
  40486. this._isDisposed = false;
  40487. this._indexBufferIsUpdatable = false;
  40488. this.id = id;
  40489. this._engine = scene.getEngine();
  40490. this._meshes = [];
  40491. this._scene = scene;
  40492. //Init vertex buffer cache
  40493. this._vertexBuffers = {};
  40494. this._indices = [];
  40495. this._updatable = updatable;
  40496. // vertexData
  40497. if (vertexData) {
  40498. this.setAllVerticesData(vertexData, updatable);
  40499. }
  40500. else {
  40501. this._totalVertices = 0;
  40502. this._indices = [];
  40503. }
  40504. if (this._engine.getCaps().vertexArrayObject) {
  40505. this._vertexArrayObjects = {};
  40506. }
  40507. // applyToMesh
  40508. if (mesh) {
  40509. if (mesh.getClassName() === "LinesMesh") {
  40510. this.boundingBias = new BABYLON.Vector2(0, mesh.intersectionThreshold);
  40511. this._updateExtend();
  40512. }
  40513. this.applyToMesh(mesh);
  40514. mesh.computeWorldMatrix(true);
  40515. }
  40516. }
  40517. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40518. /**
  40519. * 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
  40520. */
  40521. get: function () {
  40522. return this._boundingBias;
  40523. },
  40524. /**
  40525. * 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
  40526. */
  40527. set: function (value) {
  40528. if (this._boundingBias) {
  40529. if (this._boundingBias.equals(value)) {
  40530. return;
  40531. }
  40532. this._boundingBias.copyFrom(value);
  40533. }
  40534. else {
  40535. this._boundingBias = value.clone();
  40536. }
  40537. this._updateBoundingInfo(true, null);
  40538. },
  40539. enumerable: true,
  40540. configurable: true
  40541. });
  40542. /**
  40543. * Static function used to attach a new empty geometry to a mesh
  40544. * @param mesh defines the mesh to attach the geometry to
  40545. * @returns the new Geometry
  40546. */
  40547. Geometry.CreateGeometryForMesh = function (mesh) {
  40548. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40549. geometry.applyToMesh(mesh);
  40550. return geometry;
  40551. };
  40552. Object.defineProperty(Geometry.prototype, "extend", {
  40553. /**
  40554. * Gets the current extend of the geometry
  40555. */
  40556. get: function () {
  40557. return this._extend;
  40558. },
  40559. enumerable: true,
  40560. configurable: true
  40561. });
  40562. /**
  40563. * Gets the hosting scene
  40564. * @returns the hosting Scene
  40565. */
  40566. Geometry.prototype.getScene = function () {
  40567. return this._scene;
  40568. };
  40569. /**
  40570. * Gets the hosting engine
  40571. * @returns the hosting Engine
  40572. */
  40573. Geometry.prototype.getEngine = function () {
  40574. return this._engine;
  40575. };
  40576. /**
  40577. * Defines if the geometry is ready to use
  40578. * @returns true if the geometry is ready to be used
  40579. */
  40580. Geometry.prototype.isReady = function () {
  40581. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40582. };
  40583. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40584. /**
  40585. * Gets a value indicating that the geometry should not be serialized
  40586. */
  40587. get: function () {
  40588. for (var index = 0; index < this._meshes.length; index++) {
  40589. if (!this._meshes[index].doNotSerialize) {
  40590. return false;
  40591. }
  40592. }
  40593. return true;
  40594. },
  40595. enumerable: true,
  40596. configurable: true
  40597. });
  40598. /** @hidden */
  40599. Geometry.prototype._rebuild = function () {
  40600. if (this._vertexArrayObjects) {
  40601. this._vertexArrayObjects = {};
  40602. }
  40603. // Index buffer
  40604. if (this._meshes.length !== 0 && this._indices) {
  40605. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40606. }
  40607. // Vertex buffers
  40608. for (var key in this._vertexBuffers) {
  40609. var vertexBuffer = this._vertexBuffers[key];
  40610. vertexBuffer._rebuild();
  40611. }
  40612. };
  40613. /**
  40614. * Affects all geometry data in one call
  40615. * @param vertexData defines the geometry data
  40616. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40617. */
  40618. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40619. vertexData.applyToGeometry(this, updatable);
  40620. this.notifyUpdate();
  40621. };
  40622. /**
  40623. * Set specific vertex data
  40624. * @param kind defines the data kind (Position, normal, etc...)
  40625. * @param data defines the vertex data to use
  40626. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40627. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40628. */
  40629. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40630. if (updatable === void 0) { updatable = false; }
  40631. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40632. this.setVerticesBuffer(buffer);
  40633. };
  40634. /**
  40635. * Removes a specific vertex data
  40636. * @param kind defines the data kind (Position, normal, etc...)
  40637. */
  40638. Geometry.prototype.removeVerticesData = function (kind) {
  40639. if (this._vertexBuffers[kind]) {
  40640. this._vertexBuffers[kind].dispose();
  40641. delete this._vertexBuffers[kind];
  40642. }
  40643. };
  40644. /**
  40645. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40646. * @param buffer defines the vertex buffer to use
  40647. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40648. */
  40649. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40650. if (totalVertices === void 0) { totalVertices = null; }
  40651. var kind = buffer.getKind();
  40652. if (this._vertexBuffers[kind]) {
  40653. this._vertexBuffers[kind].dispose();
  40654. }
  40655. this._vertexBuffers[kind] = buffer;
  40656. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40657. var data = buffer.getData();
  40658. if (totalVertices != null) {
  40659. this._totalVertices = totalVertices;
  40660. }
  40661. else {
  40662. if (data != null) {
  40663. this._totalVertices = data.length / (buffer.byteStride / 4);
  40664. }
  40665. }
  40666. this._updateExtend(data);
  40667. this._resetPointsArrayCache();
  40668. var meshes = this._meshes;
  40669. var numOfMeshes = meshes.length;
  40670. for (var index = 0; index < numOfMeshes; index++) {
  40671. var mesh = meshes[index];
  40672. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40673. mesh._createGlobalSubMesh(false);
  40674. mesh.computeWorldMatrix(true);
  40675. }
  40676. }
  40677. this.notifyUpdate(kind);
  40678. if (this._vertexArrayObjects) {
  40679. this._disposeVertexArrayObjects();
  40680. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40681. }
  40682. };
  40683. /**
  40684. * Update a specific vertex buffer
  40685. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40686. * It will do nothing if the buffer is not updatable
  40687. * @param kind defines the data kind (Position, normal, etc...)
  40688. * @param data defines the data to use
  40689. * @param offset defines the offset in the target buffer where to store the data
  40690. * @param useBytes set to true if the offset is in bytes
  40691. */
  40692. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40693. if (useBytes === void 0) { useBytes = false; }
  40694. var vertexBuffer = this.getVertexBuffer(kind);
  40695. if (!vertexBuffer) {
  40696. return;
  40697. }
  40698. vertexBuffer.updateDirectly(data, offset, useBytes);
  40699. this.notifyUpdate(kind);
  40700. };
  40701. /**
  40702. * Update a specific vertex buffer
  40703. * This function will create a new buffer if the current one is not updatable
  40704. * @param kind defines the data kind (Position, normal, etc...)
  40705. * @param data defines the data to use
  40706. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40707. */
  40708. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40709. if (updateExtends === void 0) { updateExtends = false; }
  40710. var vertexBuffer = this.getVertexBuffer(kind);
  40711. if (!vertexBuffer) {
  40712. return;
  40713. }
  40714. vertexBuffer.update(data);
  40715. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40716. this._updateBoundingInfo(updateExtends, data);
  40717. }
  40718. this.notifyUpdate(kind);
  40719. };
  40720. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40721. if (updateExtends) {
  40722. this._updateExtend(data);
  40723. }
  40724. var meshes = this._meshes;
  40725. var numOfMeshes = meshes.length;
  40726. this._resetPointsArrayCache();
  40727. for (var index = 0; index < numOfMeshes; index++) {
  40728. var mesh = meshes[index];
  40729. if (updateExtends) {
  40730. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40731. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  40732. var subMesh = mesh.subMeshes[subIndex];
  40733. subMesh.refreshBoundingInfo();
  40734. }
  40735. }
  40736. }
  40737. };
  40738. /** @hidden */
  40739. Geometry.prototype._bind = function (effect, indexToBind) {
  40740. if (!effect) {
  40741. return;
  40742. }
  40743. if (indexToBind === undefined) {
  40744. indexToBind = this._indexBuffer;
  40745. }
  40746. var vbs = this.getVertexBuffers();
  40747. if (!vbs) {
  40748. return;
  40749. }
  40750. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40751. this._engine.bindBuffers(vbs, indexToBind, effect);
  40752. return;
  40753. }
  40754. // Using VAO
  40755. if (!this._vertexArrayObjects[effect.key]) {
  40756. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40757. }
  40758. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40759. };
  40760. /**
  40761. * Gets total number of vertices
  40762. * @returns the total number of vertices
  40763. */
  40764. Geometry.prototype.getTotalVertices = function () {
  40765. if (!this.isReady()) {
  40766. return 0;
  40767. }
  40768. return this._totalVertices;
  40769. };
  40770. /**
  40771. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40772. * @param kind defines the data kind (Position, normal, etc...)
  40773. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40774. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40775. * @returns a float array containing vertex data
  40776. */
  40777. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40778. var vertexBuffer = this.getVertexBuffer(kind);
  40779. if (!vertexBuffer) {
  40780. return null;
  40781. }
  40782. var data = vertexBuffer.getData();
  40783. if (!data) {
  40784. return null;
  40785. }
  40786. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40787. var count = this._totalVertices * vertexBuffer.getSize();
  40788. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40789. var copy_1 = [];
  40790. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40791. return copy_1;
  40792. }
  40793. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40794. if (data instanceof Array) {
  40795. var offset = vertexBuffer.byteOffset / 4;
  40796. return BABYLON.Tools.Slice(data, offset, offset + count);
  40797. }
  40798. else if (data instanceof ArrayBuffer) {
  40799. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40800. }
  40801. else {
  40802. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40803. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40804. var result = new Float32Array(count);
  40805. var source = new Float32Array(data.buffer, offset, count);
  40806. result.set(source);
  40807. return result;
  40808. }
  40809. return new Float32Array(data.buffer, offset, count);
  40810. }
  40811. }
  40812. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40813. return BABYLON.Tools.Slice(data);
  40814. }
  40815. return data;
  40816. };
  40817. /**
  40818. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40819. * @param kind defines the data kind (Position, normal, etc...)
  40820. * @returns true if the vertex buffer with the specified kind is updatable
  40821. */
  40822. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  40823. var vb = this._vertexBuffers[kind];
  40824. if (!vb) {
  40825. return false;
  40826. }
  40827. return vb.isUpdatable();
  40828. };
  40829. /**
  40830. * Gets a specific vertex buffer
  40831. * @param kind defines the data kind (Position, normal, etc...)
  40832. * @returns a VertexBuffer
  40833. */
  40834. Geometry.prototype.getVertexBuffer = function (kind) {
  40835. if (!this.isReady()) {
  40836. return null;
  40837. }
  40838. return this._vertexBuffers[kind];
  40839. };
  40840. /**
  40841. * Returns all vertex buffers
  40842. * @return an object holding all vertex buffers indexed by kind
  40843. */
  40844. Geometry.prototype.getVertexBuffers = function () {
  40845. if (!this.isReady()) {
  40846. return null;
  40847. }
  40848. return this._vertexBuffers;
  40849. };
  40850. /**
  40851. * Gets a boolean indicating if specific vertex buffer is present
  40852. * @param kind defines the data kind (Position, normal, etc...)
  40853. * @returns true if data is present
  40854. */
  40855. Geometry.prototype.isVerticesDataPresent = function (kind) {
  40856. if (!this._vertexBuffers) {
  40857. if (this._delayInfo) {
  40858. return this._delayInfo.indexOf(kind) !== -1;
  40859. }
  40860. return false;
  40861. }
  40862. return this._vertexBuffers[kind] !== undefined;
  40863. };
  40864. /**
  40865. * Gets a list of all attached data kinds (Position, normal, etc...)
  40866. * @returns a list of string containing all kinds
  40867. */
  40868. Geometry.prototype.getVerticesDataKinds = function () {
  40869. var result = [];
  40870. var kind;
  40871. if (!this._vertexBuffers && this._delayInfo) {
  40872. for (kind in this._delayInfo) {
  40873. result.push(kind);
  40874. }
  40875. }
  40876. else {
  40877. for (kind in this._vertexBuffers) {
  40878. result.push(kind);
  40879. }
  40880. }
  40881. return result;
  40882. };
  40883. /**
  40884. * Update index buffer
  40885. * @param indices defines the indices to store in the index buffer
  40886. * @param offset defines the offset in the target buffer where to store the data
  40887. */
  40888. Geometry.prototype.updateIndices = function (indices, offset) {
  40889. if (!this._indexBuffer) {
  40890. return;
  40891. }
  40892. if (!this._indexBufferIsUpdatable) {
  40893. this.setIndices(indices, null, true);
  40894. }
  40895. else {
  40896. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  40897. }
  40898. };
  40899. /**
  40900. * Creates a new index buffer
  40901. * @param indices defines the indices to store in the index buffer
  40902. * @param totalVertices defines the total number of vertices (could be null)
  40903. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  40904. */
  40905. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  40906. if (totalVertices === void 0) { totalVertices = null; }
  40907. if (updatable === void 0) { updatable = false; }
  40908. if (this._indexBuffer) {
  40909. this._engine._releaseBuffer(this._indexBuffer);
  40910. }
  40911. this._disposeVertexArrayObjects();
  40912. this._indices = indices;
  40913. this._indexBufferIsUpdatable = updatable;
  40914. if (this._meshes.length !== 0 && this._indices) {
  40915. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  40916. }
  40917. if (totalVertices != undefined) { // including null and undefined
  40918. this._totalVertices = totalVertices;
  40919. }
  40920. var meshes = this._meshes;
  40921. var numOfMeshes = meshes.length;
  40922. for (var index = 0; index < numOfMeshes; index++) {
  40923. meshes[index]._createGlobalSubMesh(true);
  40924. }
  40925. this.notifyUpdate();
  40926. };
  40927. /**
  40928. * Return the total number of indices
  40929. * @returns the total number of indices
  40930. */
  40931. Geometry.prototype.getTotalIndices = function () {
  40932. if (!this.isReady()) {
  40933. return 0;
  40934. }
  40935. return this._indices.length;
  40936. };
  40937. /**
  40938. * Gets the index buffer array
  40939. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40940. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40941. * @returns the index buffer array
  40942. */
  40943. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  40944. if (!this.isReady()) {
  40945. return null;
  40946. }
  40947. var orig = this._indices;
  40948. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  40949. return orig;
  40950. }
  40951. else {
  40952. var len = orig.length;
  40953. var copy = [];
  40954. for (var i = 0; i < len; i++) {
  40955. copy.push(orig[i]);
  40956. }
  40957. return copy;
  40958. }
  40959. };
  40960. /**
  40961. * Gets the index buffer
  40962. * @return the index buffer
  40963. */
  40964. Geometry.prototype.getIndexBuffer = function () {
  40965. if (!this.isReady()) {
  40966. return null;
  40967. }
  40968. return this._indexBuffer;
  40969. };
  40970. /** @hidden */
  40971. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  40972. if (effect === void 0) { effect = null; }
  40973. if (!effect || !this._vertexArrayObjects) {
  40974. return;
  40975. }
  40976. if (this._vertexArrayObjects[effect.key]) {
  40977. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  40978. delete this._vertexArrayObjects[effect.key];
  40979. }
  40980. };
  40981. /**
  40982. * Release the associated resources for a specific mesh
  40983. * @param mesh defines the source mesh
  40984. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  40985. */
  40986. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  40987. var meshes = this._meshes;
  40988. var index = meshes.indexOf(mesh);
  40989. if (index === -1) {
  40990. return;
  40991. }
  40992. meshes.splice(index, 1);
  40993. mesh._geometry = null;
  40994. if (meshes.length === 0 && shouldDispose) {
  40995. this.dispose();
  40996. }
  40997. };
  40998. /**
  40999. * Apply current geometry to a given mesh
  41000. * @param mesh defines the mesh to apply geometry to
  41001. */
  41002. Geometry.prototype.applyToMesh = function (mesh) {
  41003. if (mesh._geometry === this) {
  41004. return;
  41005. }
  41006. var previousGeometry = mesh._geometry;
  41007. if (previousGeometry) {
  41008. previousGeometry.releaseForMesh(mesh);
  41009. }
  41010. var meshes = this._meshes;
  41011. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41012. mesh._geometry = this;
  41013. this._scene.pushGeometry(this);
  41014. meshes.push(mesh);
  41015. if (this.isReady()) {
  41016. this._applyToMesh(mesh);
  41017. }
  41018. else {
  41019. mesh._boundingInfo = this._boundingInfo;
  41020. }
  41021. };
  41022. Geometry.prototype._updateExtend = function (data) {
  41023. if (data === void 0) { data = null; }
  41024. if (!data) {
  41025. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41026. }
  41027. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41028. };
  41029. Geometry.prototype._applyToMesh = function (mesh) {
  41030. var numOfMeshes = this._meshes.length;
  41031. // vertexBuffers
  41032. for (var kind in this._vertexBuffers) {
  41033. if (numOfMeshes === 1) {
  41034. this._vertexBuffers[kind].create();
  41035. }
  41036. var buffer = this._vertexBuffers[kind].getBuffer();
  41037. if (buffer) {
  41038. buffer.references = numOfMeshes;
  41039. }
  41040. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41041. if (!this._extend) {
  41042. this._updateExtend();
  41043. }
  41044. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41045. mesh._createGlobalSubMesh(false);
  41046. //bounding info was just created again, world matrix should be applied again.
  41047. mesh._updateBoundingInfo();
  41048. }
  41049. }
  41050. // indexBuffer
  41051. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41052. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41053. }
  41054. if (this._indexBuffer) {
  41055. this._indexBuffer.references = numOfMeshes;
  41056. }
  41057. // morphTargets
  41058. mesh._syncGeometryWithMorphTargetManager();
  41059. };
  41060. Geometry.prototype.notifyUpdate = function (kind) {
  41061. if (this.onGeometryUpdated) {
  41062. this.onGeometryUpdated(this, kind);
  41063. }
  41064. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41065. var mesh = _a[_i];
  41066. mesh._markSubMeshesAsAttributesDirty();
  41067. }
  41068. };
  41069. /**
  41070. * Load the geometry if it was flagged as delay loaded
  41071. * @param scene defines the hosting scene
  41072. * @param onLoaded defines a callback called when the geometry is loaded
  41073. */
  41074. Geometry.prototype.load = function (scene, onLoaded) {
  41075. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41076. return;
  41077. }
  41078. if (this.isReady()) {
  41079. if (onLoaded) {
  41080. onLoaded();
  41081. }
  41082. return;
  41083. }
  41084. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41085. this._queueLoad(scene, onLoaded);
  41086. };
  41087. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41088. var _this = this;
  41089. if (!this.delayLoadingFile) {
  41090. return;
  41091. }
  41092. scene._addPendingData(this);
  41093. scene._loadFile(this.delayLoadingFile, function (data) {
  41094. if (!_this._delayLoadingFunction) {
  41095. return;
  41096. }
  41097. _this._delayLoadingFunction(JSON.parse(data), _this);
  41098. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41099. _this._delayInfo = [];
  41100. scene._removePendingData(_this);
  41101. var meshes = _this._meshes;
  41102. var numOfMeshes = meshes.length;
  41103. for (var index = 0; index < numOfMeshes; index++) {
  41104. _this._applyToMesh(meshes[index]);
  41105. }
  41106. if (onLoaded) {
  41107. onLoaded();
  41108. }
  41109. }, undefined, true);
  41110. };
  41111. /**
  41112. * Invert the geometry to move from a right handed system to a left handed one.
  41113. */
  41114. Geometry.prototype.toLeftHanded = function () {
  41115. // Flip faces
  41116. var tIndices = this.getIndices(false);
  41117. if (tIndices != null && tIndices.length > 0) {
  41118. for (var i = 0; i < tIndices.length; i += 3) {
  41119. var tTemp = tIndices[i + 0];
  41120. tIndices[i + 0] = tIndices[i + 2];
  41121. tIndices[i + 2] = tTemp;
  41122. }
  41123. this.setIndices(tIndices);
  41124. }
  41125. // Negate position.z
  41126. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41127. if (tPositions != null && tPositions.length > 0) {
  41128. for (var i = 0; i < tPositions.length; i += 3) {
  41129. tPositions[i + 2] = -tPositions[i + 2];
  41130. }
  41131. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41132. }
  41133. // Negate normal.z
  41134. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41135. if (tNormals != null && tNormals.length > 0) {
  41136. for (var i = 0; i < tNormals.length; i += 3) {
  41137. tNormals[i + 2] = -tNormals[i + 2];
  41138. }
  41139. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41140. }
  41141. };
  41142. // Cache
  41143. /** @hidden */
  41144. Geometry.prototype._resetPointsArrayCache = function () {
  41145. this._positions = null;
  41146. };
  41147. /** @hidden */
  41148. Geometry.prototype._generatePointsArray = function () {
  41149. if (this._positions) {
  41150. return true;
  41151. }
  41152. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41153. if (!data || data.length === 0) {
  41154. return false;
  41155. }
  41156. this._positions = [];
  41157. for (var index = 0; index < data.length; index += 3) {
  41158. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41159. }
  41160. return true;
  41161. };
  41162. /**
  41163. * Gets a value indicating if the geometry is disposed
  41164. * @returns true if the geometry was disposed
  41165. */
  41166. Geometry.prototype.isDisposed = function () {
  41167. return this._isDisposed;
  41168. };
  41169. Geometry.prototype._disposeVertexArrayObjects = function () {
  41170. if (this._vertexArrayObjects) {
  41171. for (var kind in this._vertexArrayObjects) {
  41172. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41173. }
  41174. this._vertexArrayObjects = {};
  41175. }
  41176. };
  41177. /**
  41178. * Free all associated resources
  41179. */
  41180. Geometry.prototype.dispose = function () {
  41181. var meshes = this._meshes;
  41182. var numOfMeshes = meshes.length;
  41183. var index;
  41184. for (index = 0; index < numOfMeshes; index++) {
  41185. this.releaseForMesh(meshes[index]);
  41186. }
  41187. this._meshes = [];
  41188. this._disposeVertexArrayObjects();
  41189. for (var kind in this._vertexBuffers) {
  41190. this._vertexBuffers[kind].dispose();
  41191. }
  41192. this._vertexBuffers = {};
  41193. this._totalVertices = 0;
  41194. if (this._indexBuffer) {
  41195. this._engine._releaseBuffer(this._indexBuffer);
  41196. }
  41197. this._indexBuffer = null;
  41198. this._indices = [];
  41199. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41200. this.delayLoadingFile = null;
  41201. this._delayLoadingFunction = null;
  41202. this._delayInfo = [];
  41203. this._boundingInfo = null;
  41204. this._scene.removeGeometry(this);
  41205. this._isDisposed = true;
  41206. };
  41207. /**
  41208. * Clone the current geometry into a new geometry
  41209. * @param id defines the unique ID of the new geometry
  41210. * @returns a new geometry object
  41211. */
  41212. Geometry.prototype.copy = function (id) {
  41213. var vertexData = new BABYLON.VertexData();
  41214. vertexData.indices = [];
  41215. var indices = this.getIndices();
  41216. if (indices) {
  41217. for (var index = 0; index < indices.length; index++) {
  41218. vertexData.indices.push(indices[index]);
  41219. }
  41220. }
  41221. var updatable = false;
  41222. var stopChecking = false;
  41223. var kind;
  41224. for (kind in this._vertexBuffers) {
  41225. // using slice() to make a copy of the array and not just reference it
  41226. var data = this.getVerticesData(kind);
  41227. if (data instanceof Float32Array) {
  41228. vertexData.set(new Float32Array(data), kind);
  41229. }
  41230. else {
  41231. vertexData.set(data.slice(0), kind);
  41232. }
  41233. if (!stopChecking) {
  41234. var vb = this.getVertexBuffer(kind);
  41235. if (vb) {
  41236. updatable = vb.isUpdatable();
  41237. stopChecking = !updatable;
  41238. }
  41239. }
  41240. }
  41241. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41242. geometry.delayLoadState = this.delayLoadState;
  41243. geometry.delayLoadingFile = this.delayLoadingFile;
  41244. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41245. for (kind in this._delayInfo) {
  41246. geometry._delayInfo = geometry._delayInfo || [];
  41247. geometry._delayInfo.push(kind);
  41248. }
  41249. // Bounding info
  41250. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41251. return geometry;
  41252. };
  41253. /**
  41254. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41255. * @return a JSON representation of the current geometry data (without the vertices data)
  41256. */
  41257. Geometry.prototype.serialize = function () {
  41258. var serializationObject = {};
  41259. serializationObject.id = this.id;
  41260. serializationObject.updatable = this._updatable;
  41261. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41262. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41263. }
  41264. return serializationObject;
  41265. };
  41266. Geometry.prototype.toNumberArray = function (origin) {
  41267. if (Array.isArray(origin)) {
  41268. return origin;
  41269. }
  41270. else {
  41271. return Array.prototype.slice.call(origin);
  41272. }
  41273. };
  41274. /**
  41275. * Serialize all vertices data into a JSON oject
  41276. * @returns a JSON representation of the current geometry data
  41277. */
  41278. Geometry.prototype.serializeVerticeData = function () {
  41279. var serializationObject = this.serialize();
  41280. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41281. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41282. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41283. serializationObject.positions._updatable = true;
  41284. }
  41285. }
  41286. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41287. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41288. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41289. serializationObject.normals._updatable = true;
  41290. }
  41291. }
  41292. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41293. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41294. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41295. serializationObject.tangets._updatable = true;
  41296. }
  41297. }
  41298. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41299. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41300. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41301. serializationObject.uvs._updatable = true;
  41302. }
  41303. }
  41304. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41305. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41306. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41307. serializationObject.uv2s._updatable = true;
  41308. }
  41309. }
  41310. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41311. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41312. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41313. serializationObject.uv3s._updatable = true;
  41314. }
  41315. }
  41316. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41317. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41318. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41319. serializationObject.uv4s._updatable = true;
  41320. }
  41321. }
  41322. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41323. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41324. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41325. serializationObject.uv5s._updatable = true;
  41326. }
  41327. }
  41328. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41329. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41330. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41331. serializationObject.uv6s._updatable = true;
  41332. }
  41333. }
  41334. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41335. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41336. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41337. serializationObject.colors._updatable = true;
  41338. }
  41339. }
  41340. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41341. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41342. serializationObject.matricesIndices._isExpanded = true;
  41343. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41344. serializationObject.matricesIndices._updatable = true;
  41345. }
  41346. }
  41347. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41348. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41349. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41350. serializationObject.matricesWeights._updatable = true;
  41351. }
  41352. }
  41353. serializationObject.indices = this.toNumberArray(this.getIndices());
  41354. return serializationObject;
  41355. };
  41356. // Statics
  41357. /**
  41358. * Extracts a clone of a mesh geometry
  41359. * @param mesh defines the source mesh
  41360. * @param id defines the unique ID of the new geometry object
  41361. * @returns the new geometry object
  41362. */
  41363. Geometry.ExtractFromMesh = function (mesh, id) {
  41364. var geometry = mesh._geometry;
  41365. if (!geometry) {
  41366. return null;
  41367. }
  41368. return geometry.copy(id);
  41369. };
  41370. /**
  41371. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41372. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41373. * Be aware Math.random() could cause collisions, but:
  41374. * "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"
  41375. * @returns a string containing a new GUID
  41376. */
  41377. Geometry.RandomId = function () {
  41378. return BABYLON.Tools.RandomId();
  41379. };
  41380. /** @hidden */
  41381. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41382. var scene = mesh.getScene();
  41383. // Geometry
  41384. var geometryId = parsedGeometry.geometryId;
  41385. if (geometryId) {
  41386. var geometry = scene.getGeometryByID(geometryId);
  41387. if (geometry) {
  41388. geometry.applyToMesh(mesh);
  41389. }
  41390. }
  41391. else if (parsedGeometry instanceof ArrayBuffer) {
  41392. var binaryInfo = mesh._binaryInfo;
  41393. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41394. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41395. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41396. }
  41397. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41398. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41399. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41400. }
  41401. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41402. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41403. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41404. }
  41405. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41406. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41407. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41408. }
  41409. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41410. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41411. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41412. }
  41413. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41414. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41415. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41416. }
  41417. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41418. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41419. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41420. }
  41421. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41422. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41423. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41424. }
  41425. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41426. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41427. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41428. }
  41429. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41430. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41431. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41432. }
  41433. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41434. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41435. var floatIndices = [];
  41436. for (var i = 0; i < matricesIndicesData.length; i++) {
  41437. var index = matricesIndicesData[i];
  41438. floatIndices.push(index & 0x000000FF);
  41439. floatIndices.push((index & 0x0000FF00) >> 8);
  41440. floatIndices.push((index & 0x00FF0000) >> 16);
  41441. floatIndices.push(index >> 24);
  41442. }
  41443. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41444. }
  41445. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41446. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41447. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41448. }
  41449. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41450. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41451. mesh.setIndices(indicesData, null);
  41452. }
  41453. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41454. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41455. mesh.subMeshes = [];
  41456. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41457. var materialIndex = subMeshesData[(i * 5) + 0];
  41458. var verticesStart = subMeshesData[(i * 5) + 1];
  41459. var verticesCount = subMeshesData[(i * 5) + 2];
  41460. var indexStart = subMeshesData[(i * 5) + 3];
  41461. var indexCount = subMeshesData[(i * 5) + 4];
  41462. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41463. }
  41464. }
  41465. }
  41466. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41467. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41468. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41469. if (parsedGeometry.tangents) {
  41470. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41471. }
  41472. if (parsedGeometry.uvs) {
  41473. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41474. }
  41475. if (parsedGeometry.uvs2) {
  41476. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41477. }
  41478. if (parsedGeometry.uvs3) {
  41479. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41480. }
  41481. if (parsedGeometry.uvs4) {
  41482. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41483. }
  41484. if (parsedGeometry.uvs5) {
  41485. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41486. }
  41487. if (parsedGeometry.uvs6) {
  41488. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41489. }
  41490. if (parsedGeometry.colors) {
  41491. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41492. }
  41493. if (parsedGeometry.matricesIndices) {
  41494. if (!parsedGeometry.matricesIndices._isExpanded) {
  41495. var floatIndices = [];
  41496. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41497. var matricesIndex = parsedGeometry.matricesIndices[i];
  41498. floatIndices.push(matricesIndex & 0x000000FF);
  41499. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41500. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41501. floatIndices.push(matricesIndex >> 24);
  41502. }
  41503. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41504. }
  41505. else {
  41506. delete parsedGeometry.matricesIndices._isExpanded;
  41507. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41508. }
  41509. }
  41510. if (parsedGeometry.matricesIndicesExtra) {
  41511. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41512. var floatIndices = [];
  41513. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41514. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41515. floatIndices.push(matricesIndex & 0x000000FF);
  41516. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41517. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41518. floatIndices.push(matricesIndex >> 24);
  41519. }
  41520. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41521. }
  41522. else {
  41523. delete parsedGeometry.matricesIndices._isExpanded;
  41524. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41525. }
  41526. }
  41527. if (parsedGeometry.matricesWeights) {
  41528. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41529. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41530. }
  41531. if (parsedGeometry.matricesWeightsExtra) {
  41532. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41533. }
  41534. mesh.setIndices(parsedGeometry.indices, null);
  41535. }
  41536. // SubMeshes
  41537. if (parsedGeometry.subMeshes) {
  41538. mesh.subMeshes = [];
  41539. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41540. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41541. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41542. }
  41543. }
  41544. // Flat shading
  41545. if (mesh._shouldGenerateFlatShading) {
  41546. mesh.convertToFlatShadedMesh();
  41547. delete mesh._shouldGenerateFlatShading;
  41548. }
  41549. // Update
  41550. mesh.computeWorldMatrix(true);
  41551. scene.onMeshImportedObservable.notifyObservers(mesh);
  41552. };
  41553. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41554. var epsilon = 1e-3;
  41555. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41556. return;
  41557. }
  41558. var noInfluenceBoneIndex = 0.0;
  41559. if (parsedGeometry.skeletonId > -1) {
  41560. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41561. if (!skeleton) {
  41562. return;
  41563. }
  41564. noInfluenceBoneIndex = skeleton.bones.length;
  41565. }
  41566. else {
  41567. return;
  41568. }
  41569. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41570. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41571. var matricesWeights = parsedGeometry.matricesWeights;
  41572. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41573. var influencers = parsedGeometry.numBoneInfluencer;
  41574. var size = matricesWeights.length;
  41575. for (var i = 0; i < size; i += 4) {
  41576. var weight = 0.0;
  41577. var firstZeroWeight = -1;
  41578. for (var j = 0; j < 4; j++) {
  41579. var w = matricesWeights[i + j];
  41580. weight += w;
  41581. if (w < epsilon && firstZeroWeight < 0) {
  41582. firstZeroWeight = j;
  41583. }
  41584. }
  41585. if (matricesWeightsExtra) {
  41586. for (var j = 0; j < 4; j++) {
  41587. var w = matricesWeightsExtra[i + j];
  41588. weight += w;
  41589. if (w < epsilon && firstZeroWeight < 0) {
  41590. firstZeroWeight = j + 4;
  41591. }
  41592. }
  41593. }
  41594. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41595. firstZeroWeight = influencers - 1;
  41596. }
  41597. if (weight > epsilon) {
  41598. var mweight = 1.0 / weight;
  41599. for (var j = 0; j < 4; j++) {
  41600. matricesWeights[i + j] *= mweight;
  41601. }
  41602. if (matricesWeightsExtra) {
  41603. for (var j = 0; j < 4; j++) {
  41604. matricesWeightsExtra[i + j] *= mweight;
  41605. }
  41606. }
  41607. }
  41608. else {
  41609. if (firstZeroWeight >= 4) {
  41610. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41611. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41612. }
  41613. else {
  41614. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41615. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41616. }
  41617. }
  41618. }
  41619. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41620. if (parsedGeometry.matricesWeightsExtra) {
  41621. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41622. }
  41623. };
  41624. /**
  41625. * Create a new geometry from persisted data (Using .babylon file format)
  41626. * @param parsedVertexData defines the persisted data
  41627. * @param scene defines the hosting scene
  41628. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41629. * @returns the new geometry object
  41630. */
  41631. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41632. if (scene.getGeometryByID(parsedVertexData.id)) {
  41633. return null; // null since geometry could be something else than a box...
  41634. }
  41635. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41636. if (BABYLON.Tags) {
  41637. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41638. }
  41639. if (parsedVertexData.delayLoadingFile) {
  41640. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41641. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41642. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41643. geometry._delayInfo = [];
  41644. if (parsedVertexData.hasUVs) {
  41645. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41646. }
  41647. if (parsedVertexData.hasUVs2) {
  41648. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41649. }
  41650. if (parsedVertexData.hasUVs3) {
  41651. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41652. }
  41653. if (parsedVertexData.hasUVs4) {
  41654. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41655. }
  41656. if (parsedVertexData.hasUVs5) {
  41657. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41658. }
  41659. if (parsedVertexData.hasUVs6) {
  41660. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41661. }
  41662. if (parsedVertexData.hasColors) {
  41663. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41664. }
  41665. if (parsedVertexData.hasMatricesIndices) {
  41666. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41667. }
  41668. if (parsedVertexData.hasMatricesWeights) {
  41669. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41670. }
  41671. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41672. }
  41673. else {
  41674. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41675. }
  41676. scene.pushGeometry(geometry, true);
  41677. return geometry;
  41678. };
  41679. return Geometry;
  41680. }());
  41681. BABYLON.Geometry = Geometry;
  41682. // Primitives
  41683. /// Abstract class
  41684. /**
  41685. * Abstract class used to provide common services for all typed geometries
  41686. * @hidden
  41687. */
  41688. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41689. __extends(_PrimitiveGeometry, _super);
  41690. /**
  41691. * Creates a new typed geometry
  41692. * @param id defines the unique ID of the geometry
  41693. * @param scene defines the hosting scene
  41694. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41695. * @param mesh defines the hosting mesh (can be null)
  41696. */
  41697. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41698. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41699. if (mesh === void 0) { mesh = null; }
  41700. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41701. _this._canBeRegenerated = _canBeRegenerated;
  41702. _this._beingRegenerated = true;
  41703. _this.regenerate();
  41704. _this._beingRegenerated = false;
  41705. return _this;
  41706. }
  41707. /**
  41708. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41709. * @returns true if the geometry can be regenerated
  41710. */
  41711. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41712. return this._canBeRegenerated;
  41713. };
  41714. /**
  41715. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41716. */
  41717. _PrimitiveGeometry.prototype.regenerate = function () {
  41718. if (!this._canBeRegenerated) {
  41719. return;
  41720. }
  41721. this._beingRegenerated = true;
  41722. this.setAllVerticesData(this._regenerateVertexData(), false);
  41723. this._beingRegenerated = false;
  41724. };
  41725. /**
  41726. * Clone the geometry
  41727. * @param id defines the unique ID of the new geometry
  41728. * @returns the new geometry
  41729. */
  41730. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41731. return _super.prototype.copy.call(this, id);
  41732. };
  41733. // overrides
  41734. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41735. if (!this._beingRegenerated) {
  41736. return;
  41737. }
  41738. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41739. };
  41740. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41741. if (!this._beingRegenerated) {
  41742. return;
  41743. }
  41744. _super.prototype.setVerticesData.call(this, kind, data, false);
  41745. };
  41746. // to override
  41747. /** @hidden */
  41748. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41749. throw new Error("Abstract method");
  41750. };
  41751. _PrimitiveGeometry.prototype.copy = function (id) {
  41752. throw new Error("Must be overriden in sub-classes.");
  41753. };
  41754. _PrimitiveGeometry.prototype.serialize = function () {
  41755. var serializationObject = _super.prototype.serialize.call(this);
  41756. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41757. return serializationObject;
  41758. };
  41759. return _PrimitiveGeometry;
  41760. }(Geometry));
  41761. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41762. /**
  41763. * Creates a ribbon geometry
  41764. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41765. */
  41766. var RibbonGeometry = /** @class */ (function (_super) {
  41767. __extends(RibbonGeometry, _super);
  41768. /**
  41769. * Creates a ribbon geometry
  41770. * @param id defines the unique ID of the geometry
  41771. * @param scene defines the hosting scene
  41772. * @param pathArray defines the array of paths to use
  41773. * @param closeArray defines if the last path and the first path must be joined
  41774. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41775. * @param offset defines the offset between points
  41776. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41777. * @param mesh defines the hosting mesh (can be null)
  41778. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41779. */
  41780. function RibbonGeometry(id, scene,
  41781. /**
  41782. * Defines the array of paths to use
  41783. */
  41784. pathArray,
  41785. /**
  41786. * Defines if the last and first points of each path in your pathArray must be joined
  41787. */
  41788. closeArray,
  41789. /**
  41790. * Defines if the last and first points of each path in your pathArray must be joined
  41791. */
  41792. closePath,
  41793. /**
  41794. * Defines the offset between points
  41795. */
  41796. offset, canBeRegenerated, mesh,
  41797. /**
  41798. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41799. */
  41800. side) {
  41801. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41802. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41803. _this.pathArray = pathArray;
  41804. _this.closeArray = closeArray;
  41805. _this.closePath = closePath;
  41806. _this.offset = offset;
  41807. _this.side = side;
  41808. return _this;
  41809. }
  41810. /** @hidden */
  41811. RibbonGeometry.prototype._regenerateVertexData = function () {
  41812. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41813. };
  41814. RibbonGeometry.prototype.copy = function (id) {
  41815. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41816. };
  41817. return RibbonGeometry;
  41818. }(_PrimitiveGeometry));
  41819. BABYLON.RibbonGeometry = RibbonGeometry;
  41820. /**
  41821. * Creates a box geometry
  41822. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  41823. */
  41824. var BoxGeometry = /** @class */ (function (_super) {
  41825. __extends(BoxGeometry, _super);
  41826. /**
  41827. * Creates a box geometry
  41828. * @param id defines the unique ID of the geometry
  41829. * @param scene defines the hosting scene
  41830. * @param size defines the zise of the box (width, height and depth are the same)
  41831. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41832. * @param mesh defines the hosting mesh (can be null)
  41833. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41834. */
  41835. function BoxGeometry(id, scene,
  41836. /**
  41837. * Defines the zise of the box (width, height and depth are the same)
  41838. */
  41839. size, canBeRegenerated, mesh,
  41840. /**
  41841. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41842. */
  41843. side) {
  41844. if (mesh === void 0) { mesh = null; }
  41845. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41846. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41847. _this.size = size;
  41848. _this.side = side;
  41849. return _this;
  41850. }
  41851. /** @hidden */
  41852. BoxGeometry.prototype._regenerateVertexData = function () {
  41853. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  41854. };
  41855. BoxGeometry.prototype.copy = function (id) {
  41856. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  41857. };
  41858. BoxGeometry.prototype.serialize = function () {
  41859. var serializationObject = _super.prototype.serialize.call(this);
  41860. serializationObject.size = this.size;
  41861. return serializationObject;
  41862. };
  41863. BoxGeometry.Parse = function (parsedBox, scene) {
  41864. if (scene.getGeometryByID(parsedBox.id)) {
  41865. return null; // null since geometry could be something else than a box...
  41866. }
  41867. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  41868. if (BABYLON.Tags) {
  41869. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  41870. }
  41871. scene.pushGeometry(box, true);
  41872. return box;
  41873. };
  41874. return BoxGeometry;
  41875. }(_PrimitiveGeometry));
  41876. BABYLON.BoxGeometry = BoxGeometry;
  41877. /**
  41878. * Creates a sphere geometry
  41879. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  41880. */
  41881. var SphereGeometry = /** @class */ (function (_super) {
  41882. __extends(SphereGeometry, _super);
  41883. /**
  41884. * Create a new sphere geometry
  41885. * @param id defines the unique ID of the geometry
  41886. * @param scene defines the hosting scene
  41887. * @param segments defines the number of segments to use to create the sphere
  41888. * @param diameter defines the diameter of the sphere
  41889. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41890. * @param mesh defines the hosting mesh (can be null)
  41891. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41892. */
  41893. function SphereGeometry(id, scene,
  41894. /**
  41895. * Defines the number of segments to use to create the sphere
  41896. */
  41897. segments,
  41898. /**
  41899. * Defines the diameter of the sphere
  41900. */
  41901. diameter, canBeRegenerated, mesh,
  41902. /**
  41903. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41904. */
  41905. side) {
  41906. if (mesh === void 0) { mesh = null; }
  41907. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41908. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41909. _this.segments = segments;
  41910. _this.diameter = diameter;
  41911. _this.side = side;
  41912. return _this;
  41913. }
  41914. /** @hidden */
  41915. SphereGeometry.prototype._regenerateVertexData = function () {
  41916. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  41917. };
  41918. SphereGeometry.prototype.copy = function (id) {
  41919. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  41920. };
  41921. SphereGeometry.prototype.serialize = function () {
  41922. var serializationObject = _super.prototype.serialize.call(this);
  41923. serializationObject.segments = this.segments;
  41924. serializationObject.diameter = this.diameter;
  41925. return serializationObject;
  41926. };
  41927. SphereGeometry.Parse = function (parsedSphere, scene) {
  41928. if (scene.getGeometryByID(parsedSphere.id)) {
  41929. return null; // null since geometry could be something else than a sphere...
  41930. }
  41931. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  41932. if (BABYLON.Tags) {
  41933. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  41934. }
  41935. scene.pushGeometry(sphere, true);
  41936. return sphere;
  41937. };
  41938. return SphereGeometry;
  41939. }(_PrimitiveGeometry));
  41940. BABYLON.SphereGeometry = SphereGeometry;
  41941. /**
  41942. * Creates a disc geometry
  41943. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  41944. */
  41945. var DiscGeometry = /** @class */ (function (_super) {
  41946. __extends(DiscGeometry, _super);
  41947. /**
  41948. * Creates a new disc geometry
  41949. * @param id defines the unique ID of the geometry
  41950. * @param scene defines the hosting scene
  41951. * @param radius defines the radius of the disc
  41952. * @param tessellation defines the tesselation factor to apply to the disc
  41953. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41954. * @param mesh defines the hosting mesh (can be null)
  41955. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41956. */
  41957. function DiscGeometry(id, scene,
  41958. /**
  41959. * Defines the radius of the disc
  41960. */
  41961. radius,
  41962. /**
  41963. * Defines the tesselation factor to apply to the disc
  41964. */
  41965. tessellation, canBeRegenerated, mesh,
  41966. /**
  41967. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41968. */
  41969. side) {
  41970. if (mesh === void 0) { mesh = null; }
  41971. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41972. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41973. _this.radius = radius;
  41974. _this.tessellation = tessellation;
  41975. _this.side = side;
  41976. return _this;
  41977. }
  41978. /** @hidden */
  41979. DiscGeometry.prototype._regenerateVertexData = function () {
  41980. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  41981. };
  41982. DiscGeometry.prototype.copy = function (id) {
  41983. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  41984. };
  41985. return DiscGeometry;
  41986. }(_PrimitiveGeometry));
  41987. BABYLON.DiscGeometry = DiscGeometry;
  41988. /**
  41989. * Creates a new cylinder geometry
  41990. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  41991. */
  41992. var CylinderGeometry = /** @class */ (function (_super) {
  41993. __extends(CylinderGeometry, _super);
  41994. /**
  41995. * Creates a new cylinder geometry
  41996. * @param id defines the unique ID of the geometry
  41997. * @param scene defines the hosting scene
  41998. * @param height defines the height of the cylinder
  41999. * @param diameterTop defines the diameter of the cylinder's top cap
  42000. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42001. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42002. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42003. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42004. * @param mesh defines the hosting mesh (can be null)
  42005. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42006. */
  42007. function CylinderGeometry(id, scene,
  42008. /**
  42009. * Defines the height of the cylinder
  42010. */
  42011. height,
  42012. /**
  42013. * Defines the diameter of the cylinder's top cap
  42014. */
  42015. diameterTop,
  42016. /**
  42017. * Defines the diameter of the cylinder's bottom cap
  42018. */
  42019. diameterBottom,
  42020. /**
  42021. * Defines the tessellation factor to apply to the cylinder
  42022. */
  42023. tessellation,
  42024. /**
  42025. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42026. */
  42027. subdivisions, canBeRegenerated, mesh,
  42028. /**
  42029. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42030. */
  42031. side) {
  42032. if (subdivisions === void 0) { subdivisions = 1; }
  42033. if (mesh === void 0) { mesh = null; }
  42034. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42035. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42036. _this.height = height;
  42037. _this.diameterTop = diameterTop;
  42038. _this.diameterBottom = diameterBottom;
  42039. _this.tessellation = tessellation;
  42040. _this.subdivisions = subdivisions;
  42041. _this.side = side;
  42042. return _this;
  42043. }
  42044. /** @hidden */
  42045. CylinderGeometry.prototype._regenerateVertexData = function () {
  42046. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42047. };
  42048. CylinderGeometry.prototype.copy = function (id) {
  42049. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42050. };
  42051. CylinderGeometry.prototype.serialize = function () {
  42052. var serializationObject = _super.prototype.serialize.call(this);
  42053. serializationObject.height = this.height;
  42054. serializationObject.diameterTop = this.diameterTop;
  42055. serializationObject.diameterBottom = this.diameterBottom;
  42056. serializationObject.tessellation = this.tessellation;
  42057. return serializationObject;
  42058. };
  42059. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42060. if (scene.getGeometryByID(parsedCylinder.id)) {
  42061. return null; // null since geometry could be something else than a cylinder...
  42062. }
  42063. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42064. if (BABYLON.Tags) {
  42065. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42066. }
  42067. scene.pushGeometry(cylinder, true);
  42068. return cylinder;
  42069. };
  42070. return CylinderGeometry;
  42071. }(_PrimitiveGeometry));
  42072. BABYLON.CylinderGeometry = CylinderGeometry;
  42073. /**
  42074. * Creates a new torus geometry
  42075. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42076. */
  42077. var TorusGeometry = /** @class */ (function (_super) {
  42078. __extends(TorusGeometry, _super);
  42079. /**
  42080. * Creates a new torus geometry
  42081. * @param id defines the unique ID of the geometry
  42082. * @param scene defines the hosting scene
  42083. * @param diameter defines the diameter of the torus
  42084. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42085. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42086. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42087. * @param mesh defines the hosting mesh (can be null)
  42088. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42089. */
  42090. function TorusGeometry(id, scene,
  42091. /**
  42092. * Defines the diameter of the torus
  42093. */
  42094. diameter,
  42095. /**
  42096. * Defines the thickness of the torus (ie. internal diameter)
  42097. */
  42098. thickness,
  42099. /**
  42100. * Defines the tesselation factor to apply to the torus
  42101. */
  42102. tessellation, canBeRegenerated, mesh,
  42103. /**
  42104. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42105. */
  42106. side) {
  42107. if (mesh === void 0) { mesh = null; }
  42108. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42109. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42110. _this.diameter = diameter;
  42111. _this.thickness = thickness;
  42112. _this.tessellation = tessellation;
  42113. _this.side = side;
  42114. return _this;
  42115. }
  42116. /** @hidden */
  42117. TorusGeometry.prototype._regenerateVertexData = function () {
  42118. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42119. };
  42120. TorusGeometry.prototype.copy = function (id) {
  42121. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42122. };
  42123. TorusGeometry.prototype.serialize = function () {
  42124. var serializationObject = _super.prototype.serialize.call(this);
  42125. serializationObject.diameter = this.diameter;
  42126. serializationObject.thickness = this.thickness;
  42127. serializationObject.tessellation = this.tessellation;
  42128. return serializationObject;
  42129. };
  42130. TorusGeometry.Parse = function (parsedTorus, scene) {
  42131. if (scene.getGeometryByID(parsedTorus.id)) {
  42132. return null; // null since geometry could be something else than a torus...
  42133. }
  42134. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42135. if (BABYLON.Tags) {
  42136. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42137. }
  42138. scene.pushGeometry(torus, true);
  42139. return torus;
  42140. };
  42141. return TorusGeometry;
  42142. }(_PrimitiveGeometry));
  42143. BABYLON.TorusGeometry = TorusGeometry;
  42144. /**
  42145. * Creates a new ground geometry
  42146. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42147. */
  42148. var GroundGeometry = /** @class */ (function (_super) {
  42149. __extends(GroundGeometry, _super);
  42150. /**
  42151. * Creates a new ground geometry
  42152. * @param id defines the unique ID of the geometry
  42153. * @param scene defines the hosting scene
  42154. * @param width defines the width of the ground
  42155. * @param height defines the height of the ground
  42156. * @param subdivisions defines the subdivisions to apply to the ground
  42157. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42158. * @param mesh defines the hosting mesh (can be null)
  42159. */
  42160. function GroundGeometry(id, scene,
  42161. /**
  42162. * Defines the width of the ground
  42163. */
  42164. width,
  42165. /**
  42166. * Defines the height of the ground
  42167. */
  42168. height,
  42169. /**
  42170. * Defines the subdivisions to apply to the ground
  42171. */
  42172. subdivisions, canBeRegenerated, mesh) {
  42173. if (mesh === void 0) { mesh = null; }
  42174. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42175. _this.width = width;
  42176. _this.height = height;
  42177. _this.subdivisions = subdivisions;
  42178. return _this;
  42179. }
  42180. /** @hidden */
  42181. GroundGeometry.prototype._regenerateVertexData = function () {
  42182. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42183. };
  42184. GroundGeometry.prototype.copy = function (id) {
  42185. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42186. };
  42187. GroundGeometry.prototype.serialize = function () {
  42188. var serializationObject = _super.prototype.serialize.call(this);
  42189. serializationObject.width = this.width;
  42190. serializationObject.height = this.height;
  42191. serializationObject.subdivisions = this.subdivisions;
  42192. return serializationObject;
  42193. };
  42194. GroundGeometry.Parse = function (parsedGround, scene) {
  42195. if (scene.getGeometryByID(parsedGround.id)) {
  42196. return null; // null since geometry could be something else than a ground...
  42197. }
  42198. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42199. if (BABYLON.Tags) {
  42200. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42201. }
  42202. scene.pushGeometry(ground, true);
  42203. return ground;
  42204. };
  42205. return GroundGeometry;
  42206. }(_PrimitiveGeometry));
  42207. BABYLON.GroundGeometry = GroundGeometry;
  42208. /**
  42209. * Creates a tiled ground geometry
  42210. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42211. */
  42212. var TiledGroundGeometry = /** @class */ (function (_super) {
  42213. __extends(TiledGroundGeometry, _super);
  42214. /**
  42215. * Creates a tiled ground geometry
  42216. * @param id defines the unique ID of the geometry
  42217. * @param scene defines the hosting scene
  42218. * @param xmin defines the minimum value on X axis
  42219. * @param zmin defines the minimum value on Z axis
  42220. * @param xmax defines the maximum value on X axis
  42221. * @param zmax defines the maximum value on Z axis
  42222. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42223. * @param precision defines the precision to use when computing the tiles
  42224. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42225. * @param mesh defines the hosting mesh (can be null)
  42226. */
  42227. function TiledGroundGeometry(id, scene,
  42228. /**
  42229. * Defines the minimum value on X axis
  42230. */
  42231. xmin,
  42232. /**
  42233. * Defines the minimum value on Z axis
  42234. */
  42235. zmin,
  42236. /**
  42237. * Defines the maximum value on X axis
  42238. */
  42239. xmax,
  42240. /**
  42241. * Defines the maximum value on Z axis
  42242. */
  42243. zmax,
  42244. /**
  42245. * Defines the subdivisions to apply to the ground
  42246. */
  42247. subdivisions,
  42248. /**
  42249. * Defines the precision to use when computing the tiles
  42250. */
  42251. precision, canBeRegenerated, mesh) {
  42252. if (mesh === void 0) { mesh = null; }
  42253. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42254. _this.xmin = xmin;
  42255. _this.zmin = zmin;
  42256. _this.xmax = xmax;
  42257. _this.zmax = zmax;
  42258. _this.subdivisions = subdivisions;
  42259. _this.precision = precision;
  42260. return _this;
  42261. }
  42262. /** @hidden */
  42263. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42264. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42265. };
  42266. TiledGroundGeometry.prototype.copy = function (id) {
  42267. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42268. };
  42269. return TiledGroundGeometry;
  42270. }(_PrimitiveGeometry));
  42271. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42272. /**
  42273. * Creates a plane geometry
  42274. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42275. */
  42276. var PlaneGeometry = /** @class */ (function (_super) {
  42277. __extends(PlaneGeometry, _super);
  42278. /**
  42279. * Creates a plane geometry
  42280. * @param id defines the unique ID of the geometry
  42281. * @param scene defines the hosting scene
  42282. * @param size defines the size of the plane (width === height)
  42283. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42284. * @param mesh defines the hosting mesh (can be null)
  42285. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42286. */
  42287. function PlaneGeometry(id, scene,
  42288. /**
  42289. * Defines the size of the plane (width === height)
  42290. */
  42291. size, canBeRegenerated, mesh,
  42292. /**
  42293. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42294. */
  42295. side) {
  42296. if (mesh === void 0) { mesh = null; }
  42297. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42298. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42299. _this.size = size;
  42300. _this.side = side;
  42301. return _this;
  42302. }
  42303. /** @hidden */
  42304. PlaneGeometry.prototype._regenerateVertexData = function () {
  42305. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42306. };
  42307. PlaneGeometry.prototype.copy = function (id) {
  42308. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42309. };
  42310. PlaneGeometry.prototype.serialize = function () {
  42311. var serializationObject = _super.prototype.serialize.call(this);
  42312. serializationObject.size = this.size;
  42313. return serializationObject;
  42314. };
  42315. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42316. if (scene.getGeometryByID(parsedPlane.id)) {
  42317. return null; // null since geometry could be something else than a ground...
  42318. }
  42319. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42320. if (BABYLON.Tags) {
  42321. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42322. }
  42323. scene.pushGeometry(plane, true);
  42324. return plane;
  42325. };
  42326. return PlaneGeometry;
  42327. }(_PrimitiveGeometry));
  42328. BABYLON.PlaneGeometry = PlaneGeometry;
  42329. /**
  42330. * Creates a torus knot geometry
  42331. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42332. */
  42333. var TorusKnotGeometry = /** @class */ (function (_super) {
  42334. __extends(TorusKnotGeometry, _super);
  42335. /**
  42336. * Creates a torus knot geometry
  42337. * @param id defines the unique ID of the geometry
  42338. * @param scene defines the hosting scene
  42339. * @param radius defines the radius of the torus knot
  42340. * @param tube defines the thickness of the torus knot tube
  42341. * @param radialSegments defines the number of radial segments
  42342. * @param tubularSegments defines the number of tubular segments
  42343. * @param p defines the first number of windings
  42344. * @param q defines the second number of windings
  42345. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42346. * @param mesh defines the hosting mesh (can be null)
  42347. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42348. */
  42349. function TorusKnotGeometry(id, scene,
  42350. /**
  42351. * Defines the radius of the torus knot
  42352. */
  42353. radius,
  42354. /**
  42355. * Defines the thickness of the torus knot tube
  42356. */
  42357. tube,
  42358. /**
  42359. * Defines the number of radial segments
  42360. */
  42361. radialSegments,
  42362. /**
  42363. * Defines the number of tubular segments
  42364. */
  42365. tubularSegments,
  42366. /**
  42367. * Defines the first number of windings
  42368. */
  42369. p,
  42370. /**
  42371. * Defines the second number of windings
  42372. */
  42373. q, canBeRegenerated, mesh,
  42374. /**
  42375. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42376. */
  42377. side) {
  42378. if (mesh === void 0) { mesh = null; }
  42379. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42380. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42381. _this.radius = radius;
  42382. _this.tube = tube;
  42383. _this.radialSegments = radialSegments;
  42384. _this.tubularSegments = tubularSegments;
  42385. _this.p = p;
  42386. _this.q = q;
  42387. _this.side = side;
  42388. return _this;
  42389. }
  42390. /** @hidden */
  42391. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42392. 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 });
  42393. };
  42394. TorusKnotGeometry.prototype.copy = function (id) {
  42395. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42396. };
  42397. TorusKnotGeometry.prototype.serialize = function () {
  42398. var serializationObject = _super.prototype.serialize.call(this);
  42399. serializationObject.radius = this.radius;
  42400. serializationObject.tube = this.tube;
  42401. serializationObject.radialSegments = this.radialSegments;
  42402. serializationObject.tubularSegments = this.tubularSegments;
  42403. serializationObject.p = this.p;
  42404. serializationObject.q = this.q;
  42405. return serializationObject;
  42406. };
  42407. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42408. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42409. return null; // null since geometry could be something else than a ground...
  42410. }
  42411. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42412. if (BABYLON.Tags) {
  42413. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42414. }
  42415. scene.pushGeometry(torusKnot, true);
  42416. return torusKnot;
  42417. };
  42418. return TorusKnotGeometry;
  42419. }(_PrimitiveGeometry));
  42420. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42421. //}
  42422. })(BABYLON || (BABYLON = {}));
  42423. //# sourceMappingURL=babylon.geometry.js.map
  42424. var BABYLON;
  42425. (function (BABYLON) {
  42426. /**
  42427. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42428. */
  42429. var PerformanceMonitor = /** @class */ (function () {
  42430. /**
  42431. * constructor
  42432. * @param frameSampleSize The number of samples required to saturate the sliding window
  42433. */
  42434. function PerformanceMonitor(frameSampleSize) {
  42435. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42436. this._enabled = true;
  42437. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42438. }
  42439. /**
  42440. * Samples current frame
  42441. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42442. */
  42443. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42444. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42445. if (!this._enabled) {
  42446. return;
  42447. }
  42448. if (this._lastFrameTimeMs != null) {
  42449. var dt = timeMs - this._lastFrameTimeMs;
  42450. this._rollingFrameTime.add(dt);
  42451. }
  42452. this._lastFrameTimeMs = timeMs;
  42453. };
  42454. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42455. /**
  42456. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42457. */
  42458. get: function () {
  42459. return this._rollingFrameTime.average;
  42460. },
  42461. enumerable: true,
  42462. configurable: true
  42463. });
  42464. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42465. /**
  42466. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42467. */
  42468. get: function () {
  42469. return this._rollingFrameTime.variance;
  42470. },
  42471. enumerable: true,
  42472. configurable: true
  42473. });
  42474. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42475. /**
  42476. * Returns the frame time of the most recent frame
  42477. */
  42478. get: function () {
  42479. return this._rollingFrameTime.history(0);
  42480. },
  42481. enumerable: true,
  42482. configurable: true
  42483. });
  42484. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42485. /**
  42486. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42487. */
  42488. get: function () {
  42489. return 1000.0 / this._rollingFrameTime.average;
  42490. },
  42491. enumerable: true,
  42492. configurable: true
  42493. });
  42494. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42495. /**
  42496. * Returns the average framerate in frames per second using the most recent frame time
  42497. */
  42498. get: function () {
  42499. var history = this._rollingFrameTime.history(0);
  42500. if (history === 0) {
  42501. return 0;
  42502. }
  42503. return 1000.0 / history;
  42504. },
  42505. enumerable: true,
  42506. configurable: true
  42507. });
  42508. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42509. /**
  42510. * Returns true if enough samples have been taken to completely fill the sliding window
  42511. */
  42512. get: function () {
  42513. return this._rollingFrameTime.isSaturated();
  42514. },
  42515. enumerable: true,
  42516. configurable: true
  42517. });
  42518. /**
  42519. * Enables contributions to the sliding window sample set
  42520. */
  42521. PerformanceMonitor.prototype.enable = function () {
  42522. this._enabled = true;
  42523. };
  42524. /**
  42525. * Disables contributions to the sliding window sample set
  42526. * Samples will not be interpolated over the disabled period
  42527. */
  42528. PerformanceMonitor.prototype.disable = function () {
  42529. this._enabled = false;
  42530. //clear last sample to avoid interpolating over the disabled period when next enabled
  42531. this._lastFrameTimeMs = null;
  42532. };
  42533. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42534. /**
  42535. * Returns true if sampling is enabled
  42536. */
  42537. get: function () {
  42538. return this._enabled;
  42539. },
  42540. enumerable: true,
  42541. configurable: true
  42542. });
  42543. /**
  42544. * Resets performance monitor
  42545. */
  42546. PerformanceMonitor.prototype.reset = function () {
  42547. //clear last sample to avoid interpolating over the disabled period when next enabled
  42548. this._lastFrameTimeMs = null;
  42549. //wipe record
  42550. this._rollingFrameTime.reset();
  42551. };
  42552. return PerformanceMonitor;
  42553. }());
  42554. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42555. /**
  42556. * RollingAverage
  42557. *
  42558. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42559. */
  42560. var RollingAverage = /** @class */ (function () {
  42561. /**
  42562. * constructor
  42563. * @param length The number of samples required to saturate the sliding window
  42564. */
  42565. function RollingAverage(length) {
  42566. this._samples = new Array(length);
  42567. this.reset();
  42568. }
  42569. /**
  42570. * Adds a sample to the sample set
  42571. * @param v The sample value
  42572. */
  42573. RollingAverage.prototype.add = function (v) {
  42574. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42575. var delta;
  42576. //we need to check if we've already wrapped round
  42577. if (this.isSaturated()) {
  42578. //remove bottom of stack from mean
  42579. var bottomValue = this._samples[this._pos];
  42580. delta = bottomValue - this.average;
  42581. this.average -= delta / (this._sampleCount - 1);
  42582. this._m2 -= delta * (bottomValue - this.average);
  42583. }
  42584. else {
  42585. this._sampleCount++;
  42586. }
  42587. //add new value to mean
  42588. delta = v - this.average;
  42589. this.average += delta / (this._sampleCount);
  42590. this._m2 += delta * (v - this.average);
  42591. //set the new variance
  42592. this.variance = this._m2 / (this._sampleCount - 1);
  42593. this._samples[this._pos] = v;
  42594. this._pos++;
  42595. this._pos %= this._samples.length; //positive wrap around
  42596. };
  42597. /**
  42598. * Returns previously added values or null if outside of history or outside the sliding window domain
  42599. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42600. * @return Value previously recorded with add() or null if outside of range
  42601. */
  42602. RollingAverage.prototype.history = function (i) {
  42603. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42604. return 0;
  42605. }
  42606. var i0 = this._wrapPosition(this._pos - 1.0);
  42607. return this._samples[this._wrapPosition(i0 - i)];
  42608. };
  42609. /**
  42610. * Returns true if enough samples have been taken to completely fill the sliding window
  42611. * @return true if sample-set saturated
  42612. */
  42613. RollingAverage.prototype.isSaturated = function () {
  42614. return this._sampleCount >= this._samples.length;
  42615. };
  42616. /**
  42617. * Resets the rolling average (equivalent to 0 samples taken so far)
  42618. */
  42619. RollingAverage.prototype.reset = function () {
  42620. this.average = 0;
  42621. this.variance = 0;
  42622. this._sampleCount = 0;
  42623. this._pos = 0;
  42624. this._m2 = 0;
  42625. };
  42626. /**
  42627. * Wraps a value around the sample range boundaries
  42628. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42629. * @return Wrapped position in sample range
  42630. */
  42631. RollingAverage.prototype._wrapPosition = function (i) {
  42632. var max = this._samples.length;
  42633. return ((i % max) + max) % max;
  42634. };
  42635. return RollingAverage;
  42636. }());
  42637. BABYLON.RollingAverage = RollingAverage;
  42638. })(BABYLON || (BABYLON = {}));
  42639. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42640. var BABYLON;
  42641. (function (BABYLON) {
  42642. /**
  42643. * "Static Class" containing the most commonly used helper while dealing with material for
  42644. * rendering purpose.
  42645. *
  42646. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42647. *
  42648. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42649. */
  42650. var MaterialHelper = /** @class */ (function () {
  42651. function MaterialHelper() {
  42652. }
  42653. /**
  42654. * Bind the current view position to an effect.
  42655. * @param effect The effect to be bound
  42656. * @param scene The scene the eyes position is used from
  42657. */
  42658. MaterialHelper.BindEyePosition = function (effect, scene) {
  42659. if (scene._forcedViewPosition) {
  42660. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42661. return;
  42662. }
  42663. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42664. };
  42665. /**
  42666. * Helps preparing the defines values about the UVs in used in the effect.
  42667. * UVs are shared as much as we can accross channels in the shaders.
  42668. * @param texture The texture we are preparing the UVs for
  42669. * @param defines The defines to update
  42670. * @param key The channel key "diffuse", "specular"... used in the shader
  42671. */
  42672. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42673. defines._needUVs = true;
  42674. defines[key] = true;
  42675. if (texture.getTextureMatrix().isIdentity(true)) {
  42676. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42677. if (texture.coordinatesIndex === 0) {
  42678. defines["MAINUV1"] = true;
  42679. }
  42680. else {
  42681. defines["MAINUV2"] = true;
  42682. }
  42683. }
  42684. else {
  42685. defines[key + "DIRECTUV"] = 0;
  42686. }
  42687. };
  42688. /**
  42689. * Binds a texture matrix value to its corrsponding uniform
  42690. * @param texture The texture to bind the matrix for
  42691. * @param uniformBuffer The uniform buffer receivin the data
  42692. * @param key The channel key "diffuse", "specular"... used in the shader
  42693. */
  42694. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42695. var matrix = texture.getTextureMatrix();
  42696. if (!matrix.isIdentity(true)) {
  42697. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42698. }
  42699. };
  42700. /**
  42701. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42702. * @param mesh defines the current mesh
  42703. * @param scene defines the current scene
  42704. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42705. * @param pointsCloud defines if point cloud rendering has to be turned on
  42706. * @param fogEnabled defines if fog has to be turned on
  42707. * @param alphaTest defines if alpha testing has to be turned on
  42708. * @param defines defines the current list of defines
  42709. */
  42710. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42711. if (defines._areMiscDirty) {
  42712. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42713. defines["POINTSIZE"] = pointsCloud;
  42714. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42715. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42716. defines["ALPHATEST"] = alphaTest;
  42717. }
  42718. };
  42719. /**
  42720. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42721. * @param scene defines the current scene
  42722. * @param engine defines the current engine
  42723. * @param defines specifies the list of active defines
  42724. * @param useInstances defines if instances have to be turned on
  42725. * @param useClipPlane defines if clip plane have to be turned on
  42726. */
  42727. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42728. if (useClipPlane === void 0) { useClipPlane = null; }
  42729. var changed = false;
  42730. var useClipPlane1 = false;
  42731. var useClipPlane2 = false;
  42732. var useClipPlane3 = false;
  42733. var useClipPlane4 = false;
  42734. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42735. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42736. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42737. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42738. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42739. defines["CLIPPLANE"] = useClipPlane1;
  42740. changed = true;
  42741. }
  42742. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42743. defines["CLIPPLANE2"] = useClipPlane2;
  42744. changed = true;
  42745. }
  42746. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42747. defines["CLIPPLANE3"] = useClipPlane3;
  42748. changed = true;
  42749. }
  42750. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42751. defines["CLIPPLANE4"] = useClipPlane4;
  42752. changed = true;
  42753. }
  42754. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42755. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42756. changed = true;
  42757. }
  42758. if (defines["INSTANCES"] !== useInstances) {
  42759. defines["INSTANCES"] = useInstances;
  42760. changed = true;
  42761. }
  42762. if (changed) {
  42763. defines.markAsUnprocessed();
  42764. }
  42765. };
  42766. /**
  42767. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42768. * @param mesh The mesh containing the geometry data we will draw
  42769. * @param defines The defines to update
  42770. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42771. * @param useBones Precise whether bones should be used or not (override mesh info)
  42772. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42773. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42774. * @returns false if defines are considered not dirty and have not been checked
  42775. */
  42776. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42777. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42778. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42779. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42780. return false;
  42781. }
  42782. defines._normals = defines._needNormals;
  42783. defines._uvs = defines._needUVs;
  42784. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42785. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42786. defines["TANGENT"] = true;
  42787. }
  42788. if (defines._needUVs) {
  42789. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42790. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42791. }
  42792. else {
  42793. defines["UV1"] = false;
  42794. defines["UV2"] = false;
  42795. }
  42796. if (useVertexColor) {
  42797. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42798. defines["VERTEXCOLOR"] = hasVertexColors;
  42799. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42800. }
  42801. if (useBones) {
  42802. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42803. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42804. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42805. }
  42806. else {
  42807. defines["NUM_BONE_INFLUENCERS"] = 0;
  42808. defines["BonesPerMesh"] = 0;
  42809. }
  42810. }
  42811. if (useMorphTargets) {
  42812. var manager = mesh.morphTargetManager;
  42813. if (manager) {
  42814. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42815. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  42816. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  42817. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  42818. }
  42819. else {
  42820. defines["MORPHTARGETS_TANGENT"] = false;
  42821. defines["MORPHTARGETS_NORMAL"] = false;
  42822. defines["MORPHTARGETS"] = false;
  42823. defines["NUM_MORPH_INFLUENCERS"] = 0;
  42824. }
  42825. }
  42826. return true;
  42827. };
  42828. /**
  42829. * Prepares the defines related to the light information passed in parameter
  42830. * @param scene The scene we are intending to draw
  42831. * @param mesh The mesh the effect is compiling for
  42832. * @param defines The defines to update
  42833. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  42834. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  42835. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  42836. * @returns true if normals will be required for the rest of the effect
  42837. */
  42838. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  42839. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42840. if (disableLighting === void 0) { disableLighting = false; }
  42841. if (!defines._areLightsDirty) {
  42842. return defines._needNormals;
  42843. }
  42844. var lightIndex = 0;
  42845. var needNormals = false;
  42846. var needRebuild = false;
  42847. var lightmapMode = false;
  42848. var shadowEnabled = false;
  42849. var specularEnabled = false;
  42850. if (scene.lightsEnabled && !disableLighting) {
  42851. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  42852. var light = _a[_i];
  42853. needNormals = true;
  42854. if (defines["LIGHT" + lightIndex] === undefined) {
  42855. needRebuild = true;
  42856. }
  42857. defines["LIGHT" + lightIndex] = true;
  42858. defines["SPOTLIGHT" + lightIndex] = false;
  42859. defines["HEMILIGHT" + lightIndex] = false;
  42860. defines["POINTLIGHT" + lightIndex] = false;
  42861. defines["DIRLIGHT" + lightIndex] = false;
  42862. light.prepareLightSpecificDefines(defines, lightIndex);
  42863. // FallOff.
  42864. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  42865. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  42866. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  42867. switch (light.falloffType) {
  42868. case BABYLON.Light.FALLOFF_GLTF:
  42869. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  42870. break;
  42871. case BABYLON.Light.FALLOFF_PHYSICAL:
  42872. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  42873. break;
  42874. case BABYLON.Light.FALLOFF_STANDARD:
  42875. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  42876. break;
  42877. }
  42878. // Specular
  42879. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  42880. specularEnabled = true;
  42881. }
  42882. // Shadows
  42883. defines["SHADOW" + lightIndex] = false;
  42884. defines["SHADOWPCF" + lightIndex] = false;
  42885. defines["SHADOWPCSS" + lightIndex] = false;
  42886. defines["SHADOWPOISSON" + lightIndex] = false;
  42887. defines["SHADOWESM" + lightIndex] = false;
  42888. defines["SHADOWCUBE" + lightIndex] = false;
  42889. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  42890. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  42891. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  42892. var shadowGenerator = light.getShadowGenerator();
  42893. if (shadowGenerator) {
  42894. var shadowMap = shadowGenerator.getShadowMap();
  42895. if (shadowMap) {
  42896. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  42897. shadowEnabled = true;
  42898. shadowGenerator.prepareDefines(defines, lightIndex);
  42899. }
  42900. }
  42901. }
  42902. }
  42903. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  42904. lightmapMode = true;
  42905. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  42906. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  42907. }
  42908. else {
  42909. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  42910. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  42911. }
  42912. lightIndex++;
  42913. if (lightIndex === maxSimultaneousLights) {
  42914. break;
  42915. }
  42916. }
  42917. }
  42918. defines["SPECULARTERM"] = specularEnabled;
  42919. defines["SHADOWS"] = shadowEnabled;
  42920. // Resetting all other lights if any
  42921. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  42922. if (defines["LIGHT" + index] !== undefined) {
  42923. defines["LIGHT" + index] = false;
  42924. defines["HEMILIGHT" + lightIndex] = false;
  42925. defines["POINTLIGHT" + lightIndex] = false;
  42926. defines["DIRLIGHT" + lightIndex] = false;
  42927. defines["SPOTLIGHT" + lightIndex] = false;
  42928. defines["SHADOW" + lightIndex] = false;
  42929. }
  42930. }
  42931. var caps = scene.getEngine().getCaps();
  42932. if (defines["SHADOWFLOAT"] === undefined) {
  42933. needRebuild = true;
  42934. }
  42935. defines["SHADOWFLOAT"] = shadowEnabled &&
  42936. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  42937. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  42938. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  42939. if (needRebuild) {
  42940. defines.rebuild();
  42941. }
  42942. return needNormals;
  42943. };
  42944. /**
  42945. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  42946. * that won t be acctive due to defines being turned off.
  42947. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  42948. * @param samplersList The samplers list
  42949. * @param defines The defines helping in the list generation
  42950. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  42951. */
  42952. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  42953. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42954. var uniformsList;
  42955. var uniformBuffersList = null;
  42956. if (uniformsListOrOptions.uniformsNames) {
  42957. var options = uniformsListOrOptions;
  42958. uniformsList = options.uniformsNames;
  42959. uniformBuffersList = options.uniformBuffersNames;
  42960. samplersList = options.samplers;
  42961. defines = options.defines;
  42962. maxSimultaneousLights = options.maxSimultaneousLights;
  42963. }
  42964. else {
  42965. uniformsList = uniformsListOrOptions;
  42966. if (!samplersList) {
  42967. samplersList = [];
  42968. }
  42969. }
  42970. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  42971. if (!defines["LIGHT" + lightIndex]) {
  42972. break;
  42973. }
  42974. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  42975. if (uniformBuffersList) {
  42976. uniformBuffersList.push("Light" + lightIndex);
  42977. }
  42978. samplersList.push("shadowSampler" + lightIndex);
  42979. samplersList.push("depthSampler" + lightIndex);
  42980. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  42981. samplersList.push("projectionLightSampler" + lightIndex);
  42982. uniformsList.push("textureProjectionMatrix" + lightIndex);
  42983. }
  42984. }
  42985. if (defines["NUM_MORPH_INFLUENCERS"]) {
  42986. uniformsList.push("morphTargetInfluences");
  42987. }
  42988. };
  42989. /**
  42990. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  42991. * @param defines The defines to update while falling back
  42992. * @param fallbacks The authorized effect fallbacks
  42993. * @param maxSimultaneousLights The maximum number of lights allowed
  42994. * @param rank the current rank of the Effect
  42995. * @returns The newly affected rank
  42996. */
  42997. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  42998. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42999. if (rank === void 0) { rank = 0; }
  43000. var lightFallbackRank = 0;
  43001. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43002. if (!defines["LIGHT" + lightIndex]) {
  43003. break;
  43004. }
  43005. if (lightIndex > 0) {
  43006. lightFallbackRank = rank + lightIndex;
  43007. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43008. }
  43009. if (!defines["SHADOWS"]) {
  43010. if (defines["SHADOW" + lightIndex]) {
  43011. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43012. }
  43013. if (defines["SHADOWPCF" + lightIndex]) {
  43014. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43015. }
  43016. if (defines["SHADOWPCSS" + lightIndex]) {
  43017. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43018. }
  43019. if (defines["SHADOWPOISSON" + lightIndex]) {
  43020. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43021. }
  43022. if (defines["SHADOWESM" + lightIndex]) {
  43023. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43024. }
  43025. }
  43026. }
  43027. return lightFallbackRank++;
  43028. };
  43029. /**
  43030. * Prepares the list of attributes required for morph targets according to the effect defines.
  43031. * @param attribs The current list of supported attribs
  43032. * @param mesh The mesh to prepare the morph targets attributes for
  43033. * @param defines The current Defines of the effect
  43034. */
  43035. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43036. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43037. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43038. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43039. var manager = mesh.morphTargetManager;
  43040. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43041. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43042. for (var index = 0; index < influencers; index++) {
  43043. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43044. if (normal) {
  43045. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43046. }
  43047. if (tangent) {
  43048. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43049. }
  43050. if (attribs.length > maxAttributesCount) {
  43051. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43052. }
  43053. }
  43054. }
  43055. };
  43056. /**
  43057. * Prepares the list of attributes required for bones according to the effect defines.
  43058. * @param attribs The current list of supported attribs
  43059. * @param mesh The mesh to prepare the bones attributes for
  43060. * @param defines The current Defines of the effect
  43061. * @param fallbacks The current efffect fallback strategy
  43062. */
  43063. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43064. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43065. fallbacks.addCPUSkinningFallback(0, mesh);
  43066. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43067. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43068. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43069. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43070. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43071. }
  43072. }
  43073. };
  43074. /**
  43075. * Prepares the list of attributes required for instances according to the effect defines.
  43076. * @param attribs The current list of supported attribs
  43077. * @param defines The current Defines of the effect
  43078. */
  43079. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43080. if (defines["INSTANCES"]) {
  43081. attribs.push("world0");
  43082. attribs.push("world1");
  43083. attribs.push("world2");
  43084. attribs.push("world3");
  43085. }
  43086. };
  43087. /**
  43088. * Binds the light shadow information to the effect for the given mesh.
  43089. * @param light The light containing the generator
  43090. * @param scene The scene the lights belongs to
  43091. * @param mesh The mesh we are binding the information to render
  43092. * @param lightIndex The light index in the effect used to render the mesh
  43093. * @param effect The effect we are binding the data to
  43094. */
  43095. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43096. if (light.shadowEnabled && mesh.receiveShadows) {
  43097. var shadowGenerator = light.getShadowGenerator();
  43098. if (shadowGenerator) {
  43099. shadowGenerator.bindShadowLight(lightIndex, effect);
  43100. }
  43101. }
  43102. };
  43103. /**
  43104. * Binds the light information to the effect.
  43105. * @param light The light containing the generator
  43106. * @param effect The effect we are binding the data to
  43107. * @param lightIndex The light index in the effect used to render
  43108. */
  43109. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43110. light.transferToEffect(effect, lightIndex + "");
  43111. };
  43112. /**
  43113. * Binds the lights information from the scene to the effect for the given mesh.
  43114. * @param scene The scene the lights belongs to
  43115. * @param mesh The mesh we are binding the information to render
  43116. * @param effect The effect we are binding the data to
  43117. * @param defines The generated defines for the effect
  43118. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43119. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43120. */
  43121. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43122. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43123. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43124. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43125. for (var i = 0; i < len; i++) {
  43126. var light = mesh._lightSources[i];
  43127. var iAsString = i.toString();
  43128. var scaledIntensity = light.getScaledIntensity();
  43129. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43130. MaterialHelper.BindLightProperties(light, effect, i);
  43131. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43132. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43133. if (defines["SPECULARTERM"]) {
  43134. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43135. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43136. }
  43137. // Shadows
  43138. if (scene.shadowsEnabled) {
  43139. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43140. }
  43141. light._uniformBuffer.update();
  43142. }
  43143. };
  43144. /**
  43145. * Binds the fog information from the scene to the effect for the given mesh.
  43146. * @param scene The scene the lights belongs to
  43147. * @param mesh The mesh we are binding the information to render
  43148. * @param effect The effect we are binding the data to
  43149. * @param linearSpace Defines if the fog effect is applied in linear space
  43150. */
  43151. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43152. if (linearSpace === void 0) { linearSpace = false; }
  43153. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43154. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43155. // Convert fog color to linear space if used in a linear space computed shader.
  43156. if (linearSpace) {
  43157. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43158. effect.setColor3("vFogColor", this._tempFogColor);
  43159. }
  43160. else {
  43161. effect.setColor3("vFogColor", scene.fogColor);
  43162. }
  43163. }
  43164. };
  43165. /**
  43166. * Binds the bones information from the mesh to the effect.
  43167. * @param mesh The mesh we are binding the information to render
  43168. * @param effect The effect we are binding the data to
  43169. */
  43170. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43171. if (!effect || !mesh) {
  43172. return;
  43173. }
  43174. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43175. mesh.computeBonesUsingShaders = false;
  43176. }
  43177. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43178. var matrices = mesh.skeleton.getTransformMatrices(mesh);
  43179. if (matrices) {
  43180. effect.setMatrices("mBones", matrices);
  43181. }
  43182. }
  43183. };
  43184. /**
  43185. * Binds the morph targets information from the mesh to the effect.
  43186. * @param abstractMesh The mesh we are binding the information to render
  43187. * @param effect The effect we are binding the data to
  43188. */
  43189. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43190. var manager = abstractMesh.morphTargetManager;
  43191. if (!abstractMesh || !manager) {
  43192. return;
  43193. }
  43194. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43195. };
  43196. /**
  43197. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43198. * @param defines The generated defines used in the effect
  43199. * @param effect The effect we are binding the data to
  43200. * @param scene The scene we are willing to render with logarithmic scale for
  43201. */
  43202. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43203. if (defines["LOGARITHMICDEPTH"]) {
  43204. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43205. }
  43206. };
  43207. /**
  43208. * Binds the clip plane information from the scene to the effect.
  43209. * @param scene The scene the clip plane information are extracted from
  43210. * @param effect The effect we are binding the data to
  43211. */
  43212. MaterialHelper.BindClipPlane = function (effect, scene) {
  43213. if (scene.clipPlane) {
  43214. var clipPlane = scene.clipPlane;
  43215. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43216. }
  43217. if (scene.clipPlane2) {
  43218. var clipPlane = scene.clipPlane2;
  43219. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43220. }
  43221. if (scene.clipPlane3) {
  43222. var clipPlane = scene.clipPlane3;
  43223. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43224. }
  43225. if (scene.clipPlane4) {
  43226. var clipPlane = scene.clipPlane4;
  43227. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43228. }
  43229. };
  43230. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43231. return MaterialHelper;
  43232. }());
  43233. BABYLON.MaterialHelper = MaterialHelper;
  43234. })(BABYLON || (BABYLON = {}));
  43235. //# sourceMappingURL=babylon.materialHelper.js.map
  43236. var BABYLON;
  43237. (function (BABYLON) {
  43238. /**
  43239. * Base class of materials working in push mode in babylon JS
  43240. * @hidden
  43241. */
  43242. var PushMaterial = /** @class */ (function (_super) {
  43243. __extends(PushMaterial, _super);
  43244. function PushMaterial(name, scene) {
  43245. var _this = _super.call(this, name, scene) || this;
  43246. _this._normalMatrix = new BABYLON.Matrix();
  43247. /**
  43248. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43249. * This means that the material can keep using a previous shader while a new one is being compiled.
  43250. * This is mostly used when shader parallel compilation is supported (true by default)
  43251. */
  43252. _this.allowShaderHotSwapping = true;
  43253. _this._storeEffectOnSubMeshes = true;
  43254. return _this;
  43255. }
  43256. PushMaterial.prototype.getEffect = function () {
  43257. return this._activeEffect;
  43258. };
  43259. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43260. if (!mesh) {
  43261. return false;
  43262. }
  43263. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43264. return true;
  43265. }
  43266. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43267. };
  43268. /**
  43269. * Binds the given world matrix to the active effect
  43270. *
  43271. * @param world the matrix to bind
  43272. */
  43273. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43274. this._activeEffect.setMatrix("world", world);
  43275. };
  43276. /**
  43277. * Binds the given normal matrix to the active effect
  43278. *
  43279. * @param normalMatrix the matrix to bind
  43280. */
  43281. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43282. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43283. };
  43284. PushMaterial.prototype.bind = function (world, mesh) {
  43285. if (!mesh) {
  43286. return;
  43287. }
  43288. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43289. };
  43290. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43291. if (effect === void 0) { effect = null; }
  43292. _super.prototype._afterBind.call(this, mesh);
  43293. this.getScene()._cachedEffect = effect;
  43294. };
  43295. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43296. if (visibility === void 0) { visibility = 1; }
  43297. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43298. };
  43299. return PushMaterial;
  43300. }(BABYLON.Material));
  43301. BABYLON.PushMaterial = PushMaterial;
  43302. })(BABYLON || (BABYLON = {}));
  43303. //# sourceMappingURL=babylon.pushMaterial.js.map
  43304. var BABYLON;
  43305. (function (BABYLON) {
  43306. /** @hidden */
  43307. var StandardMaterialDefines = /** @class */ (function (_super) {
  43308. __extends(StandardMaterialDefines, _super);
  43309. function StandardMaterialDefines() {
  43310. var _this = _super.call(this) || this;
  43311. _this.MAINUV1 = false;
  43312. _this.MAINUV2 = false;
  43313. _this.DIFFUSE = false;
  43314. _this.DIFFUSEDIRECTUV = 0;
  43315. _this.AMBIENT = false;
  43316. _this.AMBIENTDIRECTUV = 0;
  43317. _this.OPACITY = false;
  43318. _this.OPACITYDIRECTUV = 0;
  43319. _this.OPACITYRGB = false;
  43320. _this.REFLECTION = false;
  43321. _this.EMISSIVE = false;
  43322. _this.EMISSIVEDIRECTUV = 0;
  43323. _this.SPECULAR = false;
  43324. _this.SPECULARDIRECTUV = 0;
  43325. _this.BUMP = false;
  43326. _this.BUMPDIRECTUV = 0;
  43327. _this.PARALLAX = false;
  43328. _this.PARALLAXOCCLUSION = false;
  43329. _this.SPECULAROVERALPHA = false;
  43330. _this.CLIPPLANE = false;
  43331. _this.CLIPPLANE2 = false;
  43332. _this.CLIPPLANE3 = false;
  43333. _this.CLIPPLANE4 = false;
  43334. _this.ALPHATEST = false;
  43335. _this.DEPTHPREPASS = false;
  43336. _this.ALPHAFROMDIFFUSE = false;
  43337. _this.POINTSIZE = false;
  43338. _this.FOG = false;
  43339. _this.SPECULARTERM = false;
  43340. _this.DIFFUSEFRESNEL = false;
  43341. _this.OPACITYFRESNEL = false;
  43342. _this.REFLECTIONFRESNEL = false;
  43343. _this.REFRACTIONFRESNEL = false;
  43344. _this.EMISSIVEFRESNEL = false;
  43345. _this.FRESNEL = false;
  43346. _this.NORMAL = false;
  43347. _this.UV1 = false;
  43348. _this.UV2 = false;
  43349. _this.VERTEXCOLOR = false;
  43350. _this.VERTEXALPHA = false;
  43351. _this.NUM_BONE_INFLUENCERS = 0;
  43352. _this.BonesPerMesh = 0;
  43353. _this.INSTANCES = false;
  43354. _this.GLOSSINESS = false;
  43355. _this.ROUGHNESS = false;
  43356. _this.EMISSIVEASILLUMINATION = false;
  43357. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43358. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43359. _this.LIGHTMAP = false;
  43360. _this.LIGHTMAPDIRECTUV = 0;
  43361. _this.OBJECTSPACE_NORMALMAP = false;
  43362. _this.USELIGHTMAPASSHADOWMAP = false;
  43363. _this.REFLECTIONMAP_3D = false;
  43364. _this.REFLECTIONMAP_SPHERICAL = false;
  43365. _this.REFLECTIONMAP_PLANAR = false;
  43366. _this.REFLECTIONMAP_CUBIC = false;
  43367. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43368. _this.REFLECTIONMAP_PROJECTION = false;
  43369. _this.REFLECTIONMAP_SKYBOX = false;
  43370. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43371. _this.REFLECTIONMAP_EXPLICIT = false;
  43372. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43373. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43374. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43375. _this.INVERTCUBICMAP = false;
  43376. _this.LOGARITHMICDEPTH = false;
  43377. _this.REFRACTION = false;
  43378. _this.REFRACTIONMAP_3D = false;
  43379. _this.REFLECTIONOVERALPHA = false;
  43380. _this.TWOSIDEDLIGHTING = false;
  43381. _this.SHADOWFLOAT = false;
  43382. _this.MORPHTARGETS = false;
  43383. _this.MORPHTARGETS_NORMAL = false;
  43384. _this.MORPHTARGETS_TANGENT = false;
  43385. _this.NUM_MORPH_INFLUENCERS = 0;
  43386. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43387. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43388. _this.IMAGEPROCESSING = false;
  43389. _this.VIGNETTE = false;
  43390. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43391. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43392. _this.TONEMAPPING = false;
  43393. _this.TONEMAPPING_ACES = false;
  43394. _this.CONTRAST = false;
  43395. _this.COLORCURVES = false;
  43396. _this.COLORGRADING = false;
  43397. _this.COLORGRADING3D = false;
  43398. _this.SAMPLER3DGREENDEPTH = false;
  43399. _this.SAMPLER3DBGRMAP = false;
  43400. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43401. /**
  43402. * If the reflection texture on this material is in linear color space
  43403. * @hidden
  43404. */
  43405. _this.IS_REFLECTION_LINEAR = false;
  43406. /**
  43407. * If the refraction texture on this material is in linear color space
  43408. * @hidden
  43409. */
  43410. _this.IS_REFRACTION_LINEAR = false;
  43411. _this.EXPOSURE = false;
  43412. _this.rebuild();
  43413. return _this;
  43414. }
  43415. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43416. var modes = [
  43417. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43418. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43419. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43420. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43421. ];
  43422. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43423. var mode = modes_1[_i];
  43424. this[mode] = (mode === modeToEnable);
  43425. }
  43426. };
  43427. return StandardMaterialDefines;
  43428. }(BABYLON.MaterialDefines));
  43429. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43430. /**
  43431. * This is the default material used in Babylon. It is the best trade off between quality
  43432. * and performances.
  43433. * @see http://doc.babylonjs.com/babylon101/materials
  43434. */
  43435. var StandardMaterial = /** @class */ (function (_super) {
  43436. __extends(StandardMaterial, _super);
  43437. /**
  43438. * Instantiates a new standard material.
  43439. * This is the default material used in Babylon. It is the best trade off between quality
  43440. * and performances.
  43441. * @see http://doc.babylonjs.com/babylon101/materials
  43442. * @param name Define the name of the material in the scene
  43443. * @param scene Define the scene the material belong to
  43444. */
  43445. function StandardMaterial(name, scene) {
  43446. var _this = _super.call(this, name, scene) || this;
  43447. /**
  43448. * The color of the material lit by the environmental background lighting.
  43449. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43450. */
  43451. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43452. /**
  43453. * The basic color of the material as viewed under a light.
  43454. */
  43455. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43456. /**
  43457. * Define how the color and intensity of the highlight given by the light in the material.
  43458. */
  43459. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43460. /**
  43461. * Define the color of the material as if self lit.
  43462. * This will be mixed in the final result even in the absence of light.
  43463. */
  43464. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43465. /**
  43466. * Defines how sharp are the highlights in the material.
  43467. * The bigger the value the sharper giving a more glossy feeling to the result.
  43468. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43469. */
  43470. _this.specularPower = 64;
  43471. _this._useAlphaFromDiffuseTexture = false;
  43472. _this._useEmissiveAsIllumination = false;
  43473. _this._linkEmissiveWithDiffuse = false;
  43474. _this._useSpecularOverAlpha = false;
  43475. _this._useReflectionOverAlpha = false;
  43476. _this._disableLighting = false;
  43477. _this._useObjectSpaceNormalMap = false;
  43478. _this._useParallax = false;
  43479. _this._useParallaxOcclusion = false;
  43480. /**
  43481. * 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.
  43482. */
  43483. _this.parallaxScaleBias = 0.05;
  43484. _this._roughness = 0;
  43485. /**
  43486. * In case of refraction, define the value of the indice of refraction.
  43487. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43488. */
  43489. _this.indexOfRefraction = 0.98;
  43490. /**
  43491. * Invert the refraction texture alongside the y axis.
  43492. * It can be usefull with procedural textures or probe for instance.
  43493. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43494. */
  43495. _this.invertRefractionY = true;
  43496. /**
  43497. * Defines the alpha limits in alpha test mode.
  43498. */
  43499. _this.alphaCutOff = 0.4;
  43500. _this._useLightmapAsShadowmap = false;
  43501. _this._useReflectionFresnelFromSpecular = false;
  43502. _this._useGlossinessFromSpecularMapAlpha = false;
  43503. _this._maxSimultaneousLights = 4;
  43504. _this._invertNormalMapX = false;
  43505. _this._invertNormalMapY = false;
  43506. _this._twoSidedLighting = false;
  43507. _this._renderTargets = new BABYLON.SmartArray(16);
  43508. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43509. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43510. // Setup the default processing configuration to the scene.
  43511. _this._attachImageProcessingConfiguration(null);
  43512. _this.getRenderTargetTextures = function () {
  43513. _this._renderTargets.reset();
  43514. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43515. _this._renderTargets.push(_this._reflectionTexture);
  43516. }
  43517. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43518. _this._renderTargets.push(_this._refractionTexture);
  43519. }
  43520. return _this._renderTargets;
  43521. };
  43522. return _this;
  43523. }
  43524. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43525. /**
  43526. * Gets the image processing configuration used either in this material.
  43527. */
  43528. get: function () {
  43529. return this._imageProcessingConfiguration;
  43530. },
  43531. /**
  43532. * Sets the Default image processing configuration used either in the this material.
  43533. *
  43534. * If sets to null, the scene one is in use.
  43535. */
  43536. set: function (value) {
  43537. this._attachImageProcessingConfiguration(value);
  43538. // Ensure the effect will be rebuilt.
  43539. this._markAllSubMeshesAsTexturesDirty();
  43540. },
  43541. enumerable: true,
  43542. configurable: true
  43543. });
  43544. /**
  43545. * Attaches a new image processing configuration to the Standard Material.
  43546. * @param configuration
  43547. */
  43548. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43549. var _this = this;
  43550. if (configuration === this._imageProcessingConfiguration) {
  43551. return;
  43552. }
  43553. // Detaches observer.
  43554. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43555. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43556. }
  43557. // Pick the scene configuration if needed.
  43558. if (!configuration) {
  43559. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43560. }
  43561. else {
  43562. this._imageProcessingConfiguration = configuration;
  43563. }
  43564. // Attaches observer.
  43565. if (this._imageProcessingConfiguration) {
  43566. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43567. _this._markAllSubMeshesAsImageProcessingDirty();
  43568. });
  43569. }
  43570. };
  43571. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43572. /**
  43573. * Gets wether the color curves effect is enabled.
  43574. */
  43575. get: function () {
  43576. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43577. },
  43578. /**
  43579. * Sets wether the color curves effect is enabled.
  43580. */
  43581. set: function (value) {
  43582. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43583. },
  43584. enumerable: true,
  43585. configurable: true
  43586. });
  43587. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43588. /**
  43589. * Gets wether the color grading effect is enabled.
  43590. */
  43591. get: function () {
  43592. return this.imageProcessingConfiguration.colorGradingEnabled;
  43593. },
  43594. /**
  43595. * Gets wether the color grading effect is enabled.
  43596. */
  43597. set: function (value) {
  43598. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43599. },
  43600. enumerable: true,
  43601. configurable: true
  43602. });
  43603. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43604. /**
  43605. * Gets wether tonemapping is enabled or not.
  43606. */
  43607. get: function () {
  43608. return this._imageProcessingConfiguration.toneMappingEnabled;
  43609. },
  43610. /**
  43611. * Sets wether tonemapping is enabled or not
  43612. */
  43613. set: function (value) {
  43614. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43615. },
  43616. enumerable: true,
  43617. configurable: true
  43618. });
  43619. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43620. /**
  43621. * The camera exposure used on this material.
  43622. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43623. * This corresponds to a photographic exposure.
  43624. */
  43625. get: function () {
  43626. return this._imageProcessingConfiguration.exposure;
  43627. },
  43628. /**
  43629. * The camera exposure used on this material.
  43630. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43631. * This corresponds to a photographic exposure.
  43632. */
  43633. set: function (value) {
  43634. this._imageProcessingConfiguration.exposure = value;
  43635. },
  43636. enumerable: true,
  43637. configurable: true
  43638. });
  43639. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43640. /**
  43641. * Gets The camera contrast used on this material.
  43642. */
  43643. get: function () {
  43644. return this._imageProcessingConfiguration.contrast;
  43645. },
  43646. /**
  43647. * Sets The camera contrast used on this material.
  43648. */
  43649. set: function (value) {
  43650. this._imageProcessingConfiguration.contrast = value;
  43651. },
  43652. enumerable: true,
  43653. configurable: true
  43654. });
  43655. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43656. /**
  43657. * Gets the Color Grading 2D Lookup Texture.
  43658. */
  43659. get: function () {
  43660. return this._imageProcessingConfiguration.colorGradingTexture;
  43661. },
  43662. /**
  43663. * Sets the Color Grading 2D Lookup Texture.
  43664. */
  43665. set: function (value) {
  43666. this._imageProcessingConfiguration.colorGradingTexture = value;
  43667. },
  43668. enumerable: true,
  43669. configurable: true
  43670. });
  43671. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43672. /**
  43673. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43674. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43675. * 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;
  43676. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43677. */
  43678. get: function () {
  43679. return this._imageProcessingConfiguration.colorCurves;
  43680. },
  43681. /**
  43682. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43683. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43684. * 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;
  43685. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43686. */
  43687. set: function (value) {
  43688. this._imageProcessingConfiguration.colorCurves = value;
  43689. },
  43690. enumerable: true,
  43691. configurable: true
  43692. });
  43693. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43694. /**
  43695. * Gets a boolean indicating that current material needs to register RTT
  43696. */
  43697. get: function () {
  43698. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43699. return true;
  43700. }
  43701. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43702. return true;
  43703. }
  43704. return false;
  43705. },
  43706. enumerable: true,
  43707. configurable: true
  43708. });
  43709. /**
  43710. * Gets the current class name of the material e.g. "StandardMaterial"
  43711. * Mainly use in serialization.
  43712. * @returns the class name
  43713. */
  43714. StandardMaterial.prototype.getClassName = function () {
  43715. return "StandardMaterial";
  43716. };
  43717. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43718. /**
  43719. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43720. * You can try switching to logarithmic depth.
  43721. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43722. */
  43723. get: function () {
  43724. return this._useLogarithmicDepth;
  43725. },
  43726. set: function (value) {
  43727. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43728. this._markAllSubMeshesAsMiscDirty();
  43729. },
  43730. enumerable: true,
  43731. configurable: true
  43732. });
  43733. /**
  43734. * Specifies if the material will require alpha blending
  43735. * @returns a boolean specifying if alpha blending is needed
  43736. */
  43737. StandardMaterial.prototype.needAlphaBlending = function () {
  43738. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43739. };
  43740. /**
  43741. * Specifies if this material should be rendered in alpha test mode
  43742. * @returns a boolean specifying if an alpha test is needed.
  43743. */
  43744. StandardMaterial.prototype.needAlphaTesting = function () {
  43745. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43746. };
  43747. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43748. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43749. };
  43750. /**
  43751. * Get the texture used for alpha test purpose.
  43752. * @returns the diffuse texture in case of the standard material.
  43753. */
  43754. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43755. return this._diffuseTexture;
  43756. };
  43757. /**
  43758. * Get if the submesh is ready to be used and all its information available.
  43759. * Child classes can use it to update shaders
  43760. * @param mesh defines the mesh to check
  43761. * @param subMesh defines which submesh to check
  43762. * @param useInstances specifies that instances should be used
  43763. * @returns a boolean indicating that the submesh is ready or not
  43764. */
  43765. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43766. if (useInstances === void 0) { useInstances = false; }
  43767. if (subMesh.effect && this.isFrozen) {
  43768. if (this._wasPreviouslyReady) {
  43769. return true;
  43770. }
  43771. }
  43772. if (!subMesh._materialDefines) {
  43773. subMesh._materialDefines = new StandardMaterialDefines();
  43774. }
  43775. var scene = this.getScene();
  43776. var defines = subMesh._materialDefines;
  43777. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43778. if (defines._renderId === scene.getRenderId()) {
  43779. return true;
  43780. }
  43781. }
  43782. var engine = scene.getEngine();
  43783. // Lights
  43784. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43785. // Textures
  43786. if (defines._areTexturesDirty) {
  43787. defines._needUVs = false;
  43788. defines.MAINUV1 = false;
  43789. defines.MAINUV2 = false;
  43790. if (scene.texturesEnabled) {
  43791. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43792. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43793. return false;
  43794. }
  43795. else {
  43796. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43797. }
  43798. }
  43799. else {
  43800. defines.DIFFUSE = false;
  43801. }
  43802. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43803. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43804. return false;
  43805. }
  43806. else {
  43807. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  43808. }
  43809. }
  43810. else {
  43811. defines.AMBIENT = false;
  43812. }
  43813. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43814. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  43815. return false;
  43816. }
  43817. else {
  43818. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  43819. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  43820. }
  43821. }
  43822. else {
  43823. defines.OPACITY = false;
  43824. }
  43825. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43826. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  43827. return false;
  43828. }
  43829. else {
  43830. defines._needNormals = true;
  43831. defines.REFLECTION = true;
  43832. defines.ROUGHNESS = (this._roughness > 0);
  43833. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  43834. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  43835. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  43836. switch (this._reflectionTexture.coordinatesMode) {
  43837. case BABYLON.Texture.EXPLICIT_MODE:
  43838. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  43839. break;
  43840. case BABYLON.Texture.PLANAR_MODE:
  43841. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  43842. break;
  43843. case BABYLON.Texture.PROJECTION_MODE:
  43844. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  43845. break;
  43846. case BABYLON.Texture.SKYBOX_MODE:
  43847. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  43848. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  43849. break;
  43850. case BABYLON.Texture.SPHERICAL_MODE:
  43851. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  43852. break;
  43853. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  43854. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  43855. break;
  43856. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  43857. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  43858. break;
  43859. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  43860. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  43861. break;
  43862. case BABYLON.Texture.CUBIC_MODE:
  43863. case BABYLON.Texture.INVCUBIC_MODE:
  43864. default:
  43865. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  43866. break;
  43867. }
  43868. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  43869. }
  43870. }
  43871. else {
  43872. defines.REFLECTION = false;
  43873. }
  43874. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43875. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  43876. return false;
  43877. }
  43878. else {
  43879. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  43880. }
  43881. }
  43882. else {
  43883. defines.EMISSIVE = false;
  43884. }
  43885. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43886. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  43887. return false;
  43888. }
  43889. else {
  43890. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  43891. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  43892. }
  43893. }
  43894. else {
  43895. defines.LIGHTMAP = false;
  43896. }
  43897. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43898. if (!this._specularTexture.isReadyOrNotBlocking()) {
  43899. return false;
  43900. }
  43901. else {
  43902. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  43903. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  43904. }
  43905. }
  43906. else {
  43907. defines.SPECULAR = false;
  43908. }
  43909. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  43910. // Bump texure can not be not blocking.
  43911. if (!this._bumpTexture.isReady()) {
  43912. return false;
  43913. }
  43914. else {
  43915. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  43916. defines.PARALLAX = this._useParallax;
  43917. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  43918. }
  43919. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  43920. }
  43921. else {
  43922. defines.BUMP = false;
  43923. }
  43924. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  43925. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  43926. return false;
  43927. }
  43928. else {
  43929. defines._needUVs = true;
  43930. defines.REFRACTION = true;
  43931. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  43932. }
  43933. }
  43934. else {
  43935. defines.REFRACTION = false;
  43936. }
  43937. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  43938. }
  43939. else {
  43940. defines.DIFFUSE = false;
  43941. defines.AMBIENT = false;
  43942. defines.OPACITY = false;
  43943. defines.REFLECTION = false;
  43944. defines.EMISSIVE = false;
  43945. defines.LIGHTMAP = false;
  43946. defines.BUMP = false;
  43947. defines.REFRACTION = false;
  43948. }
  43949. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  43950. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  43951. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  43952. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  43953. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  43954. }
  43955. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  43956. if (!this._imageProcessingConfiguration.isReady()) {
  43957. return false;
  43958. }
  43959. this._imageProcessingConfiguration.prepareDefines(defines);
  43960. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  43961. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  43962. }
  43963. if (defines._areFresnelDirty) {
  43964. if (StandardMaterial.FresnelEnabled) {
  43965. // Fresnel
  43966. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  43967. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  43968. this._reflectionFresnelParameters) {
  43969. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  43970. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  43971. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  43972. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  43973. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  43974. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  43975. defines._needNormals = true;
  43976. defines.FRESNEL = true;
  43977. }
  43978. }
  43979. else {
  43980. defines.FRESNEL = false;
  43981. }
  43982. }
  43983. // Misc.
  43984. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  43985. // Attribs
  43986. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  43987. // Values that need to be evaluated on every frame
  43988. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  43989. // Get correct effect
  43990. if (defines.isDirty) {
  43991. defines.markAsProcessed();
  43992. // Fallbacks
  43993. var fallbacks = new BABYLON.EffectFallbacks();
  43994. if (defines.REFLECTION) {
  43995. fallbacks.addFallback(0, "REFLECTION");
  43996. }
  43997. if (defines.SPECULAR) {
  43998. fallbacks.addFallback(0, "SPECULAR");
  43999. }
  44000. if (defines.BUMP) {
  44001. fallbacks.addFallback(0, "BUMP");
  44002. }
  44003. if (defines.PARALLAX) {
  44004. fallbacks.addFallback(1, "PARALLAX");
  44005. }
  44006. if (defines.PARALLAXOCCLUSION) {
  44007. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44008. }
  44009. if (defines.SPECULAROVERALPHA) {
  44010. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44011. }
  44012. if (defines.FOG) {
  44013. fallbacks.addFallback(1, "FOG");
  44014. }
  44015. if (defines.POINTSIZE) {
  44016. fallbacks.addFallback(0, "POINTSIZE");
  44017. }
  44018. if (defines.LOGARITHMICDEPTH) {
  44019. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44020. }
  44021. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44022. if (defines.SPECULARTERM) {
  44023. fallbacks.addFallback(0, "SPECULARTERM");
  44024. }
  44025. if (defines.DIFFUSEFRESNEL) {
  44026. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44027. }
  44028. if (defines.OPACITYFRESNEL) {
  44029. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44030. }
  44031. if (defines.REFLECTIONFRESNEL) {
  44032. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44033. }
  44034. if (defines.EMISSIVEFRESNEL) {
  44035. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44036. }
  44037. if (defines.FRESNEL) {
  44038. fallbacks.addFallback(4, "FRESNEL");
  44039. }
  44040. //Attributes
  44041. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44042. if (defines.NORMAL) {
  44043. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44044. }
  44045. if (defines.UV1) {
  44046. attribs.push(BABYLON.VertexBuffer.UVKind);
  44047. }
  44048. if (defines.UV2) {
  44049. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44050. }
  44051. if (defines.VERTEXCOLOR) {
  44052. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44053. }
  44054. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44055. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44056. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44057. var shaderName = "default";
  44058. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44059. "vFogInfos", "vFogColor", "pointSize",
  44060. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44061. "mBones",
  44062. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44063. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44064. "vReflectionPosition", "vReflectionSize",
  44065. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff"
  44066. ];
  44067. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler", "refractionCubeSampler", "refraction2DSampler"];
  44068. var uniformBuffers = ["Material", "Scene"];
  44069. if (BABYLON.ImageProcessingConfiguration) {
  44070. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44071. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44072. }
  44073. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44074. uniformsNames: uniforms,
  44075. uniformBuffersNames: uniformBuffers,
  44076. samplers: samplers,
  44077. defines: defines,
  44078. maxSimultaneousLights: this._maxSimultaneousLights
  44079. });
  44080. if (this.customShaderNameResolve) {
  44081. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44082. }
  44083. var join = defines.toString();
  44084. var previousEffect = subMesh.effect;
  44085. var effect = scene.getEngine().createEffect(shaderName, {
  44086. attributes: attribs,
  44087. uniformsNames: uniforms,
  44088. uniformBuffersNames: uniformBuffers,
  44089. samplers: samplers,
  44090. defines: join,
  44091. fallbacks: fallbacks,
  44092. onCompiled: this.onCompiled,
  44093. onError: this.onError,
  44094. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44095. }, engine);
  44096. if (effect) {
  44097. // Use previous effect while new one is compiling
  44098. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44099. effect = previousEffect;
  44100. defines.markAsUnprocessed();
  44101. }
  44102. else {
  44103. scene.resetCachedMaterial();
  44104. subMesh.setEffect(effect, defines);
  44105. this.buildUniformLayout();
  44106. }
  44107. }
  44108. }
  44109. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44110. return false;
  44111. }
  44112. defines._renderId = scene.getRenderId();
  44113. this._wasPreviouslyReady = true;
  44114. return true;
  44115. };
  44116. /**
  44117. * Builds the material UBO layouts.
  44118. * Used internally during the effect preparation.
  44119. */
  44120. StandardMaterial.prototype.buildUniformLayout = function () {
  44121. // Order is important !
  44122. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44123. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44124. this._uniformBuffer.addUniform("opacityParts", 4);
  44125. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44126. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44127. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44128. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44129. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44130. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44131. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44132. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44133. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44134. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44135. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44136. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44137. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44138. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44139. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44140. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44141. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44142. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44143. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44144. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44145. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44146. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44147. this._uniformBuffer.addUniform("specularMatrix", 16);
  44148. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44149. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44150. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44151. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44152. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44153. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44154. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44155. this._uniformBuffer.addUniform("pointSize", 1);
  44156. this._uniformBuffer.create();
  44157. };
  44158. /**
  44159. * Unbinds the material from the mesh
  44160. */
  44161. StandardMaterial.prototype.unbind = function () {
  44162. if (this._activeEffect) {
  44163. var needFlag = false;
  44164. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44165. this._activeEffect.setTexture("reflection2DSampler", null);
  44166. needFlag = true;
  44167. }
  44168. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44169. this._activeEffect.setTexture("refraction2DSampler", null);
  44170. needFlag = true;
  44171. }
  44172. if (needFlag) {
  44173. this._markAllSubMeshesAsTexturesDirty();
  44174. }
  44175. }
  44176. _super.prototype.unbind.call(this);
  44177. };
  44178. /**
  44179. * Binds the submesh to this material by preparing the effect and shader to draw
  44180. * @param world defines the world transformation matrix
  44181. * @param mesh defines the mesh containing the submesh
  44182. * @param subMesh defines the submesh to bind the material to
  44183. */
  44184. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44185. var scene = this.getScene();
  44186. var defines = subMesh._materialDefines;
  44187. if (!defines) {
  44188. return;
  44189. }
  44190. var effect = subMesh.effect;
  44191. if (!effect) {
  44192. return;
  44193. }
  44194. this._activeEffect = effect;
  44195. // Matrices
  44196. this.bindOnlyWorldMatrix(world);
  44197. // Normal Matrix
  44198. if (defines.OBJECTSPACE_NORMALMAP) {
  44199. world.toNormalMatrix(this._normalMatrix);
  44200. this.bindOnlyNormalMatrix(this._normalMatrix);
  44201. }
  44202. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44203. // Bones
  44204. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44205. if (mustRebind) {
  44206. this._uniformBuffer.bindToEffect(effect, "Material");
  44207. this.bindViewProjection(effect);
  44208. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44209. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44210. // Fresnel
  44211. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44212. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44213. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44214. }
  44215. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44216. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44217. }
  44218. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44219. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44220. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44221. }
  44222. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44223. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44224. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44225. }
  44226. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44227. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44228. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44229. }
  44230. }
  44231. // Textures
  44232. if (scene.texturesEnabled) {
  44233. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44234. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44235. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44236. if (this._diffuseTexture.hasAlpha) {
  44237. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44238. }
  44239. }
  44240. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44241. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44242. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44243. }
  44244. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44245. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44246. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44247. }
  44248. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44249. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44250. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44251. if (this._reflectionTexture.boundingBoxSize) {
  44252. var cubeTexture = this._reflectionTexture;
  44253. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44254. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44255. }
  44256. }
  44257. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44258. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44259. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44260. }
  44261. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44262. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44263. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44264. }
  44265. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44266. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44267. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44268. }
  44269. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44270. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44271. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44272. if (scene._mirroredCameraPosition) {
  44273. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44274. }
  44275. else {
  44276. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44277. }
  44278. }
  44279. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44280. var depth = 1.0;
  44281. if (!this._refractionTexture.isCube) {
  44282. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44283. if (this._refractionTexture.depth) {
  44284. depth = this._refractionTexture.depth;
  44285. }
  44286. }
  44287. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44288. }
  44289. }
  44290. // Point size
  44291. if (this.pointsCloud) {
  44292. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44293. }
  44294. if (defines.SPECULARTERM) {
  44295. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44296. }
  44297. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44298. // Diffuse
  44299. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44300. }
  44301. // Textures
  44302. if (scene.texturesEnabled) {
  44303. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44304. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44305. }
  44306. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44307. effect.setTexture("ambientSampler", this._ambientTexture);
  44308. }
  44309. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44310. effect.setTexture("opacitySampler", this._opacityTexture);
  44311. }
  44312. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44313. if (this._reflectionTexture.isCube) {
  44314. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44315. }
  44316. else {
  44317. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44318. }
  44319. }
  44320. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44321. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44322. }
  44323. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44324. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44325. }
  44326. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44327. effect.setTexture("specularSampler", this._specularTexture);
  44328. }
  44329. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44330. effect.setTexture("bumpSampler", this._bumpTexture);
  44331. }
  44332. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44333. var depth = 1.0;
  44334. if (this._refractionTexture.isCube) {
  44335. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44336. }
  44337. else {
  44338. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44339. }
  44340. }
  44341. }
  44342. // Clip plane
  44343. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44344. // Colors
  44345. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44346. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44347. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44348. }
  44349. if (mustRebind || !this.isFrozen) {
  44350. // Lights
  44351. if (scene.lightsEnabled && !this._disableLighting) {
  44352. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44353. }
  44354. // View
  44355. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44356. this.bindView(effect);
  44357. }
  44358. // Fog
  44359. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44360. // Morph targets
  44361. if (defines.NUM_MORPH_INFLUENCERS) {
  44362. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44363. }
  44364. // Log. depth
  44365. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44366. // image processing
  44367. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44368. this._imageProcessingConfiguration.bind(this._activeEffect);
  44369. }
  44370. }
  44371. this._uniformBuffer.update();
  44372. this._afterBind(mesh, this._activeEffect);
  44373. };
  44374. /**
  44375. * Get the list of animatables in the material.
  44376. * @returns the list of animatables object used in the material
  44377. */
  44378. StandardMaterial.prototype.getAnimatables = function () {
  44379. var results = [];
  44380. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44381. results.push(this._diffuseTexture);
  44382. }
  44383. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44384. results.push(this._ambientTexture);
  44385. }
  44386. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44387. results.push(this._opacityTexture);
  44388. }
  44389. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44390. results.push(this._reflectionTexture);
  44391. }
  44392. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44393. results.push(this._emissiveTexture);
  44394. }
  44395. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44396. results.push(this._specularTexture);
  44397. }
  44398. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44399. results.push(this._bumpTexture);
  44400. }
  44401. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44402. results.push(this._lightmapTexture);
  44403. }
  44404. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44405. results.push(this._refractionTexture);
  44406. }
  44407. return results;
  44408. };
  44409. /**
  44410. * Gets the active textures from the material
  44411. * @returns an array of textures
  44412. */
  44413. StandardMaterial.prototype.getActiveTextures = function () {
  44414. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44415. if (this._diffuseTexture) {
  44416. activeTextures.push(this._diffuseTexture);
  44417. }
  44418. if (this._ambientTexture) {
  44419. activeTextures.push(this._ambientTexture);
  44420. }
  44421. if (this._opacityTexture) {
  44422. activeTextures.push(this._opacityTexture);
  44423. }
  44424. if (this._reflectionTexture) {
  44425. activeTextures.push(this._reflectionTexture);
  44426. }
  44427. if (this._emissiveTexture) {
  44428. activeTextures.push(this._emissiveTexture);
  44429. }
  44430. if (this._specularTexture) {
  44431. activeTextures.push(this._specularTexture);
  44432. }
  44433. if (this._bumpTexture) {
  44434. activeTextures.push(this._bumpTexture);
  44435. }
  44436. if (this._lightmapTexture) {
  44437. activeTextures.push(this._lightmapTexture);
  44438. }
  44439. if (this._refractionTexture) {
  44440. activeTextures.push(this._refractionTexture);
  44441. }
  44442. return activeTextures;
  44443. };
  44444. /**
  44445. * Specifies if the material uses a texture
  44446. * @param texture defines the texture to check against the material
  44447. * @returns a boolean specifying if the material uses the texture
  44448. */
  44449. StandardMaterial.prototype.hasTexture = function (texture) {
  44450. if (_super.prototype.hasTexture.call(this, texture)) {
  44451. return true;
  44452. }
  44453. if (this._diffuseTexture === texture) {
  44454. return true;
  44455. }
  44456. if (this._ambientTexture === texture) {
  44457. return true;
  44458. }
  44459. if (this._opacityTexture === texture) {
  44460. return true;
  44461. }
  44462. if (this._reflectionTexture === texture) {
  44463. return true;
  44464. }
  44465. if (this._emissiveTexture === texture) {
  44466. return true;
  44467. }
  44468. if (this._specularTexture === texture) {
  44469. return true;
  44470. }
  44471. if (this._bumpTexture === texture) {
  44472. return true;
  44473. }
  44474. if (this._lightmapTexture === texture) {
  44475. return true;
  44476. }
  44477. if (this._refractionTexture === texture) {
  44478. return true;
  44479. }
  44480. return false;
  44481. };
  44482. /**
  44483. * Disposes the material
  44484. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44485. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44486. */
  44487. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44488. if (forceDisposeTextures) {
  44489. if (this._diffuseTexture) {
  44490. this._diffuseTexture.dispose();
  44491. }
  44492. if (this._ambientTexture) {
  44493. this._ambientTexture.dispose();
  44494. }
  44495. if (this._opacityTexture) {
  44496. this._opacityTexture.dispose();
  44497. }
  44498. if (this._reflectionTexture) {
  44499. this._reflectionTexture.dispose();
  44500. }
  44501. if (this._emissiveTexture) {
  44502. this._emissiveTexture.dispose();
  44503. }
  44504. if (this._specularTexture) {
  44505. this._specularTexture.dispose();
  44506. }
  44507. if (this._bumpTexture) {
  44508. this._bumpTexture.dispose();
  44509. }
  44510. if (this._lightmapTexture) {
  44511. this._lightmapTexture.dispose();
  44512. }
  44513. if (this._refractionTexture) {
  44514. this._refractionTexture.dispose();
  44515. }
  44516. }
  44517. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44518. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44519. }
  44520. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44521. };
  44522. /**
  44523. * Makes a duplicate of the material, and gives it a new name
  44524. * @param name defines the new name for the duplicated material
  44525. * @returns the cloned material
  44526. */
  44527. StandardMaterial.prototype.clone = function (name) {
  44528. var _this = this;
  44529. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44530. result.name = name;
  44531. result.id = name;
  44532. return result;
  44533. };
  44534. /**
  44535. * Serializes this material in a JSON representation
  44536. * @returns the serialized material object
  44537. */
  44538. StandardMaterial.prototype.serialize = function () {
  44539. return BABYLON.SerializationHelper.Serialize(this);
  44540. };
  44541. /**
  44542. * Creates a standard material from parsed material data
  44543. * @param source defines the JSON represnetation of the material
  44544. * @param scene defines the hosting scene
  44545. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44546. * @returns a new material
  44547. */
  44548. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44549. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44550. };
  44551. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44552. /**
  44553. * Are diffuse textures enabled in the application.
  44554. */
  44555. get: function () {
  44556. return StandardMaterial._DiffuseTextureEnabled;
  44557. },
  44558. set: function (value) {
  44559. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44560. return;
  44561. }
  44562. StandardMaterial._DiffuseTextureEnabled = value;
  44563. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44564. },
  44565. enumerable: true,
  44566. configurable: true
  44567. });
  44568. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44569. /**
  44570. * Are ambient textures enabled in the application.
  44571. */
  44572. get: function () {
  44573. return StandardMaterial._AmbientTextureEnabled;
  44574. },
  44575. set: function (value) {
  44576. if (StandardMaterial._AmbientTextureEnabled === value) {
  44577. return;
  44578. }
  44579. StandardMaterial._AmbientTextureEnabled = value;
  44580. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44581. },
  44582. enumerable: true,
  44583. configurable: true
  44584. });
  44585. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44586. /**
  44587. * Are opacity textures enabled in the application.
  44588. */
  44589. get: function () {
  44590. return StandardMaterial._OpacityTextureEnabled;
  44591. },
  44592. set: function (value) {
  44593. if (StandardMaterial._OpacityTextureEnabled === value) {
  44594. return;
  44595. }
  44596. StandardMaterial._OpacityTextureEnabled = value;
  44597. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44598. },
  44599. enumerable: true,
  44600. configurable: true
  44601. });
  44602. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44603. /**
  44604. * Are reflection textures enabled in the application.
  44605. */
  44606. get: function () {
  44607. return StandardMaterial._ReflectionTextureEnabled;
  44608. },
  44609. set: function (value) {
  44610. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44611. return;
  44612. }
  44613. StandardMaterial._ReflectionTextureEnabled = value;
  44614. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44615. },
  44616. enumerable: true,
  44617. configurable: true
  44618. });
  44619. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44620. /**
  44621. * Are emissive textures enabled in the application.
  44622. */
  44623. get: function () {
  44624. return StandardMaterial._EmissiveTextureEnabled;
  44625. },
  44626. set: function (value) {
  44627. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44628. return;
  44629. }
  44630. StandardMaterial._EmissiveTextureEnabled = value;
  44631. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44632. },
  44633. enumerable: true,
  44634. configurable: true
  44635. });
  44636. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44637. /**
  44638. * Are specular textures enabled in the application.
  44639. */
  44640. get: function () {
  44641. return StandardMaterial._SpecularTextureEnabled;
  44642. },
  44643. set: function (value) {
  44644. if (StandardMaterial._SpecularTextureEnabled === value) {
  44645. return;
  44646. }
  44647. StandardMaterial._SpecularTextureEnabled = value;
  44648. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44649. },
  44650. enumerable: true,
  44651. configurable: true
  44652. });
  44653. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44654. /**
  44655. * Are bump textures enabled in the application.
  44656. */
  44657. get: function () {
  44658. return StandardMaterial._BumpTextureEnabled;
  44659. },
  44660. set: function (value) {
  44661. if (StandardMaterial._BumpTextureEnabled === value) {
  44662. return;
  44663. }
  44664. StandardMaterial._BumpTextureEnabled = value;
  44665. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44666. },
  44667. enumerable: true,
  44668. configurable: true
  44669. });
  44670. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44671. /**
  44672. * Are lightmap textures enabled in the application.
  44673. */
  44674. get: function () {
  44675. return StandardMaterial._LightmapTextureEnabled;
  44676. },
  44677. set: function (value) {
  44678. if (StandardMaterial._LightmapTextureEnabled === value) {
  44679. return;
  44680. }
  44681. StandardMaterial._LightmapTextureEnabled = value;
  44682. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44683. },
  44684. enumerable: true,
  44685. configurable: true
  44686. });
  44687. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44688. /**
  44689. * Are refraction textures enabled in the application.
  44690. */
  44691. get: function () {
  44692. return StandardMaterial._RefractionTextureEnabled;
  44693. },
  44694. set: function (value) {
  44695. if (StandardMaterial._RefractionTextureEnabled === value) {
  44696. return;
  44697. }
  44698. StandardMaterial._RefractionTextureEnabled = value;
  44699. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44700. },
  44701. enumerable: true,
  44702. configurable: true
  44703. });
  44704. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44705. /**
  44706. * Are color grading textures enabled in the application.
  44707. */
  44708. get: function () {
  44709. return StandardMaterial._ColorGradingTextureEnabled;
  44710. },
  44711. set: function (value) {
  44712. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44713. return;
  44714. }
  44715. StandardMaterial._ColorGradingTextureEnabled = value;
  44716. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44717. },
  44718. enumerable: true,
  44719. configurable: true
  44720. });
  44721. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44722. /**
  44723. * Are fresnels enabled in the application.
  44724. */
  44725. get: function () {
  44726. return StandardMaterial._FresnelEnabled;
  44727. },
  44728. set: function (value) {
  44729. if (StandardMaterial._FresnelEnabled === value) {
  44730. return;
  44731. }
  44732. StandardMaterial._FresnelEnabled = value;
  44733. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44734. },
  44735. enumerable: true,
  44736. configurable: true
  44737. });
  44738. // Flags used to enable or disable a type of texture for all Standard Materials
  44739. StandardMaterial._DiffuseTextureEnabled = true;
  44740. StandardMaterial._AmbientTextureEnabled = true;
  44741. StandardMaterial._OpacityTextureEnabled = true;
  44742. StandardMaterial._ReflectionTextureEnabled = true;
  44743. StandardMaterial._EmissiveTextureEnabled = true;
  44744. StandardMaterial._SpecularTextureEnabled = true;
  44745. StandardMaterial._BumpTextureEnabled = true;
  44746. StandardMaterial._LightmapTextureEnabled = true;
  44747. StandardMaterial._RefractionTextureEnabled = true;
  44748. StandardMaterial._ColorGradingTextureEnabled = true;
  44749. StandardMaterial._FresnelEnabled = true;
  44750. __decorate([
  44751. BABYLON.serializeAsTexture("diffuseTexture")
  44752. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44753. __decorate([
  44754. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44755. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44756. __decorate([
  44757. BABYLON.serializeAsTexture("ambientTexture")
  44758. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44759. __decorate([
  44760. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44761. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44762. __decorate([
  44763. BABYLON.serializeAsTexture("opacityTexture")
  44764. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44765. __decorate([
  44766. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44767. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44768. __decorate([
  44769. BABYLON.serializeAsTexture("reflectionTexture")
  44770. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44771. __decorate([
  44772. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44773. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44774. __decorate([
  44775. BABYLON.serializeAsTexture("emissiveTexture")
  44776. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44777. __decorate([
  44778. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44779. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44780. __decorate([
  44781. BABYLON.serializeAsTexture("specularTexture")
  44782. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44783. __decorate([
  44784. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44785. ], StandardMaterial.prototype, "specularTexture", void 0);
  44786. __decorate([
  44787. BABYLON.serializeAsTexture("bumpTexture")
  44788. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44789. __decorate([
  44790. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44791. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44792. __decorate([
  44793. BABYLON.serializeAsTexture("lightmapTexture")
  44794. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44795. __decorate([
  44796. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44797. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44798. __decorate([
  44799. BABYLON.serializeAsTexture("refractionTexture")
  44800. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44801. __decorate([
  44802. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44803. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44804. __decorate([
  44805. BABYLON.serializeAsColor3("ambient")
  44806. ], StandardMaterial.prototype, "ambientColor", void 0);
  44807. __decorate([
  44808. BABYLON.serializeAsColor3("diffuse")
  44809. ], StandardMaterial.prototype, "diffuseColor", void 0);
  44810. __decorate([
  44811. BABYLON.serializeAsColor3("specular")
  44812. ], StandardMaterial.prototype, "specularColor", void 0);
  44813. __decorate([
  44814. BABYLON.serializeAsColor3("emissive")
  44815. ], StandardMaterial.prototype, "emissiveColor", void 0);
  44816. __decorate([
  44817. BABYLON.serialize()
  44818. ], StandardMaterial.prototype, "specularPower", void 0);
  44819. __decorate([
  44820. BABYLON.serialize("useAlphaFromDiffuseTexture")
  44821. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  44822. __decorate([
  44823. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44824. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  44825. __decorate([
  44826. BABYLON.serialize("useEmissiveAsIllumination")
  44827. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  44828. __decorate([
  44829. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44830. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  44831. __decorate([
  44832. BABYLON.serialize("linkEmissiveWithDiffuse")
  44833. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  44834. __decorate([
  44835. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44836. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  44837. __decorate([
  44838. BABYLON.serialize("useSpecularOverAlpha")
  44839. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  44840. __decorate([
  44841. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44842. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  44843. __decorate([
  44844. BABYLON.serialize("useReflectionOverAlpha")
  44845. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  44846. __decorate([
  44847. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44848. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  44849. __decorate([
  44850. BABYLON.serialize("disableLighting")
  44851. ], StandardMaterial.prototype, "_disableLighting", void 0);
  44852. __decorate([
  44853. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44854. ], StandardMaterial.prototype, "disableLighting", void 0);
  44855. __decorate([
  44856. BABYLON.serialize("useObjectSpaceNormalMap")
  44857. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  44858. __decorate([
  44859. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44860. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  44861. __decorate([
  44862. BABYLON.serialize("useParallax")
  44863. ], StandardMaterial.prototype, "_useParallax", void 0);
  44864. __decorate([
  44865. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44866. ], StandardMaterial.prototype, "useParallax", void 0);
  44867. __decorate([
  44868. BABYLON.serialize("useParallaxOcclusion")
  44869. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  44870. __decorate([
  44871. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44872. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  44873. __decorate([
  44874. BABYLON.serialize()
  44875. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  44876. __decorate([
  44877. BABYLON.serialize("roughness")
  44878. ], StandardMaterial.prototype, "_roughness", void 0);
  44879. __decorate([
  44880. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44881. ], StandardMaterial.prototype, "roughness", void 0);
  44882. __decorate([
  44883. BABYLON.serialize()
  44884. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  44885. __decorate([
  44886. BABYLON.serialize()
  44887. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  44888. __decorate([
  44889. BABYLON.serialize()
  44890. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  44891. __decorate([
  44892. BABYLON.serialize("useLightmapAsShadowmap")
  44893. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  44894. __decorate([
  44895. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44896. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  44897. __decorate([
  44898. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  44899. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  44900. __decorate([
  44901. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44902. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  44903. __decorate([
  44904. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  44905. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  44906. __decorate([
  44907. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  44908. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  44909. __decorate([
  44910. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  44911. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  44912. __decorate([
  44913. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44914. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  44915. __decorate([
  44916. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  44917. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  44918. __decorate([
  44919. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44920. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  44921. __decorate([
  44922. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  44923. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  44924. __decorate([
  44925. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44926. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  44927. __decorate([
  44928. BABYLON.serialize("useReflectionFresnelFromSpecular")
  44929. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  44930. __decorate([
  44931. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44932. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  44933. __decorate([
  44934. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  44935. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  44936. __decorate([
  44937. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44938. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  44939. __decorate([
  44940. BABYLON.serialize("maxSimultaneousLights")
  44941. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  44942. __decorate([
  44943. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44944. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  44945. __decorate([
  44946. BABYLON.serialize("invertNormalMapX")
  44947. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  44948. __decorate([
  44949. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44950. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  44951. __decorate([
  44952. BABYLON.serialize("invertNormalMapY")
  44953. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  44954. __decorate([
  44955. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44956. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  44957. __decorate([
  44958. BABYLON.serialize("twoSidedLighting")
  44959. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  44960. __decorate([
  44961. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44962. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  44963. __decorate([
  44964. BABYLON.serialize()
  44965. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  44966. return StandardMaterial;
  44967. }(BABYLON.PushMaterial));
  44968. BABYLON.StandardMaterial = StandardMaterial;
  44969. })(BABYLON || (BABYLON = {}));
  44970. //# sourceMappingURL=babylon.standardMaterial.js.map
  44971. var BABYLON;
  44972. (function (BABYLON) {
  44973. /**
  44974. * Class representing spherical polynomial coefficients to the 3rd degree
  44975. */
  44976. var SphericalPolynomial = /** @class */ (function () {
  44977. function SphericalPolynomial() {
  44978. /**
  44979. * The x coefficients of the spherical polynomial
  44980. */
  44981. this.x = BABYLON.Vector3.Zero();
  44982. /**
  44983. * The y coefficients of the spherical polynomial
  44984. */
  44985. this.y = BABYLON.Vector3.Zero();
  44986. /**
  44987. * The z coefficients of the spherical polynomial
  44988. */
  44989. this.z = BABYLON.Vector3.Zero();
  44990. /**
  44991. * The xx coefficients of the spherical polynomial
  44992. */
  44993. this.xx = BABYLON.Vector3.Zero();
  44994. /**
  44995. * The yy coefficients of the spherical polynomial
  44996. */
  44997. this.yy = BABYLON.Vector3.Zero();
  44998. /**
  44999. * The zz coefficients of the spherical polynomial
  45000. */
  45001. this.zz = BABYLON.Vector3.Zero();
  45002. /**
  45003. * The xy coefficients of the spherical polynomial
  45004. */
  45005. this.xy = BABYLON.Vector3.Zero();
  45006. /**
  45007. * The yz coefficients of the spherical polynomial
  45008. */
  45009. this.yz = BABYLON.Vector3.Zero();
  45010. /**
  45011. * The zx coefficients of the spherical polynomial
  45012. */
  45013. this.zx = BABYLON.Vector3.Zero();
  45014. }
  45015. /**
  45016. * Adds an ambient color to the spherical polynomial
  45017. * @param color the color to add
  45018. */
  45019. SphericalPolynomial.prototype.addAmbient = function (color) {
  45020. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45021. this.xx = this.xx.add(colorVector);
  45022. this.yy = this.yy.add(colorVector);
  45023. this.zz = this.zz.add(colorVector);
  45024. };
  45025. /**
  45026. * Scales the spherical polynomial by the given amount
  45027. * @param scale the amount to scale
  45028. */
  45029. SphericalPolynomial.prototype.scale = function (scale) {
  45030. this.x = this.x.scale(scale);
  45031. this.y = this.y.scale(scale);
  45032. this.z = this.z.scale(scale);
  45033. this.xx = this.xx.scale(scale);
  45034. this.yy = this.yy.scale(scale);
  45035. this.zz = this.zz.scale(scale);
  45036. this.yz = this.yz.scale(scale);
  45037. this.zx = this.zx.scale(scale);
  45038. this.xy = this.xy.scale(scale);
  45039. };
  45040. /**
  45041. * Gets the spherical polynomial from harmonics
  45042. * @param harmonics the spherical harmonics
  45043. * @returns the spherical polynomial
  45044. */
  45045. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45046. var result = new SphericalPolynomial();
  45047. result.x = harmonics.l11.scale(1.02333);
  45048. result.y = harmonics.l1_1.scale(1.02333);
  45049. result.z = harmonics.l10.scale(1.02333);
  45050. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45051. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45052. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45053. result.yz = harmonics.l2_1.scale(0.858086);
  45054. result.zx = harmonics.l21.scale(0.858086);
  45055. result.xy = harmonics.l2_2.scale(0.858086);
  45056. result.scale(1.0 / Math.PI);
  45057. return result;
  45058. };
  45059. /**
  45060. * Constructs a spherical polynomial from an array.
  45061. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45062. * @returns the spherical polynomial
  45063. */
  45064. SphericalPolynomial.FromArray = function (data) {
  45065. var sp = new SphericalPolynomial();
  45066. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45067. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45068. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45069. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45070. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45071. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45072. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45073. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45074. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45075. return sp;
  45076. };
  45077. return SphericalPolynomial;
  45078. }());
  45079. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45080. /**
  45081. * Class representing spherical harmonics coefficients to the 3rd degree
  45082. */
  45083. var SphericalHarmonics = /** @class */ (function () {
  45084. function SphericalHarmonics() {
  45085. /**
  45086. * The l0,0 coefficients of the spherical harmonics
  45087. */
  45088. this.l00 = BABYLON.Vector3.Zero();
  45089. /**
  45090. * The l1,-1 coefficients of the spherical harmonics
  45091. */
  45092. this.l1_1 = BABYLON.Vector3.Zero();
  45093. /**
  45094. * The l1,0 coefficients of the spherical harmonics
  45095. */
  45096. this.l10 = BABYLON.Vector3.Zero();
  45097. /**
  45098. * The l1,1 coefficients of the spherical harmonics
  45099. */
  45100. this.l11 = BABYLON.Vector3.Zero();
  45101. /**
  45102. * The l2,-2 coefficients of the spherical harmonics
  45103. */
  45104. this.l2_2 = BABYLON.Vector3.Zero();
  45105. /**
  45106. * The l2,-1 coefficients of the spherical harmonics
  45107. */
  45108. this.l2_1 = BABYLON.Vector3.Zero();
  45109. /**
  45110. * The l2,0 coefficients of the spherical harmonics
  45111. */
  45112. this.l20 = BABYLON.Vector3.Zero();
  45113. /**
  45114. * The l2,1 coefficients of the spherical harmonics
  45115. */
  45116. this.l21 = BABYLON.Vector3.Zero();
  45117. /**
  45118. * The l2,2 coefficients of the spherical harmonics
  45119. */
  45120. this.lL22 = BABYLON.Vector3.Zero();
  45121. }
  45122. /**
  45123. * Adds a light to the spherical harmonics
  45124. * @param direction the direction of the light
  45125. * @param color the color of the light
  45126. * @param deltaSolidAngle the delta solid angle of the light
  45127. */
  45128. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45129. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45130. var c = colorVector.scale(deltaSolidAngle);
  45131. this.l00 = this.l00.add(c.scale(0.282095));
  45132. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45133. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45134. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45135. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45136. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45137. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45138. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45139. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45140. };
  45141. /**
  45142. * Scales the spherical harmonics by the given amount
  45143. * @param scale the amount to scale
  45144. */
  45145. SphericalHarmonics.prototype.scale = function (scale) {
  45146. this.l00 = this.l00.scale(scale);
  45147. this.l1_1 = this.l1_1.scale(scale);
  45148. this.l10 = this.l10.scale(scale);
  45149. this.l11 = this.l11.scale(scale);
  45150. this.l2_2 = this.l2_2.scale(scale);
  45151. this.l2_1 = this.l2_1.scale(scale);
  45152. this.l20 = this.l20.scale(scale);
  45153. this.l21 = this.l21.scale(scale);
  45154. this.lL22 = this.lL22.scale(scale);
  45155. };
  45156. /**
  45157. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45158. *
  45159. * ```
  45160. * E_lm = A_l * L_lm
  45161. * ```
  45162. *
  45163. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45164. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45165. * the scaling factors are given in equation 9.
  45166. */
  45167. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45168. // Constant (Band 0)
  45169. this.l00 = this.l00.scale(3.141593);
  45170. // Linear (Band 1)
  45171. this.l1_1 = this.l1_1.scale(2.094395);
  45172. this.l10 = this.l10.scale(2.094395);
  45173. this.l11 = this.l11.scale(2.094395);
  45174. // Quadratic (Band 2)
  45175. this.l2_2 = this.l2_2.scale(0.785398);
  45176. this.l2_1 = this.l2_1.scale(0.785398);
  45177. this.l20 = this.l20.scale(0.785398);
  45178. this.l21 = this.l21.scale(0.785398);
  45179. this.lL22 = this.lL22.scale(0.785398);
  45180. };
  45181. /**
  45182. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45183. *
  45184. * ```
  45185. * L = (1/pi) * E * rho
  45186. * ```
  45187. *
  45188. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45189. */
  45190. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45191. this.scale(1.0 / Math.PI);
  45192. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45193. // (The pixel shader must apply albedo after texture fetches, etc).
  45194. };
  45195. /**
  45196. * Gets the spherical harmonics from polynomial
  45197. * @param polynomial the spherical polynomial
  45198. * @returns the spherical harmonics
  45199. */
  45200. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45201. var result = new SphericalHarmonics();
  45202. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45203. result.l1_1 = polynomial.y.scale(0.977204);
  45204. result.l10 = polynomial.z.scale(0.977204);
  45205. result.l11 = polynomial.x.scale(0.977204);
  45206. result.l2_2 = polynomial.xy.scale(1.16538);
  45207. result.l2_1 = polynomial.yz.scale(1.16538);
  45208. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45209. result.l21 = polynomial.zx.scale(1.16538);
  45210. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45211. result.scale(Math.PI);
  45212. return result;
  45213. };
  45214. /**
  45215. * Constructs a spherical harmonics from an array.
  45216. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45217. * @returns the spherical harmonics
  45218. */
  45219. SphericalHarmonics.FromArray = function (data) {
  45220. var sh = new SphericalHarmonics();
  45221. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45222. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45223. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45224. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45225. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45226. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45227. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45228. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45229. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45230. return sh;
  45231. };
  45232. return SphericalHarmonics;
  45233. }());
  45234. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45235. })(BABYLON || (BABYLON = {}));
  45236. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45237. var BABYLON;
  45238. (function (BABYLON) {
  45239. var FileFaceOrientation = /** @class */ (function () {
  45240. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45241. this.name = name;
  45242. this.worldAxisForNormal = worldAxisForNormal;
  45243. this.worldAxisForFileX = worldAxisForFileX;
  45244. this.worldAxisForFileY = worldAxisForFileY;
  45245. }
  45246. return FileFaceOrientation;
  45247. }());
  45248. /**
  45249. * Helper class dealing with the extraction of spherical polynomial dataArray
  45250. * from a cube map.
  45251. */
  45252. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45253. function CubeMapToSphericalPolynomialTools() {
  45254. }
  45255. /**
  45256. * Converts a texture to the according Spherical Polynomial data.
  45257. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45258. *
  45259. * @param texture The texture to extract the information from.
  45260. * @return The Spherical Polynomial data.
  45261. */
  45262. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45263. if (!texture.isCube) {
  45264. // Only supports cube Textures currently.
  45265. return null;
  45266. }
  45267. var size = texture.getSize().width;
  45268. var right = texture.readPixels(0);
  45269. var left = texture.readPixels(1);
  45270. var up;
  45271. var down;
  45272. if (texture.isRenderTarget) {
  45273. up = texture.readPixels(3);
  45274. down = texture.readPixels(2);
  45275. }
  45276. else {
  45277. up = texture.readPixels(2);
  45278. down = texture.readPixels(3);
  45279. }
  45280. var front = texture.readPixels(4);
  45281. var back = texture.readPixels(5);
  45282. var gammaSpace = texture.gammaSpace;
  45283. // Always read as RGBA.
  45284. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45285. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45286. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45287. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45288. }
  45289. var cubeInfo = {
  45290. size: size,
  45291. right: right,
  45292. left: left,
  45293. up: up,
  45294. down: down,
  45295. front: front,
  45296. back: back,
  45297. format: format,
  45298. type: type,
  45299. gammaSpace: gammaSpace,
  45300. };
  45301. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45302. };
  45303. /**
  45304. * Converts a cubemap to the according Spherical Polynomial data.
  45305. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45306. *
  45307. * @param cubeInfo The Cube map to extract the information from.
  45308. * @return The Spherical Polynomial data.
  45309. */
  45310. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45311. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45312. var totalSolidAngle = 0.0;
  45313. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45314. var du = 2.0 / cubeInfo.size;
  45315. var dv = du;
  45316. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45317. var minUV = du * 0.5 - 1.0;
  45318. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45319. var fileFace = this.FileFaces[faceIndex];
  45320. var dataArray = cubeInfo[fileFace.name];
  45321. var v = minUV;
  45322. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45323. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45324. // Because SP is still linear, so summation is fine in that basis.
  45325. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45326. for (var y = 0; y < cubeInfo.size; y++) {
  45327. var u = minUV;
  45328. for (var x = 0; x < cubeInfo.size; x++) {
  45329. // World direction (not normalised)
  45330. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45331. worldDirection.normalize();
  45332. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45333. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45334. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45335. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45336. // Handle Integer types.
  45337. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45338. r /= 255;
  45339. g /= 255;
  45340. b /= 255;
  45341. }
  45342. // Handle Gamma space textures.
  45343. if (cubeInfo.gammaSpace) {
  45344. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45345. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45346. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45347. }
  45348. var color = new BABYLON.Color3(r, g, b);
  45349. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45350. totalSolidAngle += deltaSolidAngle;
  45351. u += du;
  45352. }
  45353. v += dv;
  45354. }
  45355. }
  45356. // Solid angle for entire sphere is 4*pi
  45357. var sphereSolidAngle = 4.0 * Math.PI;
  45358. // Adjust the solid angle to allow for how many faces we processed.
  45359. var facesProcessed = 6.0;
  45360. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45361. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45362. // This is needed because the numerical integration over the cube uses a
  45363. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45364. // and also to compensate for accumulative error due to float precision in the summation.
  45365. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45366. sphericalHarmonics.scale(correctionFactor);
  45367. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45368. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45369. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45370. };
  45371. CubeMapToSphericalPolynomialTools.FileFaces = [
  45372. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45373. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45374. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45375. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45376. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45377. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45378. ];
  45379. return CubeMapToSphericalPolynomialTools;
  45380. }());
  45381. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45382. })(BABYLON || (BABYLON = {}));
  45383. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45384. var BABYLON;
  45385. (function (BABYLON) {
  45386. /**
  45387. * Manages the defines for the PBR Material.
  45388. * @hiddenChildren
  45389. */
  45390. var PBRMaterialDefines = /** @class */ (function (_super) {
  45391. __extends(PBRMaterialDefines, _super);
  45392. /**
  45393. * Initializes the PBR Material defines.
  45394. */
  45395. function PBRMaterialDefines() {
  45396. var _this = _super.call(this) || this;
  45397. _this.PBR = true;
  45398. _this.MAINUV1 = false;
  45399. _this.MAINUV2 = false;
  45400. _this.UV1 = false;
  45401. _this.UV2 = false;
  45402. _this.ALBEDO = false;
  45403. _this.ALBEDODIRECTUV = 0;
  45404. _this.VERTEXCOLOR = false;
  45405. _this.AMBIENT = false;
  45406. _this.AMBIENTDIRECTUV = 0;
  45407. _this.AMBIENTINGRAYSCALE = false;
  45408. _this.OPACITY = false;
  45409. _this.VERTEXALPHA = false;
  45410. _this.OPACITYDIRECTUV = 0;
  45411. _this.OPACITYRGB = false;
  45412. _this.ALPHATEST = false;
  45413. _this.DEPTHPREPASS = false;
  45414. _this.ALPHABLEND = false;
  45415. _this.ALPHAFROMALBEDO = false;
  45416. _this.ALPHATESTVALUE = "0.5";
  45417. _this.SPECULAROVERALPHA = false;
  45418. _this.RADIANCEOVERALPHA = false;
  45419. _this.ALPHAFRESNEL = false;
  45420. _this.LINEARALPHAFRESNEL = false;
  45421. _this.PREMULTIPLYALPHA = false;
  45422. _this.EMISSIVE = false;
  45423. _this.EMISSIVEDIRECTUV = 0;
  45424. _this.REFLECTIVITY = false;
  45425. _this.REFLECTIVITYDIRECTUV = 0;
  45426. _this.SPECULARTERM = false;
  45427. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45428. _this.MICROSURFACEAUTOMATIC = false;
  45429. _this.LODBASEDMICROSFURACE = false;
  45430. _this.MICROSURFACEMAP = false;
  45431. _this.MICROSURFACEMAPDIRECTUV = 0;
  45432. _this.METALLICWORKFLOW = false;
  45433. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45434. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45435. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45436. _this.AOSTOREINMETALMAPRED = false;
  45437. _this.ENVIRONMENTBRDF = false;
  45438. _this.NORMAL = false;
  45439. _this.TANGENT = false;
  45440. _this.BUMP = false;
  45441. _this.BUMPDIRECTUV = 0;
  45442. _this.OBJECTSPACE_NORMALMAP = false;
  45443. _this.PARALLAX = false;
  45444. _this.PARALLAXOCCLUSION = false;
  45445. _this.NORMALXYSCALE = true;
  45446. _this.LIGHTMAP = false;
  45447. _this.LIGHTMAPDIRECTUV = 0;
  45448. _this.USELIGHTMAPASSHADOWMAP = false;
  45449. _this.GAMMALIGHTMAP = false;
  45450. _this.REFLECTION = false;
  45451. _this.REFLECTIONMAP_3D = false;
  45452. _this.REFLECTIONMAP_SPHERICAL = false;
  45453. _this.REFLECTIONMAP_PLANAR = false;
  45454. _this.REFLECTIONMAP_CUBIC = false;
  45455. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45456. _this.REFLECTIONMAP_PROJECTION = false;
  45457. _this.REFLECTIONMAP_SKYBOX = false;
  45458. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45459. _this.REFLECTIONMAP_EXPLICIT = false;
  45460. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45461. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45462. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45463. _this.INVERTCUBICMAP = false;
  45464. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45465. _this.USESPHERICALINVERTEX = false;
  45466. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45467. _this.LODINREFLECTIONALPHA = false;
  45468. _this.GAMMAREFLECTION = false;
  45469. _this.RGBDREFLECTION = false;
  45470. _this.RADIANCEOCCLUSION = false;
  45471. _this.HORIZONOCCLUSION = false;
  45472. _this.REFRACTION = false;
  45473. _this.REFRACTIONMAP_3D = false;
  45474. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45475. _this.LODINREFRACTIONALPHA = false;
  45476. _this.GAMMAREFRACTION = false;
  45477. _this.RGBDREFRACTION = false;
  45478. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45479. _this.INSTANCES = false;
  45480. _this.NUM_BONE_INFLUENCERS = 0;
  45481. _this.BonesPerMesh = 0;
  45482. _this.NONUNIFORMSCALING = false;
  45483. _this.MORPHTARGETS = false;
  45484. _this.MORPHTARGETS_NORMAL = false;
  45485. _this.MORPHTARGETS_TANGENT = false;
  45486. _this.NUM_MORPH_INFLUENCERS = 0;
  45487. _this.IMAGEPROCESSING = false;
  45488. _this.VIGNETTE = false;
  45489. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45490. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45491. _this.TONEMAPPING = false;
  45492. _this.TONEMAPPING_ACES = false;
  45493. _this.CONTRAST = false;
  45494. _this.COLORCURVES = false;
  45495. _this.COLORGRADING = false;
  45496. _this.COLORGRADING3D = false;
  45497. _this.SAMPLER3DGREENDEPTH = false;
  45498. _this.SAMPLER3DBGRMAP = false;
  45499. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45500. _this.EXPOSURE = false;
  45501. _this.USEPHYSICALLIGHTFALLOFF = false;
  45502. _this.USEGLTFLIGHTFALLOFF = false;
  45503. _this.TWOSIDEDLIGHTING = false;
  45504. _this.SHADOWFLOAT = false;
  45505. _this.CLIPPLANE = false;
  45506. _this.CLIPPLANE2 = false;
  45507. _this.CLIPPLANE3 = false;
  45508. _this.CLIPPLANE4 = false;
  45509. _this.POINTSIZE = false;
  45510. _this.FOG = false;
  45511. _this.LOGARITHMICDEPTH = false;
  45512. _this.FORCENORMALFORWARD = false;
  45513. _this.SPECULARAA = false;
  45514. _this.UNLIT = false;
  45515. _this.rebuild();
  45516. return _this;
  45517. }
  45518. /**
  45519. * Resets the PBR Material defines.
  45520. */
  45521. PBRMaterialDefines.prototype.reset = function () {
  45522. _super.prototype.reset.call(this);
  45523. this.ALPHATESTVALUE = "0.5";
  45524. this.PBR = true;
  45525. };
  45526. return PBRMaterialDefines;
  45527. }(BABYLON.MaterialDefines));
  45528. /**
  45529. * The Physically based material base class of BJS.
  45530. *
  45531. * This offers the main features of a standard PBR material.
  45532. * For more information, please refer to the documentation :
  45533. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45534. */
  45535. var PBRBaseMaterial = /** @class */ (function (_super) {
  45536. __extends(PBRBaseMaterial, _super);
  45537. /**
  45538. * Instantiates a new PBRMaterial instance.
  45539. *
  45540. * @param name The material name
  45541. * @param scene The scene the material will be use in.
  45542. */
  45543. function PBRBaseMaterial(name, scene) {
  45544. var _this = _super.call(this, name, scene) || this;
  45545. /**
  45546. * Intensity of the direct lights e.g. the four lights available in your scene.
  45547. * This impacts both the direct diffuse and specular highlights.
  45548. */
  45549. _this._directIntensity = 1.0;
  45550. /**
  45551. * Intensity of the emissive part of the material.
  45552. * This helps controlling the emissive effect without modifying the emissive color.
  45553. */
  45554. _this._emissiveIntensity = 1.0;
  45555. /**
  45556. * Intensity of the environment e.g. how much the environment will light the object
  45557. * either through harmonics for rough material or through the refelction for shiny ones.
  45558. */
  45559. _this._environmentIntensity = 1.0;
  45560. /**
  45561. * This is a special control allowing the reduction of the specular highlights coming from the
  45562. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45563. */
  45564. _this._specularIntensity = 1.0;
  45565. /**
  45566. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45567. */
  45568. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45569. /**
  45570. * Debug Control allowing disabling the bump map on this material.
  45571. */
  45572. _this._disableBumpMap = false;
  45573. /**
  45574. * AKA Occlusion Texture Intensity in other nomenclature.
  45575. */
  45576. _this._ambientTextureStrength = 1.0;
  45577. /**
  45578. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45579. * 1 means it completely occludes it
  45580. * 0 mean it has no impact
  45581. */
  45582. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45583. /**
  45584. * The color of a material in ambient lighting.
  45585. */
  45586. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45587. /**
  45588. * AKA Diffuse Color in other nomenclature.
  45589. */
  45590. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45591. /**
  45592. * AKA Specular Color in other nomenclature.
  45593. */
  45594. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45595. /**
  45596. * The color applied when light is reflected from a material.
  45597. */
  45598. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45599. /**
  45600. * The color applied when light is emitted from a material.
  45601. */
  45602. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45603. /**
  45604. * AKA Glossiness in other nomenclature.
  45605. */
  45606. _this._microSurface = 0.9;
  45607. /**
  45608. * source material index of refraction (IOR)' / 'destination material IOR.
  45609. */
  45610. _this._indexOfRefraction = 0.66;
  45611. /**
  45612. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45613. */
  45614. _this._invertRefractionY = false;
  45615. /**
  45616. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45617. * Materials half opaque for instance using refraction could benefit from this control.
  45618. */
  45619. _this._linkRefractionWithTransparency = false;
  45620. /**
  45621. * Specifies that the material will use the light map as a show map.
  45622. */
  45623. _this._useLightmapAsShadowmap = false;
  45624. /**
  45625. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45626. * makes the reflect vector face the model (under horizon).
  45627. */
  45628. _this._useHorizonOcclusion = true;
  45629. /**
  45630. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45631. * too much the area relying on ambient texture to define their ambient occlusion.
  45632. */
  45633. _this._useRadianceOcclusion = true;
  45634. /**
  45635. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45636. */
  45637. _this._useAlphaFromAlbedoTexture = false;
  45638. /**
  45639. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45640. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45641. */
  45642. _this._useSpecularOverAlpha = true;
  45643. /**
  45644. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45645. */
  45646. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45647. /**
  45648. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45649. */
  45650. _this._useRoughnessFromMetallicTextureAlpha = true;
  45651. /**
  45652. * Specifies if the metallic texture contains the roughness information in its green channel.
  45653. */
  45654. _this._useRoughnessFromMetallicTextureGreen = false;
  45655. /**
  45656. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45657. */
  45658. _this._useMetallnessFromMetallicTextureBlue = false;
  45659. /**
  45660. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45661. */
  45662. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45663. /**
  45664. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45665. */
  45666. _this._useAmbientInGrayScale = false;
  45667. /**
  45668. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45669. * The material will try to infer what glossiness each pixel should be.
  45670. */
  45671. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45672. /**
  45673. * Defines the falloff type used in this material.
  45674. * It by default is Physical.
  45675. */
  45676. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45677. /**
  45678. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45679. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45680. */
  45681. _this._useRadianceOverAlpha = true;
  45682. /**
  45683. * Allows using an object space normal map (instead of tangent space).
  45684. */
  45685. _this._useObjectSpaceNormalMap = false;
  45686. /**
  45687. * Allows using the bump map in parallax mode.
  45688. */
  45689. _this._useParallax = false;
  45690. /**
  45691. * Allows using the bump map in parallax occlusion mode.
  45692. */
  45693. _this._useParallaxOcclusion = false;
  45694. /**
  45695. * Controls the scale bias of the parallax mode.
  45696. */
  45697. _this._parallaxScaleBias = 0.05;
  45698. /**
  45699. * If sets to true, disables all the lights affecting the material.
  45700. */
  45701. _this._disableLighting = false;
  45702. /**
  45703. * Number of Simultaneous lights allowed on the material.
  45704. */
  45705. _this._maxSimultaneousLights = 4;
  45706. /**
  45707. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45708. */
  45709. _this._invertNormalMapX = false;
  45710. /**
  45711. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45712. */
  45713. _this._invertNormalMapY = false;
  45714. /**
  45715. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45716. */
  45717. _this._twoSidedLighting = false;
  45718. /**
  45719. * Defines the alpha limits in alpha test mode.
  45720. */
  45721. _this._alphaCutOff = 0.4;
  45722. /**
  45723. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45724. */
  45725. _this._forceAlphaTest = false;
  45726. /**
  45727. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45728. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45729. */
  45730. _this._useAlphaFresnel = false;
  45731. /**
  45732. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45733. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45734. */
  45735. _this._useLinearAlphaFresnel = false;
  45736. /**
  45737. * The transparency mode of the material.
  45738. */
  45739. _this._transparencyMode = null;
  45740. /**
  45741. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45742. * from cos thetav and roughness:
  45743. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45744. */
  45745. _this._environmentBRDFTexture = null;
  45746. /**
  45747. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45748. */
  45749. _this._forceIrradianceInFragment = false;
  45750. /**
  45751. * Force normal to face away from face.
  45752. */
  45753. _this._forceNormalForward = false;
  45754. /**
  45755. * Enables specular anti aliasing in the PBR shader.
  45756. * It will both interacts on the Geometry for analytical and IBL lighting.
  45757. * It also prefilter the roughness map based on the bump values.
  45758. */
  45759. _this._enableSpecularAntiAliasing = false;
  45760. /**
  45761. * Stores the available render targets.
  45762. */
  45763. _this._renderTargets = new BABYLON.SmartArray(16);
  45764. /**
  45765. * Sets the global ambient color for the material used in lighting calculations.
  45766. */
  45767. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45768. /**
  45769. * If set to true, no lighting calculations will be applied.
  45770. */
  45771. _this._unlit = false;
  45772. // Setup the default processing configuration to the scene.
  45773. _this._attachImageProcessingConfiguration(null);
  45774. _this.getRenderTargetTextures = function () {
  45775. _this._renderTargets.reset();
  45776. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45777. _this._renderTargets.push(_this._reflectionTexture);
  45778. }
  45779. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45780. _this._renderTargets.push(_this._refractionTexture);
  45781. }
  45782. return _this._renderTargets;
  45783. };
  45784. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45785. return _this;
  45786. }
  45787. /**
  45788. * Attaches a new image processing configuration to the PBR Material.
  45789. * @param configuration
  45790. */
  45791. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45792. var _this = this;
  45793. if (configuration === this._imageProcessingConfiguration) {
  45794. return;
  45795. }
  45796. // Detaches observer.
  45797. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45798. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45799. }
  45800. // Pick the scene configuration if needed.
  45801. if (!configuration) {
  45802. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  45803. }
  45804. else {
  45805. this._imageProcessingConfiguration = configuration;
  45806. }
  45807. // Attaches observer.
  45808. if (this._imageProcessingConfiguration) {
  45809. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  45810. _this._markAllSubMeshesAsImageProcessingDirty();
  45811. });
  45812. }
  45813. };
  45814. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  45815. /**
  45816. * Gets a boolean indicating that current material needs to register RTT
  45817. */
  45818. get: function () {
  45819. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  45820. return true;
  45821. }
  45822. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  45823. return true;
  45824. }
  45825. return false;
  45826. },
  45827. enumerable: true,
  45828. configurable: true
  45829. });
  45830. /**
  45831. * Gets the name of the material class.
  45832. */
  45833. PBRBaseMaterial.prototype.getClassName = function () {
  45834. return "PBRBaseMaterial";
  45835. };
  45836. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  45837. /**
  45838. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45839. */
  45840. get: function () {
  45841. return this._useLogarithmicDepth;
  45842. },
  45843. /**
  45844. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45845. */
  45846. set: function (value) {
  45847. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  45848. },
  45849. enumerable: true,
  45850. configurable: true
  45851. });
  45852. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  45853. /**
  45854. * Gets the current transparency mode.
  45855. */
  45856. get: function () {
  45857. return this._transparencyMode;
  45858. },
  45859. /**
  45860. * Sets the transparency mode of the material.
  45861. *
  45862. * | Value | Type | Description |
  45863. * | ----- | ----------------------------------- | ----------- |
  45864. * | 0 | OPAQUE | |
  45865. * | 1 | ALPHATEST | |
  45866. * | 2 | ALPHABLEND | |
  45867. * | 3 | ALPHATESTANDBLEND | |
  45868. *
  45869. */
  45870. set: function (value) {
  45871. if (this._transparencyMode === value) {
  45872. return;
  45873. }
  45874. this._transparencyMode = value;
  45875. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  45876. this._markAllSubMeshesAsTexturesAndMiscDirty();
  45877. },
  45878. enumerable: true,
  45879. configurable: true
  45880. });
  45881. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  45882. /**
  45883. * Returns true if alpha blending should be disabled.
  45884. */
  45885. get: function () {
  45886. return (this._linkRefractionWithTransparency ||
  45887. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  45888. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45889. },
  45890. enumerable: true,
  45891. configurable: true
  45892. });
  45893. /**
  45894. * Specifies whether or not this material should be rendered in alpha blend mode.
  45895. */
  45896. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  45897. if (this._disableAlphaBlending) {
  45898. return false;
  45899. }
  45900. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  45901. };
  45902. /**
  45903. * Specifies if the mesh will require alpha blending.
  45904. * @param mesh - BJS mesh.
  45905. */
  45906. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  45907. if (this._disableAlphaBlending) {
  45908. return false;
  45909. }
  45910. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  45911. };
  45912. /**
  45913. * Specifies whether or not this material should be rendered in alpha test mode.
  45914. */
  45915. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  45916. if (this._forceAlphaTest) {
  45917. return true;
  45918. }
  45919. if (this._linkRefractionWithTransparency) {
  45920. return false;
  45921. }
  45922. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45923. };
  45924. /**
  45925. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  45926. */
  45927. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  45928. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  45929. };
  45930. /**
  45931. * Gets the texture used for the alpha test.
  45932. */
  45933. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  45934. return this._albedoTexture;
  45935. };
  45936. /**
  45937. * Specifies that the submesh is ready to be used.
  45938. * @param mesh - BJS mesh.
  45939. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  45940. * @param useInstances - Specifies that instances should be used.
  45941. * @returns - boolean indicating that the submesh is ready or not.
  45942. */
  45943. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  45944. if (subMesh.effect && this.isFrozen) {
  45945. if (this._wasPreviouslyReady) {
  45946. return true;
  45947. }
  45948. }
  45949. if (!subMesh._materialDefines) {
  45950. subMesh._materialDefines = new PBRMaterialDefines();
  45951. }
  45952. var defines = subMesh._materialDefines;
  45953. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  45954. if (defines._renderId === this.getScene().getRenderId()) {
  45955. return true;
  45956. }
  45957. }
  45958. var scene = this.getScene();
  45959. var engine = scene.getEngine();
  45960. if (defines._areTexturesDirty) {
  45961. if (scene.texturesEnabled) {
  45962. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  45963. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  45964. return false;
  45965. }
  45966. }
  45967. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  45968. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  45969. return false;
  45970. }
  45971. }
  45972. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  45973. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  45974. return false;
  45975. }
  45976. }
  45977. var reflectionTexture = this._getReflectionTexture();
  45978. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  45979. if (!reflectionTexture.isReadyOrNotBlocking()) {
  45980. return false;
  45981. }
  45982. }
  45983. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  45984. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  45985. return false;
  45986. }
  45987. }
  45988. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  45989. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  45990. return false;
  45991. }
  45992. }
  45993. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  45994. if (this._metallicTexture) {
  45995. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  45996. return false;
  45997. }
  45998. }
  45999. else if (this._reflectivityTexture) {
  46000. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46001. return false;
  46002. }
  46003. }
  46004. if (this._microSurfaceTexture) {
  46005. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46006. return false;
  46007. }
  46008. }
  46009. }
  46010. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46011. // Bump texture cannot be not blocking.
  46012. if (!this._bumpTexture.isReady()) {
  46013. return false;
  46014. }
  46015. }
  46016. var refractionTexture = this._getRefractionTexture();
  46017. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46018. if (!refractionTexture.isReadyOrNotBlocking()) {
  46019. return false;
  46020. }
  46021. }
  46022. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46023. // This is blocking.
  46024. if (!this._environmentBRDFTexture.isReady()) {
  46025. return false;
  46026. }
  46027. }
  46028. }
  46029. }
  46030. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46031. if (!this._imageProcessingConfiguration.isReady()) {
  46032. return false;
  46033. }
  46034. }
  46035. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46036. mesh.createNormals(true);
  46037. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46038. }
  46039. var previousEffect = subMesh.effect;
  46040. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46041. if (effect) {
  46042. // Use previous effect while new one is compiling
  46043. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46044. effect = previousEffect;
  46045. defines.markAsUnprocessed();
  46046. }
  46047. else {
  46048. scene.resetCachedMaterial();
  46049. subMesh.setEffect(effect, defines);
  46050. this.buildUniformLayout();
  46051. }
  46052. }
  46053. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46054. return false;
  46055. }
  46056. defines._renderId = scene.getRenderId();
  46057. this._wasPreviouslyReady = true;
  46058. return true;
  46059. };
  46060. /**
  46061. * Specifies if the material uses metallic roughness workflow.
  46062. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46063. */
  46064. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46065. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46066. return true;
  46067. }
  46068. return false;
  46069. };
  46070. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46071. if (onCompiled === void 0) { onCompiled = null; }
  46072. if (onError === void 0) { onError = null; }
  46073. if (useInstances === void 0) { useInstances = null; }
  46074. if (useClipPlane === void 0) { useClipPlane = null; }
  46075. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46076. if (!defines.isDirty) {
  46077. return null;
  46078. }
  46079. defines.markAsProcessed();
  46080. var scene = this.getScene();
  46081. var engine = scene.getEngine();
  46082. // Fallbacks
  46083. var fallbacks = new BABYLON.EffectFallbacks();
  46084. var fallbackRank = 0;
  46085. if (defines.USESPHERICALINVERTEX) {
  46086. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46087. }
  46088. if (defines.FOG) {
  46089. fallbacks.addFallback(fallbackRank, "FOG");
  46090. }
  46091. if (defines.SPECULARAA) {
  46092. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46093. }
  46094. if (defines.POINTSIZE) {
  46095. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46096. }
  46097. if (defines.LOGARITHMICDEPTH) {
  46098. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46099. }
  46100. if (defines.PARALLAX) {
  46101. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46102. }
  46103. if (defines.PARALLAXOCCLUSION) {
  46104. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46105. }
  46106. if (defines.ENVIRONMENTBRDF) {
  46107. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46108. }
  46109. if (defines.TANGENT) {
  46110. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46111. }
  46112. if (defines.BUMP) {
  46113. fallbacks.addFallback(fallbackRank++, "BUMP");
  46114. }
  46115. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46116. if (defines.SPECULARTERM) {
  46117. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46118. }
  46119. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46120. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46121. }
  46122. if (defines.LIGHTMAP) {
  46123. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46124. }
  46125. if (defines.NORMAL) {
  46126. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46127. }
  46128. if (defines.AMBIENT) {
  46129. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46130. }
  46131. if (defines.EMISSIVE) {
  46132. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46133. }
  46134. if (defines.VERTEXCOLOR) {
  46135. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46136. }
  46137. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46138. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46139. }
  46140. if (defines.MORPHTARGETS) {
  46141. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46142. }
  46143. //Attributes
  46144. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46145. if (defines.NORMAL) {
  46146. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46147. }
  46148. if (defines.TANGENT) {
  46149. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46150. }
  46151. if (defines.UV1) {
  46152. attribs.push(BABYLON.VertexBuffer.UVKind);
  46153. }
  46154. if (defines.UV2) {
  46155. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46156. }
  46157. if (defines.VERTEXCOLOR) {
  46158. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46159. }
  46160. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46161. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46162. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46163. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46164. "vFogInfos", "vFogColor", "pointSize",
  46165. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46166. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46167. "mBones",
  46168. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46169. "vLightingIntensity",
  46170. "logarithmicDepthConstant",
  46171. "vSphericalX", "vSphericalY", "vSphericalZ",
  46172. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46173. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46174. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46175. "vTangentSpaceParams"
  46176. ];
  46177. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46178. "bumpSampler", "lightmapSampler", "opacitySampler",
  46179. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46180. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46181. "microSurfaceSampler", "environmentBrdfSampler"];
  46182. var uniformBuffers = ["Material", "Scene"];
  46183. if (BABYLON.ImageProcessingConfiguration) {
  46184. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46185. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46186. }
  46187. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46188. uniformsNames: uniforms,
  46189. uniformBuffersNames: uniformBuffers,
  46190. samplers: samplers,
  46191. defines: defines,
  46192. maxSimultaneousLights: this._maxSimultaneousLights
  46193. });
  46194. var join = defines.toString();
  46195. return engine.createEffect("pbr", {
  46196. attributes: attribs,
  46197. uniformsNames: uniforms,
  46198. uniformBuffersNames: uniformBuffers,
  46199. samplers: samplers,
  46200. defines: join,
  46201. fallbacks: fallbacks,
  46202. onCompiled: onCompiled,
  46203. onError: onError,
  46204. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46205. }, engine);
  46206. };
  46207. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46208. if (useInstances === void 0) { useInstances = null; }
  46209. if (useClipPlane === void 0) { useClipPlane = null; }
  46210. var scene = this.getScene();
  46211. var engine = scene.getEngine();
  46212. // Lights
  46213. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46214. defines._needNormals = true;
  46215. // Textures
  46216. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46217. if (defines._areTexturesDirty) {
  46218. defines._needUVs = false;
  46219. if (scene.texturesEnabled) {
  46220. if (scene.getEngine().getCaps().textureLOD) {
  46221. defines.LODBASEDMICROSFURACE = true;
  46222. }
  46223. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46224. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46225. }
  46226. else {
  46227. defines.ALBEDO = false;
  46228. }
  46229. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46230. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46231. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46232. }
  46233. else {
  46234. defines.AMBIENT = false;
  46235. }
  46236. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46237. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46238. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46239. }
  46240. else {
  46241. defines.OPACITY = false;
  46242. }
  46243. var reflectionTexture = this._getReflectionTexture();
  46244. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46245. defines.REFLECTION = true;
  46246. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46247. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46248. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46249. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46250. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46251. defines.INVERTCUBICMAP = true;
  46252. }
  46253. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46254. switch (reflectionTexture.coordinatesMode) {
  46255. case BABYLON.Texture.EXPLICIT_MODE:
  46256. defines.REFLECTIONMAP_EXPLICIT = true;
  46257. break;
  46258. case BABYLON.Texture.PLANAR_MODE:
  46259. defines.REFLECTIONMAP_PLANAR = true;
  46260. break;
  46261. case BABYLON.Texture.PROJECTION_MODE:
  46262. defines.REFLECTIONMAP_PROJECTION = true;
  46263. break;
  46264. case BABYLON.Texture.SKYBOX_MODE:
  46265. defines.REFLECTIONMAP_SKYBOX = true;
  46266. break;
  46267. case BABYLON.Texture.SPHERICAL_MODE:
  46268. defines.REFLECTIONMAP_SPHERICAL = true;
  46269. break;
  46270. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46271. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46272. break;
  46273. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46274. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46275. break;
  46276. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46277. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46278. break;
  46279. case BABYLON.Texture.CUBIC_MODE:
  46280. case BABYLON.Texture.INVCUBIC_MODE:
  46281. default:
  46282. defines.REFLECTIONMAP_CUBIC = true;
  46283. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46284. break;
  46285. }
  46286. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46287. if (reflectionTexture.sphericalPolynomial) {
  46288. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46289. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46290. defines.USESPHERICALINVERTEX = false;
  46291. }
  46292. else {
  46293. defines.USESPHERICALINVERTEX = true;
  46294. }
  46295. }
  46296. }
  46297. else {
  46298. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46299. }
  46300. }
  46301. else {
  46302. defines.REFLECTION = false;
  46303. defines.REFLECTIONMAP_3D = false;
  46304. defines.REFLECTIONMAP_SPHERICAL = false;
  46305. defines.REFLECTIONMAP_PLANAR = false;
  46306. defines.REFLECTIONMAP_CUBIC = false;
  46307. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46308. defines.REFLECTIONMAP_PROJECTION = false;
  46309. defines.REFLECTIONMAP_SKYBOX = false;
  46310. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46311. defines.REFLECTIONMAP_EXPLICIT = false;
  46312. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46313. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46314. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46315. defines.INVERTCUBICMAP = false;
  46316. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46317. defines.USESPHERICALINVERTEX = false;
  46318. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46319. defines.LODINREFLECTIONALPHA = false;
  46320. defines.GAMMAREFLECTION = false;
  46321. defines.RGBDREFLECTION = false;
  46322. }
  46323. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46324. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46325. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46326. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46327. }
  46328. else {
  46329. defines.LIGHTMAP = false;
  46330. }
  46331. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46332. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46333. }
  46334. else {
  46335. defines.EMISSIVE = false;
  46336. }
  46337. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46338. if (this._metallicTexture) {
  46339. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46340. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46341. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46342. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46343. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46344. }
  46345. else if (this._reflectivityTexture) {
  46346. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46347. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46348. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46349. }
  46350. else {
  46351. defines.REFLECTIVITY = false;
  46352. }
  46353. if (this._microSurfaceTexture) {
  46354. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46355. }
  46356. else {
  46357. defines.MICROSURFACEMAP = false;
  46358. }
  46359. }
  46360. else {
  46361. defines.REFLECTIVITY = false;
  46362. defines.MICROSURFACEMAP = false;
  46363. }
  46364. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46365. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46366. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46367. defines.PARALLAX = true;
  46368. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46369. }
  46370. else {
  46371. defines.PARALLAX = false;
  46372. }
  46373. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46374. }
  46375. else {
  46376. defines.BUMP = false;
  46377. }
  46378. var refractionTexture = this._getRefractionTexture();
  46379. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46380. defines.REFRACTION = true;
  46381. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46382. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46383. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46384. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46385. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46386. if (this._linkRefractionWithTransparency) {
  46387. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46388. }
  46389. }
  46390. else {
  46391. defines.REFRACTION = false;
  46392. }
  46393. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46394. defines.ENVIRONMENTBRDF = true;
  46395. }
  46396. else {
  46397. defines.ENVIRONMENTBRDF = false;
  46398. }
  46399. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46400. defines.ALPHAFROMALBEDO = true;
  46401. }
  46402. else {
  46403. defines.ALPHAFROMALBEDO = false;
  46404. }
  46405. }
  46406. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46407. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46408. defines.USEPHYSICALLIGHTFALLOFF = false;
  46409. defines.USEGLTFLIGHTFALLOFF = false;
  46410. }
  46411. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46412. defines.USEPHYSICALLIGHTFALLOFF = false;
  46413. defines.USEGLTFLIGHTFALLOFF = true;
  46414. }
  46415. else {
  46416. defines.USEPHYSICALLIGHTFALLOFF = true;
  46417. defines.USEGLTFLIGHTFALLOFF = false;
  46418. }
  46419. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46420. if (!this.backFaceCulling && this._twoSidedLighting) {
  46421. defines.TWOSIDEDLIGHTING = true;
  46422. }
  46423. else {
  46424. defines.TWOSIDEDLIGHTING = false;
  46425. }
  46426. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46427. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46428. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46429. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46430. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46431. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46432. }
  46433. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46434. this._imageProcessingConfiguration.prepareDefines(defines);
  46435. }
  46436. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46437. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46438. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46439. // Misc.
  46440. if (defines._areMiscDirty) {
  46441. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46442. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46443. }
  46444. // Values that need to be evaluated on every frame
  46445. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46446. // Attribs
  46447. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46448. };
  46449. /**
  46450. * Force shader compilation
  46451. */
  46452. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46453. var _this = this;
  46454. var localOptions = __assign({ clipPlane: false }, options);
  46455. var defines = new PBRMaterialDefines();
  46456. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46457. if (effect.isReady()) {
  46458. if (onCompiled) {
  46459. onCompiled(this);
  46460. }
  46461. }
  46462. else {
  46463. effect.onCompileObservable.add(function () {
  46464. if (onCompiled) {
  46465. onCompiled(_this);
  46466. }
  46467. });
  46468. }
  46469. };
  46470. /**
  46471. * Initializes the uniform buffer layout for the shader.
  46472. */
  46473. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46474. // Order is important !
  46475. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46476. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46477. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46478. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46479. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46480. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46481. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46482. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46483. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46484. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46485. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46486. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46487. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46488. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46489. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46490. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46491. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46492. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46493. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46494. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46495. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46496. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46497. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46498. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46499. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46500. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46501. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46502. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46503. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46504. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46505. this._uniformBuffer.addUniform("pointSize", 1);
  46506. this._uniformBuffer.create();
  46507. };
  46508. /**
  46509. * Unbinds the textures.
  46510. */
  46511. PBRBaseMaterial.prototype.unbind = function () {
  46512. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46513. this._uniformBuffer.setTexture("reflectionSampler", null);
  46514. }
  46515. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46516. this._uniformBuffer.setTexture("refractionSampler", null);
  46517. }
  46518. _super.prototype.unbind.call(this);
  46519. };
  46520. /**
  46521. * Binds the submesh data.
  46522. * @param world - The world matrix.
  46523. * @param mesh - The BJS mesh.
  46524. * @param subMesh - A submesh of the BJS mesh.
  46525. */
  46526. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46527. var scene = this.getScene();
  46528. var defines = subMesh._materialDefines;
  46529. if (!defines) {
  46530. return;
  46531. }
  46532. var effect = subMesh.effect;
  46533. if (!effect) {
  46534. return;
  46535. }
  46536. this._activeEffect = effect;
  46537. // Matrices
  46538. this.bindOnlyWorldMatrix(world);
  46539. // Normal Matrix
  46540. if (defines.OBJECTSPACE_NORMALMAP) {
  46541. world.toNormalMatrix(this._normalMatrix);
  46542. this.bindOnlyNormalMatrix(this._normalMatrix);
  46543. }
  46544. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46545. // Bones
  46546. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46547. var reflectionTexture = null;
  46548. if (mustRebind) {
  46549. this._uniformBuffer.bindToEffect(effect, "Material");
  46550. this.bindViewProjection(effect);
  46551. reflectionTexture = this._getReflectionTexture();
  46552. var refractionTexture = this._getRefractionTexture();
  46553. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46554. // Texture uniforms
  46555. if (scene.texturesEnabled) {
  46556. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46557. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46558. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46559. }
  46560. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46561. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46562. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46563. }
  46564. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46565. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46566. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46567. }
  46568. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46569. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46570. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46571. if (reflectionTexture.boundingBoxSize) {
  46572. var cubeTexture = reflectionTexture;
  46573. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46574. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46575. }
  46576. var polynomials = reflectionTexture.sphericalPolynomial;
  46577. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46578. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46579. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46580. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46581. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46582. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46583. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46584. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46585. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46586. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46587. }
  46588. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46589. }
  46590. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46591. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46592. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46593. }
  46594. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46595. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46596. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46597. }
  46598. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46599. if (this._metallicTexture) {
  46600. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46601. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46602. }
  46603. else if (this._reflectivityTexture) {
  46604. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46605. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46606. }
  46607. if (this._microSurfaceTexture) {
  46608. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46609. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46610. }
  46611. }
  46612. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46613. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46614. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46615. if (scene._mirroredCameraPosition) {
  46616. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46617. }
  46618. else {
  46619. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46620. }
  46621. }
  46622. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46623. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46624. var depth = 1.0;
  46625. if (!refractionTexture.isCube) {
  46626. if (refractionTexture.depth) {
  46627. depth = refractionTexture.depth;
  46628. }
  46629. }
  46630. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46631. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46632. }
  46633. }
  46634. // Point size
  46635. if (this.pointsCloud) {
  46636. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46637. }
  46638. // Colors
  46639. if (defines.METALLICWORKFLOW) {
  46640. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46641. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46642. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46643. }
  46644. else {
  46645. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46646. }
  46647. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46648. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46649. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46650. // Misc
  46651. this._lightingInfos.x = this._directIntensity;
  46652. this._lightingInfos.y = this._emissiveIntensity;
  46653. this._lightingInfos.z = this._environmentIntensity;
  46654. this._lightingInfos.w = this._specularIntensity;
  46655. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46656. }
  46657. // Textures
  46658. if (scene.texturesEnabled) {
  46659. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46660. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46661. }
  46662. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46663. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46664. }
  46665. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46666. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46667. }
  46668. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46669. if (defines.LODBASEDMICROSFURACE) {
  46670. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46671. }
  46672. else {
  46673. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46674. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46675. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46676. }
  46677. }
  46678. if (defines.ENVIRONMENTBRDF) {
  46679. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46680. }
  46681. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46682. if (defines.LODBASEDMICROSFURACE) {
  46683. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46684. }
  46685. else {
  46686. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46687. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46688. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46689. }
  46690. }
  46691. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46692. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46693. }
  46694. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46695. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46696. }
  46697. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46698. if (this._metallicTexture) {
  46699. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46700. }
  46701. else if (this._reflectivityTexture) {
  46702. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46703. }
  46704. if (this._microSurfaceTexture) {
  46705. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46706. }
  46707. }
  46708. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46709. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46710. }
  46711. }
  46712. // Clip plane
  46713. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46714. // Colors
  46715. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46716. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46717. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46718. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46719. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46720. }
  46721. if (mustRebind || !this.isFrozen) {
  46722. // Lights
  46723. if (scene.lightsEnabled && !this._disableLighting) {
  46724. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46725. }
  46726. // View
  46727. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46728. this.bindView(effect);
  46729. }
  46730. // Fog
  46731. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46732. // Morph targets
  46733. if (defines.NUM_MORPH_INFLUENCERS) {
  46734. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46735. }
  46736. // image processing
  46737. this._imageProcessingConfiguration.bind(this._activeEffect);
  46738. // Log. depth
  46739. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46740. }
  46741. this._uniformBuffer.update();
  46742. this._afterBind(mesh, this._activeEffect);
  46743. };
  46744. /**
  46745. * Returns the animatable textures.
  46746. * @returns - Array of animatable textures.
  46747. */
  46748. PBRBaseMaterial.prototype.getAnimatables = function () {
  46749. var results = [];
  46750. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46751. results.push(this._albedoTexture);
  46752. }
  46753. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46754. results.push(this._ambientTexture);
  46755. }
  46756. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46757. results.push(this._opacityTexture);
  46758. }
  46759. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46760. results.push(this._reflectionTexture);
  46761. }
  46762. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46763. results.push(this._emissiveTexture);
  46764. }
  46765. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46766. results.push(this._metallicTexture);
  46767. }
  46768. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46769. results.push(this._reflectivityTexture);
  46770. }
  46771. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46772. results.push(this._bumpTexture);
  46773. }
  46774. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46775. results.push(this._lightmapTexture);
  46776. }
  46777. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46778. results.push(this._refractionTexture);
  46779. }
  46780. return results;
  46781. };
  46782. /**
  46783. * Returns the texture used for reflections.
  46784. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46785. */
  46786. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46787. if (this._reflectionTexture) {
  46788. return this._reflectionTexture;
  46789. }
  46790. return this.getScene().environmentTexture;
  46791. };
  46792. /**
  46793. * Returns the texture used for refraction or null if none is used.
  46794. * @returns - Refection texture if present. If no refraction texture and refraction
  46795. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46796. */
  46797. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46798. if (this._refractionTexture) {
  46799. return this._refractionTexture;
  46800. }
  46801. if (this._linkRefractionWithTransparency) {
  46802. return this.getScene().environmentTexture;
  46803. }
  46804. return null;
  46805. };
  46806. /**
  46807. * Disposes the resources of the material.
  46808. * @param forceDisposeEffect - Forces the disposal of effects.
  46809. * @param forceDisposeTextures - Forces the disposal of all textures.
  46810. */
  46811. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  46812. if (forceDisposeTextures) {
  46813. if (this._albedoTexture) {
  46814. this._albedoTexture.dispose();
  46815. }
  46816. if (this._ambientTexture) {
  46817. this._ambientTexture.dispose();
  46818. }
  46819. if (this._opacityTexture) {
  46820. this._opacityTexture.dispose();
  46821. }
  46822. if (this._reflectionTexture) {
  46823. this._reflectionTexture.dispose();
  46824. }
  46825. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  46826. this._environmentBRDFTexture.dispose();
  46827. }
  46828. if (this._emissiveTexture) {
  46829. this._emissiveTexture.dispose();
  46830. }
  46831. if (this._metallicTexture) {
  46832. this._metallicTexture.dispose();
  46833. }
  46834. if (this._reflectivityTexture) {
  46835. this._reflectivityTexture.dispose();
  46836. }
  46837. if (this._bumpTexture) {
  46838. this._bumpTexture.dispose();
  46839. }
  46840. if (this._lightmapTexture) {
  46841. this._lightmapTexture.dispose();
  46842. }
  46843. if (this._refractionTexture) {
  46844. this._refractionTexture.dispose();
  46845. }
  46846. }
  46847. this._renderTargets.dispose();
  46848. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46849. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46850. }
  46851. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  46852. };
  46853. /**
  46854. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  46855. */
  46856. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  46857. /**
  46858. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  46859. * to enhance interoperability with other engines.
  46860. */
  46861. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  46862. /**
  46863. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  46864. * to enhance interoperability with other materials.
  46865. */
  46866. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  46867. /**
  46868. * Stores the reflectivity values based on metallic roughness workflow.
  46869. */
  46870. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  46871. __decorate([
  46872. BABYLON.serializeAsImageProcessingConfiguration()
  46873. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  46874. __decorate([
  46875. BABYLON.serialize()
  46876. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  46877. __decorate([
  46878. BABYLON.serialize()
  46879. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  46880. return PBRBaseMaterial;
  46881. }(BABYLON.PushMaterial));
  46882. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  46883. })(BABYLON || (BABYLON = {}));
  46884. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  46885. var BABYLON;
  46886. (function (BABYLON) {
  46887. /**
  46888. * The Physically based simple base material of BJS.
  46889. *
  46890. * This enables better naming and convention enforcements on top of the pbrMaterial.
  46891. * It is used as the base class for both the specGloss and metalRough conventions.
  46892. */
  46893. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  46894. __extends(PBRBaseSimpleMaterial, _super);
  46895. /**
  46896. * Instantiates a new PBRMaterial instance.
  46897. *
  46898. * @param name The material name
  46899. * @param scene The scene the material will be use in.
  46900. */
  46901. function PBRBaseSimpleMaterial(name, scene) {
  46902. var _this = _super.call(this, name, scene) || this;
  46903. /**
  46904. * Number of Simultaneous lights allowed on the material.
  46905. */
  46906. _this.maxSimultaneousLights = 4;
  46907. /**
  46908. * If sets to true, disables all the lights affecting the material.
  46909. */
  46910. _this.disableLighting = false;
  46911. /**
  46912. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  46913. */
  46914. _this.invertNormalMapX = false;
  46915. /**
  46916. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  46917. */
  46918. _this.invertNormalMapY = false;
  46919. /**
  46920. * Emissivie color used to self-illuminate the model.
  46921. */
  46922. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  46923. /**
  46924. * Occlusion Channel Strenght.
  46925. */
  46926. _this.occlusionStrength = 1.0;
  46927. /**
  46928. * If true, the light map contains occlusion information instead of lighting info.
  46929. */
  46930. _this.useLightmapAsShadowmap = false;
  46931. _this._useAlphaFromAlbedoTexture = true;
  46932. _this._useAmbientInGrayScale = true;
  46933. return _this;
  46934. }
  46935. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  46936. /**
  46937. * Gets the current double sided mode.
  46938. */
  46939. get: function () {
  46940. return this._twoSidedLighting;
  46941. },
  46942. /**
  46943. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46944. */
  46945. set: function (value) {
  46946. if (this._twoSidedLighting === value) {
  46947. return;
  46948. }
  46949. this._twoSidedLighting = value;
  46950. this.backFaceCulling = !value;
  46951. this._markAllSubMeshesAsTexturesDirty();
  46952. },
  46953. enumerable: true,
  46954. configurable: true
  46955. });
  46956. /**
  46957. * Return the active textures of the material.
  46958. */
  46959. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  46960. var activeTextures = _super.prototype.getActiveTextures.call(this);
  46961. if (this.environmentTexture) {
  46962. activeTextures.push(this.environmentTexture);
  46963. }
  46964. if (this.normalTexture) {
  46965. activeTextures.push(this.normalTexture);
  46966. }
  46967. if (this.emissiveTexture) {
  46968. activeTextures.push(this.emissiveTexture);
  46969. }
  46970. if (this.occlusionTexture) {
  46971. activeTextures.push(this.occlusionTexture);
  46972. }
  46973. if (this.lightmapTexture) {
  46974. activeTextures.push(this.lightmapTexture);
  46975. }
  46976. return activeTextures;
  46977. };
  46978. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  46979. if (_super.prototype.hasTexture.call(this, texture)) {
  46980. return true;
  46981. }
  46982. if (this.lightmapTexture === texture) {
  46983. return true;
  46984. }
  46985. return false;
  46986. };
  46987. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  46988. return "PBRBaseSimpleMaterial";
  46989. };
  46990. __decorate([
  46991. BABYLON.serialize(),
  46992. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46993. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  46994. __decorate([
  46995. BABYLON.serialize(),
  46996. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  46997. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  46998. __decorate([
  46999. BABYLON.serializeAsTexture(),
  47000. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47001. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47002. __decorate([
  47003. BABYLON.serialize(),
  47004. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47005. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47006. __decorate([
  47007. BABYLON.serialize(),
  47008. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47009. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47010. __decorate([
  47011. BABYLON.serializeAsTexture(),
  47012. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47013. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47014. __decorate([
  47015. BABYLON.serializeAsColor3("emissive"),
  47016. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47017. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47018. __decorate([
  47019. BABYLON.serializeAsTexture(),
  47020. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47021. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47022. __decorate([
  47023. BABYLON.serialize(),
  47024. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47025. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47026. __decorate([
  47027. BABYLON.serializeAsTexture(),
  47028. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47029. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47030. __decorate([
  47031. BABYLON.serialize(),
  47032. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47033. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47034. __decorate([
  47035. BABYLON.serialize()
  47036. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47037. __decorate([
  47038. BABYLON.serializeAsTexture(),
  47039. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47040. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47041. __decorate([
  47042. BABYLON.serialize(),
  47043. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47044. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47045. return PBRBaseSimpleMaterial;
  47046. }(BABYLON.PBRBaseMaterial));
  47047. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47048. })(BABYLON || (BABYLON = {}));
  47049. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47050. var BABYLON;
  47051. (function (BABYLON) {
  47052. /**
  47053. * The Physically based material of BJS.
  47054. *
  47055. * This offers the main features of a standard PBR material.
  47056. * For more information, please refer to the documentation :
  47057. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47058. */
  47059. var PBRMaterial = /** @class */ (function (_super) {
  47060. __extends(PBRMaterial, _super);
  47061. /**
  47062. * Instantiates a new PBRMaterial instance.
  47063. *
  47064. * @param name The material name
  47065. * @param scene The scene the material will be use in.
  47066. */
  47067. function PBRMaterial(name, scene) {
  47068. var _this = _super.call(this, name, scene) || this;
  47069. /**
  47070. * Intensity of the direct lights e.g. the four lights available in your scene.
  47071. * This impacts both the direct diffuse and specular highlights.
  47072. */
  47073. _this.directIntensity = 1.0;
  47074. /**
  47075. * Intensity of the emissive part of the material.
  47076. * This helps controlling the emissive effect without modifying the emissive color.
  47077. */
  47078. _this.emissiveIntensity = 1.0;
  47079. /**
  47080. * Intensity of the environment e.g. how much the environment will light the object
  47081. * either through harmonics for rough material or through the refelction for shiny ones.
  47082. */
  47083. _this.environmentIntensity = 1.0;
  47084. /**
  47085. * This is a special control allowing the reduction of the specular highlights coming from the
  47086. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47087. */
  47088. _this.specularIntensity = 1.0;
  47089. /**
  47090. * Debug Control allowing disabling the bump map on this material.
  47091. */
  47092. _this.disableBumpMap = false;
  47093. /**
  47094. * AKA Occlusion Texture Intensity in other nomenclature.
  47095. */
  47096. _this.ambientTextureStrength = 1.0;
  47097. /**
  47098. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47099. * 1 means it completely occludes it
  47100. * 0 mean it has no impact
  47101. */
  47102. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47103. /**
  47104. * The color of a material in ambient lighting.
  47105. */
  47106. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47107. /**
  47108. * AKA Diffuse Color in other nomenclature.
  47109. */
  47110. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47111. /**
  47112. * AKA Specular Color in other nomenclature.
  47113. */
  47114. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47115. /**
  47116. * The color reflected from the material.
  47117. */
  47118. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47119. /**
  47120. * The color emitted from the material.
  47121. */
  47122. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47123. /**
  47124. * AKA Glossiness in other nomenclature.
  47125. */
  47126. _this.microSurface = 1.0;
  47127. /**
  47128. * source material index of refraction (IOR)' / 'destination material IOR.
  47129. */
  47130. _this.indexOfRefraction = 0.66;
  47131. /**
  47132. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  47133. */
  47134. _this.invertRefractionY = false;
  47135. /**
  47136. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47137. * Materials half opaque for instance using refraction could benefit from this control.
  47138. */
  47139. _this.linkRefractionWithTransparency = false;
  47140. /**
  47141. * If true, the light map contains occlusion information instead of lighting info.
  47142. */
  47143. _this.useLightmapAsShadowmap = false;
  47144. /**
  47145. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47146. */
  47147. _this.useAlphaFromAlbedoTexture = false;
  47148. /**
  47149. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47150. */
  47151. _this.forceAlphaTest = false;
  47152. /**
  47153. * Defines the alpha limits in alpha test mode.
  47154. */
  47155. _this.alphaCutOff = 0.4;
  47156. /**
  47157. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47158. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47159. */
  47160. _this.useSpecularOverAlpha = true;
  47161. /**
  47162. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47163. */
  47164. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47165. /**
  47166. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47167. */
  47168. _this.useRoughnessFromMetallicTextureAlpha = true;
  47169. /**
  47170. * Specifies if the metallic texture contains the roughness information in its green channel.
  47171. */
  47172. _this.useRoughnessFromMetallicTextureGreen = false;
  47173. /**
  47174. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47175. */
  47176. _this.useMetallnessFromMetallicTextureBlue = false;
  47177. /**
  47178. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47179. */
  47180. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47181. /**
  47182. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47183. */
  47184. _this.useAmbientInGrayScale = false;
  47185. /**
  47186. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47187. * The material will try to infer what glossiness each pixel should be.
  47188. */
  47189. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47190. /**
  47191. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47192. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47193. */
  47194. _this.useRadianceOverAlpha = true;
  47195. /**
  47196. * Allows using an object space normal map (instead of tangent space).
  47197. */
  47198. _this.useObjectSpaceNormalMap = false;
  47199. /**
  47200. * Allows using the bump map in parallax mode.
  47201. */
  47202. _this.useParallax = false;
  47203. /**
  47204. * Allows using the bump map in parallax occlusion mode.
  47205. */
  47206. _this.useParallaxOcclusion = false;
  47207. /**
  47208. * Controls the scale bias of the parallax mode.
  47209. */
  47210. _this.parallaxScaleBias = 0.05;
  47211. /**
  47212. * If sets to true, disables all the lights affecting the material.
  47213. */
  47214. _this.disableLighting = false;
  47215. /**
  47216. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47217. */
  47218. _this.forceIrradianceInFragment = false;
  47219. /**
  47220. * Number of Simultaneous lights allowed on the material.
  47221. */
  47222. _this.maxSimultaneousLights = 4;
  47223. /**
  47224. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47225. */
  47226. _this.invertNormalMapX = false;
  47227. /**
  47228. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47229. */
  47230. _this.invertNormalMapY = false;
  47231. /**
  47232. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47233. */
  47234. _this.twoSidedLighting = false;
  47235. /**
  47236. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47237. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47238. */
  47239. _this.useAlphaFresnel = false;
  47240. /**
  47241. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47242. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47243. */
  47244. _this.useLinearAlphaFresnel = false;
  47245. /**
  47246. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47247. * And/Or occlude the blended part.
  47248. */
  47249. _this.environmentBRDFTexture = null;
  47250. /**
  47251. * Force normal to face away from face.
  47252. */
  47253. _this.forceNormalForward = false;
  47254. /**
  47255. * Enables specular anti aliasing in the PBR shader.
  47256. * It will both interacts on the Geometry for analytical and IBL lighting.
  47257. * It also prefilter the roughness map based on the bump values.
  47258. */
  47259. _this.enableSpecularAntiAliasing = false;
  47260. /**
  47261. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47262. * makes the reflect vector face the model (under horizon).
  47263. */
  47264. _this.useHorizonOcclusion = true;
  47265. /**
  47266. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47267. * too much the area relying on ambient texture to define their ambient occlusion.
  47268. */
  47269. _this.useRadianceOcclusion = true;
  47270. /**
  47271. * If set to true, no lighting calculations will be applied.
  47272. */
  47273. _this.unlit = false;
  47274. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47275. return _this;
  47276. }
  47277. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47278. /**
  47279. * BJS is using an harcoded light falloff based on a manually sets up range.
  47280. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47281. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47282. */
  47283. get: function () {
  47284. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47285. },
  47286. /**
  47287. * BJS is using an harcoded light falloff based on a manually sets up range.
  47288. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47289. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47290. */
  47291. set: function (value) {
  47292. if (value !== this.usePhysicalLightFalloff) {
  47293. // Ensure the effect will be rebuilt.
  47294. this._markAllSubMeshesAsTexturesDirty();
  47295. if (value) {
  47296. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47297. }
  47298. else {
  47299. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47300. }
  47301. }
  47302. },
  47303. enumerable: true,
  47304. configurable: true
  47305. });
  47306. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47307. /**
  47308. * In order to support the falloff compatibility with gltf, a special mode has been added
  47309. * to reproduce the gltf light falloff.
  47310. */
  47311. get: function () {
  47312. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47313. },
  47314. /**
  47315. * In order to support the falloff compatibility with gltf, a special mode has been added
  47316. * to reproduce the gltf light falloff.
  47317. */
  47318. set: function (value) {
  47319. if (value !== this.useGLTFLightFalloff) {
  47320. // Ensure the effect will be rebuilt.
  47321. this._markAllSubMeshesAsTexturesDirty();
  47322. if (value) {
  47323. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47324. }
  47325. else {
  47326. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47327. }
  47328. }
  47329. },
  47330. enumerable: true,
  47331. configurable: true
  47332. });
  47333. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47334. /**
  47335. * Gets the image processing configuration used either in this material.
  47336. */
  47337. get: function () {
  47338. return this._imageProcessingConfiguration;
  47339. },
  47340. /**
  47341. * Sets the Default image processing configuration used either in the this material.
  47342. *
  47343. * If sets to null, the scene one is in use.
  47344. */
  47345. set: function (value) {
  47346. this._attachImageProcessingConfiguration(value);
  47347. // Ensure the effect will be rebuilt.
  47348. this._markAllSubMeshesAsTexturesDirty();
  47349. },
  47350. enumerable: true,
  47351. configurable: true
  47352. });
  47353. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47354. /**
  47355. * Gets wether the color curves effect is enabled.
  47356. */
  47357. get: function () {
  47358. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47359. },
  47360. /**
  47361. * Sets wether the color curves effect is enabled.
  47362. */
  47363. set: function (value) {
  47364. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47365. },
  47366. enumerable: true,
  47367. configurable: true
  47368. });
  47369. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47370. /**
  47371. * Gets wether the color grading effect is enabled.
  47372. */
  47373. get: function () {
  47374. return this.imageProcessingConfiguration.colorGradingEnabled;
  47375. },
  47376. /**
  47377. * Gets wether the color grading effect is enabled.
  47378. */
  47379. set: function (value) {
  47380. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47381. },
  47382. enumerable: true,
  47383. configurable: true
  47384. });
  47385. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47386. /**
  47387. * Gets wether tonemapping is enabled or not.
  47388. */
  47389. get: function () {
  47390. return this._imageProcessingConfiguration.toneMappingEnabled;
  47391. },
  47392. /**
  47393. * Sets wether tonemapping is enabled or not
  47394. */
  47395. set: function (value) {
  47396. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47397. },
  47398. enumerable: true,
  47399. configurable: true
  47400. });
  47401. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47402. /**
  47403. * The camera exposure used on this material.
  47404. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47405. * This corresponds to a photographic exposure.
  47406. */
  47407. get: function () {
  47408. return this._imageProcessingConfiguration.exposure;
  47409. },
  47410. /**
  47411. * The camera exposure used on this material.
  47412. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47413. * This corresponds to a photographic exposure.
  47414. */
  47415. set: function (value) {
  47416. this._imageProcessingConfiguration.exposure = value;
  47417. },
  47418. enumerable: true,
  47419. configurable: true
  47420. });
  47421. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47422. /**
  47423. * Gets The camera contrast used on this material.
  47424. */
  47425. get: function () {
  47426. return this._imageProcessingConfiguration.contrast;
  47427. },
  47428. /**
  47429. * Sets The camera contrast used on this material.
  47430. */
  47431. set: function (value) {
  47432. this._imageProcessingConfiguration.contrast = value;
  47433. },
  47434. enumerable: true,
  47435. configurable: true
  47436. });
  47437. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47438. /**
  47439. * Gets the Color Grading 2D Lookup Texture.
  47440. */
  47441. get: function () {
  47442. return this._imageProcessingConfiguration.colorGradingTexture;
  47443. },
  47444. /**
  47445. * Sets the Color Grading 2D Lookup Texture.
  47446. */
  47447. set: function (value) {
  47448. this._imageProcessingConfiguration.colorGradingTexture = value;
  47449. },
  47450. enumerable: true,
  47451. configurable: true
  47452. });
  47453. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47454. /**
  47455. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47456. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47457. * 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;
  47458. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47459. */
  47460. get: function () {
  47461. return this._imageProcessingConfiguration.colorCurves;
  47462. },
  47463. /**
  47464. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47465. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47466. * 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;
  47467. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47468. */
  47469. set: function (value) {
  47470. this._imageProcessingConfiguration.colorCurves = value;
  47471. },
  47472. enumerable: true,
  47473. configurable: true
  47474. });
  47475. /**
  47476. * Returns the name of this material class.
  47477. */
  47478. PBRMaterial.prototype.getClassName = function () {
  47479. return "PBRMaterial";
  47480. };
  47481. /**
  47482. * Returns an array of the actively used textures.
  47483. * @returns - Array of BaseTextures
  47484. */
  47485. PBRMaterial.prototype.getActiveTextures = function () {
  47486. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47487. if (this._albedoTexture) {
  47488. activeTextures.push(this._albedoTexture);
  47489. }
  47490. if (this._ambientTexture) {
  47491. activeTextures.push(this._ambientTexture);
  47492. }
  47493. if (this._opacityTexture) {
  47494. activeTextures.push(this._opacityTexture);
  47495. }
  47496. if (this._reflectionTexture) {
  47497. activeTextures.push(this._reflectionTexture);
  47498. }
  47499. if (this._emissiveTexture) {
  47500. activeTextures.push(this._emissiveTexture);
  47501. }
  47502. if (this._reflectivityTexture) {
  47503. activeTextures.push(this._reflectivityTexture);
  47504. }
  47505. if (this._metallicTexture) {
  47506. activeTextures.push(this._metallicTexture);
  47507. }
  47508. if (this._microSurfaceTexture) {
  47509. activeTextures.push(this._microSurfaceTexture);
  47510. }
  47511. if (this._bumpTexture) {
  47512. activeTextures.push(this._bumpTexture);
  47513. }
  47514. if (this._lightmapTexture) {
  47515. activeTextures.push(this._lightmapTexture);
  47516. }
  47517. if (this._refractionTexture) {
  47518. activeTextures.push(this._refractionTexture);
  47519. }
  47520. return activeTextures;
  47521. };
  47522. /**
  47523. * Checks to see if a texture is used in the material.
  47524. * @param texture - Base texture to use.
  47525. * @returns - Boolean specifying if a texture is used in the material.
  47526. */
  47527. PBRMaterial.prototype.hasTexture = function (texture) {
  47528. if (_super.prototype.hasTexture.call(this, texture)) {
  47529. return true;
  47530. }
  47531. if (this._albedoTexture === texture) {
  47532. return true;
  47533. }
  47534. if (this._ambientTexture === texture) {
  47535. return true;
  47536. }
  47537. if (this._opacityTexture === texture) {
  47538. return true;
  47539. }
  47540. if (this._reflectionTexture === texture) {
  47541. return true;
  47542. }
  47543. if (this._reflectivityTexture === texture) {
  47544. return true;
  47545. }
  47546. if (this._metallicTexture === texture) {
  47547. return true;
  47548. }
  47549. if (this._microSurfaceTexture === texture) {
  47550. return true;
  47551. }
  47552. if (this._bumpTexture === texture) {
  47553. return true;
  47554. }
  47555. if (this._lightmapTexture === texture) {
  47556. return true;
  47557. }
  47558. if (this._refractionTexture === texture) {
  47559. return true;
  47560. }
  47561. return false;
  47562. };
  47563. /**
  47564. * Makes a duplicate of the current material.
  47565. * @param name - name to use for the new material.
  47566. */
  47567. PBRMaterial.prototype.clone = function (name) {
  47568. var _this = this;
  47569. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47570. clone.id = name;
  47571. clone.name = name;
  47572. return clone;
  47573. };
  47574. /**
  47575. * Serializes this PBR Material.
  47576. * @returns - An object with the serialized material.
  47577. */
  47578. PBRMaterial.prototype.serialize = function () {
  47579. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47580. serializationObject.customType = "BABYLON.PBRMaterial";
  47581. return serializationObject;
  47582. };
  47583. // Statics
  47584. /**
  47585. * Parses a PBR Material from a serialized object.
  47586. * @param source - Serialized object.
  47587. * @param scene - BJS scene instance.
  47588. * @param rootUrl - url for the scene object
  47589. * @returns - PBRMaterial
  47590. */
  47591. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47592. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47593. };
  47594. /**
  47595. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47596. */
  47597. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47598. /**
  47599. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47600. */
  47601. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47602. /**
  47603. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47604. */
  47605. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47606. /**
  47607. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47608. * They are also discarded below the alpha cutoff threshold to improve performances.
  47609. */
  47610. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47611. /**
  47612. * Defines the default value of how much AO map is occluding the analytical lights
  47613. * (point spot...).
  47614. */
  47615. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47616. __decorate([
  47617. BABYLON.serialize(),
  47618. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47619. ], PBRMaterial.prototype, "directIntensity", void 0);
  47620. __decorate([
  47621. BABYLON.serialize(),
  47622. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47623. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47624. __decorate([
  47625. BABYLON.serialize(),
  47626. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47627. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47628. __decorate([
  47629. BABYLON.serialize(),
  47630. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47631. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47632. __decorate([
  47633. BABYLON.serialize(),
  47634. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47635. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47636. __decorate([
  47637. BABYLON.serializeAsTexture(),
  47638. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47639. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47640. __decorate([
  47641. BABYLON.serializeAsTexture(),
  47642. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47643. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47644. __decorate([
  47645. BABYLON.serialize(),
  47646. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47647. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47648. __decorate([
  47649. BABYLON.serialize(),
  47650. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47651. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47652. __decorate([
  47653. BABYLON.serializeAsTexture(),
  47654. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47655. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47656. __decorate([
  47657. BABYLON.serializeAsTexture(),
  47658. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47659. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47660. __decorate([
  47661. BABYLON.serializeAsTexture(),
  47662. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47663. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47664. __decorate([
  47665. BABYLON.serializeAsTexture(),
  47666. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47667. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47668. __decorate([
  47669. BABYLON.serializeAsTexture(),
  47670. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47671. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47672. __decorate([
  47673. BABYLON.serialize(),
  47674. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47675. ], PBRMaterial.prototype, "metallic", void 0);
  47676. __decorate([
  47677. BABYLON.serialize(),
  47678. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47679. ], PBRMaterial.prototype, "roughness", void 0);
  47680. __decorate([
  47681. BABYLON.serializeAsTexture(),
  47682. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47683. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47684. __decorate([
  47685. BABYLON.serializeAsTexture(),
  47686. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47687. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47688. __decorate([
  47689. BABYLON.serializeAsTexture(),
  47690. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47691. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47692. __decorate([
  47693. BABYLON.serializeAsTexture(),
  47694. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47695. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47696. __decorate([
  47697. BABYLON.serializeAsColor3("ambient"),
  47698. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47699. ], PBRMaterial.prototype, "ambientColor", void 0);
  47700. __decorate([
  47701. BABYLON.serializeAsColor3("albedo"),
  47702. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47703. ], PBRMaterial.prototype, "albedoColor", void 0);
  47704. __decorate([
  47705. BABYLON.serializeAsColor3("reflectivity"),
  47706. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47707. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47708. __decorate([
  47709. BABYLON.serializeAsColor3("reflection"),
  47710. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47711. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47712. __decorate([
  47713. BABYLON.serializeAsColor3("emissive"),
  47714. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47715. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47716. __decorate([
  47717. BABYLON.serialize(),
  47718. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47719. ], PBRMaterial.prototype, "microSurface", void 0);
  47720. __decorate([
  47721. BABYLON.serialize(),
  47722. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47723. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47724. __decorate([
  47725. BABYLON.serialize(),
  47726. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47727. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47728. __decorate([
  47729. BABYLON.serialize(),
  47730. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47731. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47732. __decorate([
  47733. BABYLON.serialize(),
  47734. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47735. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47736. __decorate([
  47737. BABYLON.serialize(),
  47738. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47739. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47740. __decorate([
  47741. BABYLON.serialize(),
  47742. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47743. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47744. __decorate([
  47745. BABYLON.serialize(),
  47746. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47747. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47748. __decorate([
  47749. BABYLON.serialize(),
  47750. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47751. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47752. __decorate([
  47753. BABYLON.serialize(),
  47754. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47755. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47756. __decorate([
  47757. BABYLON.serialize(),
  47758. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47759. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47760. __decorate([
  47761. BABYLON.serialize(),
  47762. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47763. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47764. __decorate([
  47765. BABYLON.serialize(),
  47766. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47767. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47768. __decorate([
  47769. BABYLON.serialize(),
  47770. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47771. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47772. __decorate([
  47773. BABYLON.serialize(),
  47774. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47775. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47776. __decorate([
  47777. BABYLON.serialize(),
  47778. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47779. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47780. __decorate([
  47781. BABYLON.serialize()
  47782. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47783. __decorate([
  47784. BABYLON.serialize()
  47785. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47786. __decorate([
  47787. BABYLON.serialize(),
  47788. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47789. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47790. __decorate([
  47791. BABYLON.serialize(),
  47792. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47793. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47794. __decorate([
  47795. BABYLON.serialize(),
  47796. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47797. ], PBRMaterial.prototype, "useParallax", void 0);
  47798. __decorate([
  47799. BABYLON.serialize(),
  47800. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47801. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  47802. __decorate([
  47803. BABYLON.serialize(),
  47804. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47805. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  47806. __decorate([
  47807. BABYLON.serialize(),
  47808. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47809. ], PBRMaterial.prototype, "disableLighting", void 0);
  47810. __decorate([
  47811. BABYLON.serialize(),
  47812. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47813. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  47814. __decorate([
  47815. BABYLON.serialize(),
  47816. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47817. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  47818. __decorate([
  47819. BABYLON.serialize(),
  47820. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47821. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  47822. __decorate([
  47823. BABYLON.serialize(),
  47824. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47825. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  47826. __decorate([
  47827. BABYLON.serialize(),
  47828. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47829. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  47830. __decorate([
  47831. BABYLON.serialize(),
  47832. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47833. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  47834. __decorate([
  47835. BABYLON.serialize(),
  47836. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47837. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  47838. __decorate([
  47839. BABYLON.serializeAsTexture(),
  47840. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47841. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  47842. __decorate([
  47843. BABYLON.serialize(),
  47844. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47845. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  47846. __decorate([
  47847. BABYLON.serialize(),
  47848. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47849. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  47850. __decorate([
  47851. BABYLON.serialize(),
  47852. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47853. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  47854. __decorate([
  47855. BABYLON.serialize(),
  47856. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47857. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  47858. __decorate([
  47859. BABYLON.serialize(),
  47860. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  47861. ], PBRMaterial.prototype, "unlit", void 0);
  47862. return PBRMaterial;
  47863. }(BABYLON.PBRBaseMaterial));
  47864. BABYLON.PBRMaterial = PBRMaterial;
  47865. })(BABYLON || (BABYLON = {}));
  47866. //# sourceMappingURL=babylon.pbrMaterial.js.map
  47867. var BABYLON;
  47868. (function (BABYLON) {
  47869. /**
  47870. * The PBR material of BJS following the metal roughness convention.
  47871. *
  47872. * This fits to the PBR convention in the GLTF definition:
  47873. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  47874. */
  47875. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  47876. __extends(PBRMetallicRoughnessMaterial, _super);
  47877. /**
  47878. * Instantiates a new PBRMetalRoughnessMaterial instance.
  47879. *
  47880. * @param name The material name
  47881. * @param scene The scene the material will be use in.
  47882. */
  47883. function PBRMetallicRoughnessMaterial(name, scene) {
  47884. var _this = _super.call(this, name, scene) || this;
  47885. _this._useRoughnessFromMetallicTextureAlpha = false;
  47886. _this._useRoughnessFromMetallicTextureGreen = true;
  47887. _this._useMetallnessFromMetallicTextureBlue = true;
  47888. _this.metallic = 1.0;
  47889. _this.roughness = 1.0;
  47890. return _this;
  47891. }
  47892. /**
  47893. * Return the currrent class name of the material.
  47894. */
  47895. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  47896. return "PBRMetallicRoughnessMaterial";
  47897. };
  47898. /**
  47899. * Return the active textures of the material.
  47900. */
  47901. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  47902. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47903. if (this.baseTexture) {
  47904. activeTextures.push(this.baseTexture);
  47905. }
  47906. if (this.metallicRoughnessTexture) {
  47907. activeTextures.push(this.metallicRoughnessTexture);
  47908. }
  47909. return activeTextures;
  47910. };
  47911. /**
  47912. * Checks to see if a texture is used in the material.
  47913. * @param texture - Base texture to use.
  47914. * @returns - Boolean specifying if a texture is used in the material.
  47915. */
  47916. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  47917. if (_super.prototype.hasTexture.call(this, texture)) {
  47918. return true;
  47919. }
  47920. if (this.baseTexture === texture) {
  47921. return true;
  47922. }
  47923. if (this.metallicRoughnessTexture === texture) {
  47924. return true;
  47925. }
  47926. return false;
  47927. };
  47928. /**
  47929. * Makes a duplicate of the current material.
  47930. * @param name - name to use for the new material.
  47931. */
  47932. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  47933. var _this = this;
  47934. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  47935. clone.id = name;
  47936. clone.name = name;
  47937. return clone;
  47938. };
  47939. /**
  47940. * Serialize the material to a parsable JSON object.
  47941. */
  47942. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  47943. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47944. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  47945. return serializationObject;
  47946. };
  47947. /**
  47948. * Parses a JSON object correponding to the serialize function.
  47949. */
  47950. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  47951. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  47952. };
  47953. __decorate([
  47954. BABYLON.serializeAsColor3(),
  47955. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  47956. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  47957. __decorate([
  47958. BABYLON.serializeAsTexture(),
  47959. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  47960. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  47961. __decorate([
  47962. BABYLON.serialize(),
  47963. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47964. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  47965. __decorate([
  47966. BABYLON.serialize(),
  47967. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47968. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  47969. __decorate([
  47970. BABYLON.serializeAsTexture(),
  47971. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  47972. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  47973. return PBRMetallicRoughnessMaterial;
  47974. }(BABYLON.PBRBaseSimpleMaterial));
  47975. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  47976. })(BABYLON || (BABYLON = {}));
  47977. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  47978. var BABYLON;
  47979. (function (BABYLON) {
  47980. /**
  47981. * The PBR material of BJS following the specular glossiness convention.
  47982. *
  47983. * This fits to the PBR convention in the GLTF definition:
  47984. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  47985. */
  47986. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  47987. __extends(PBRSpecularGlossinessMaterial, _super);
  47988. /**
  47989. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  47990. *
  47991. * @param name The material name
  47992. * @param scene The scene the material will be use in.
  47993. */
  47994. function PBRSpecularGlossinessMaterial(name, scene) {
  47995. var _this = _super.call(this, name, scene) || this;
  47996. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  47997. return _this;
  47998. }
  47999. /**
  48000. * Return the currrent class name of the material.
  48001. */
  48002. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48003. return "PBRSpecularGlossinessMaterial";
  48004. };
  48005. /**
  48006. * Return the active textures of the material.
  48007. */
  48008. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48009. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48010. if (this.diffuseTexture) {
  48011. activeTextures.push(this.diffuseTexture);
  48012. }
  48013. if (this.specularGlossinessTexture) {
  48014. activeTextures.push(this.specularGlossinessTexture);
  48015. }
  48016. return activeTextures;
  48017. };
  48018. /**
  48019. * Checks to see if a texture is used in the material.
  48020. * @param texture - Base texture to use.
  48021. * @returns - Boolean specifying if a texture is used in the material.
  48022. */
  48023. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48024. if (_super.prototype.hasTexture.call(this, texture)) {
  48025. return true;
  48026. }
  48027. if (this.diffuseTexture === texture) {
  48028. return true;
  48029. }
  48030. if (this.specularGlossinessTexture === texture) {
  48031. return true;
  48032. }
  48033. return false;
  48034. };
  48035. /**
  48036. * Makes a duplicate of the current material.
  48037. * @param name - name to use for the new material.
  48038. */
  48039. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48040. var _this = this;
  48041. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48042. clone.id = name;
  48043. clone.name = name;
  48044. return clone;
  48045. };
  48046. /**
  48047. * Serialize the material to a parsable JSON object.
  48048. */
  48049. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48050. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48051. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48052. return serializationObject;
  48053. };
  48054. /**
  48055. * Parses a JSON object correponding to the serialize function.
  48056. */
  48057. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48058. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48059. };
  48060. __decorate([
  48061. BABYLON.serializeAsColor3("diffuse"),
  48062. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48063. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48064. __decorate([
  48065. BABYLON.serializeAsTexture(),
  48066. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48067. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48068. __decorate([
  48069. BABYLON.serializeAsColor3("specular"),
  48070. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48071. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48072. __decorate([
  48073. BABYLON.serialize(),
  48074. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48075. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48076. __decorate([
  48077. BABYLON.serializeAsTexture(),
  48078. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48079. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48080. return PBRSpecularGlossinessMaterial;
  48081. }(BABYLON.PBRBaseSimpleMaterial));
  48082. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48083. })(BABYLON || (BABYLON = {}));
  48084. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48085. var BABYLON;
  48086. (function (BABYLON) {
  48087. /**
  48088. * @ignore
  48089. * This is a list of all the different input types that are available in the application.
  48090. * Fo instance: ArcRotateCameraGamepadInput...
  48091. */
  48092. BABYLON.CameraInputTypes = {};
  48093. /**
  48094. * This represents the input manager used within a camera.
  48095. * It helps dealing with all the different kind of input attached to a camera.
  48096. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48097. */
  48098. var CameraInputsManager = /** @class */ (function () {
  48099. /**
  48100. * Instantiate a new Camera Input Manager.
  48101. * @param camera Defines the camera the input manager blongs to
  48102. */
  48103. function CameraInputsManager(camera) {
  48104. this.attached = {};
  48105. this.camera = camera;
  48106. this.checkInputs = function () { };
  48107. }
  48108. /**
  48109. * Add an input method to a camera
  48110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48111. * @param input camera input method
  48112. */
  48113. CameraInputsManager.prototype.add = function (input) {
  48114. var type = input.getSimpleName();
  48115. if (this.attached[type]) {
  48116. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48117. return;
  48118. }
  48119. this.attached[type] = input;
  48120. input.camera = this.camera;
  48121. //for checkInputs, we are dynamically creating a function
  48122. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48123. if (input.checkInputs) {
  48124. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48125. }
  48126. if (this.attachedElement) {
  48127. input.attachControl(this.attachedElement);
  48128. }
  48129. };
  48130. /**
  48131. * Remove a specific input method from a camera
  48132. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48133. * @param inputToRemove camera input method
  48134. */
  48135. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48136. for (var cam in this.attached) {
  48137. var input = this.attached[cam];
  48138. if (input === inputToRemove) {
  48139. input.detachControl(this.attachedElement);
  48140. input.camera = null;
  48141. delete this.attached[cam];
  48142. this.rebuildInputCheck();
  48143. }
  48144. }
  48145. };
  48146. /**
  48147. * Remove a specific input type from a camera
  48148. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48149. * @param inputType the type of the input to remove
  48150. */
  48151. CameraInputsManager.prototype.removeByType = function (inputType) {
  48152. for (var cam in this.attached) {
  48153. var input = this.attached[cam];
  48154. if (input.getClassName() === inputType) {
  48155. input.detachControl(this.attachedElement);
  48156. input.camera = null;
  48157. delete this.attached[cam];
  48158. this.rebuildInputCheck();
  48159. }
  48160. }
  48161. };
  48162. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48163. var current = this.checkInputs;
  48164. return function () {
  48165. current();
  48166. fn();
  48167. };
  48168. };
  48169. /**
  48170. * Attach the input controls to the currently attached dom element to listen the events from.
  48171. * @param input Defines the input to attach
  48172. */
  48173. CameraInputsManager.prototype.attachInput = function (input) {
  48174. if (this.attachedElement) {
  48175. input.attachControl(this.attachedElement, this.noPreventDefault);
  48176. }
  48177. };
  48178. /**
  48179. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48180. * @param element Defines the dom element to collect the events from
  48181. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48182. */
  48183. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48184. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48185. if (this.attachedElement) {
  48186. return;
  48187. }
  48188. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48189. this.attachedElement = element;
  48190. this.noPreventDefault = noPreventDefault;
  48191. for (var cam in this.attached) {
  48192. this.attached[cam].attachControl(element, noPreventDefault);
  48193. }
  48194. };
  48195. /**
  48196. * Detach the current manager inputs controls from a specific dom element.
  48197. * @param element Defines the dom element to collect the events from
  48198. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48199. */
  48200. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48201. if (disconnect === void 0) { disconnect = false; }
  48202. if (this.attachedElement !== element) {
  48203. return;
  48204. }
  48205. for (var cam in this.attached) {
  48206. this.attached[cam].detachControl(element);
  48207. if (disconnect) {
  48208. this.attached[cam].camera = null;
  48209. }
  48210. }
  48211. this.attachedElement = null;
  48212. };
  48213. /**
  48214. * Rebuild the dynamic inputCheck function from the current list of
  48215. * defined inputs in the manager.
  48216. */
  48217. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48218. this.checkInputs = function () { };
  48219. for (var cam in this.attached) {
  48220. var input = this.attached[cam];
  48221. if (input.checkInputs) {
  48222. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48223. }
  48224. }
  48225. };
  48226. /**
  48227. * Remove all attached input methods from a camera
  48228. */
  48229. CameraInputsManager.prototype.clear = function () {
  48230. if (this.attachedElement) {
  48231. this.detachElement(this.attachedElement, true);
  48232. }
  48233. this.attached = {};
  48234. this.attachedElement = null;
  48235. this.checkInputs = function () { };
  48236. };
  48237. /**
  48238. * Serialize the current input manager attached to a camera.
  48239. * This ensures than once parsed,
  48240. * the input associated to the camera will be identical to the current ones
  48241. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48242. */
  48243. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48244. var inputs = {};
  48245. for (var cam in this.attached) {
  48246. var input = this.attached[cam];
  48247. var res = BABYLON.SerializationHelper.Serialize(input);
  48248. inputs[input.getClassName()] = res;
  48249. }
  48250. serializedCamera.inputsmgr = inputs;
  48251. };
  48252. /**
  48253. * Parses an input manager serialized JSON to restore the previous list of inputs
  48254. * and states associated to a camera.
  48255. * @param parsedCamera Defines the JSON to parse
  48256. */
  48257. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48258. var parsedInputs = parsedCamera.inputsmgr;
  48259. if (parsedInputs) {
  48260. this.clear();
  48261. for (var n in parsedInputs) {
  48262. var construct = BABYLON.CameraInputTypes[n];
  48263. if (construct) {
  48264. var parsedinput = parsedInputs[n];
  48265. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48266. this.add(input);
  48267. }
  48268. }
  48269. }
  48270. else {
  48271. //2016-03-08 this part is for managing backward compatibility
  48272. for (var n in this.attached) {
  48273. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48274. if (construct) {
  48275. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48276. this.remove(this.attached[n]);
  48277. this.add(input);
  48278. }
  48279. }
  48280. }
  48281. };
  48282. return CameraInputsManager;
  48283. }());
  48284. BABYLON.CameraInputsManager = CameraInputsManager;
  48285. })(BABYLON || (BABYLON = {}));
  48286. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48287. var BABYLON;
  48288. (function (BABYLON) {
  48289. /**
  48290. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48291. * This is the base of the follow, arc rotate cameras and Free camera
  48292. * @see http://doc.babylonjs.com/features/cameras
  48293. */
  48294. var TargetCamera = /** @class */ (function (_super) {
  48295. __extends(TargetCamera, _super);
  48296. /**
  48297. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48298. * This is the base of the follow, arc rotate cameras and Free camera
  48299. * @see http://doc.babylonjs.com/features/cameras
  48300. * @param name Defines the name of the camera in the scene
  48301. * @param position Defines the start position of the camera in the scene
  48302. * @param scene Defines the scene the camera belongs to
  48303. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48304. */
  48305. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48306. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48307. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48308. /**
  48309. * Define the current direction the camera is moving to
  48310. */
  48311. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48312. /**
  48313. * Define the current rotation the camera is rotating to
  48314. */
  48315. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48316. /**
  48317. * Define the current rotation of the camera
  48318. */
  48319. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48320. /**
  48321. * Define the current speed of the camera
  48322. */
  48323. _this.speed = 2.0;
  48324. /**
  48325. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48326. * around all axis.
  48327. */
  48328. _this.noRotationConstraint = false;
  48329. /**
  48330. * Define the current target of the camera as an object or a position.
  48331. */
  48332. _this.lockedTarget = null;
  48333. /** @hidden */
  48334. _this._currentTarget = BABYLON.Vector3.Zero();
  48335. /** @hidden */
  48336. _this._viewMatrix = BABYLON.Matrix.Zero();
  48337. /** @hidden */
  48338. _this._camMatrix = BABYLON.Matrix.Zero();
  48339. /** @hidden */
  48340. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48341. /** @hidden */
  48342. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48343. /** @hidden */
  48344. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48345. /** @hidden */
  48346. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48347. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48348. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48349. _this._defaultUp = BABYLON.Vector3.Up();
  48350. _this._cachedRotationZ = 0;
  48351. _this._cachedQuaternionRotationZ = 0;
  48352. return _this;
  48353. }
  48354. /**
  48355. * Gets the position in front of the camera at a given distance.
  48356. * @param distance The distance from the camera we want the position to be
  48357. * @returns the position
  48358. */
  48359. TargetCamera.prototype.getFrontPosition = function (distance) {
  48360. this.getWorldMatrix();
  48361. var direction = this.getTarget().subtract(this.position);
  48362. direction.normalize();
  48363. direction.scaleInPlace(distance);
  48364. return this.globalPosition.add(direction);
  48365. };
  48366. /** @hidden */
  48367. TargetCamera.prototype._getLockedTargetPosition = function () {
  48368. if (!this.lockedTarget) {
  48369. return null;
  48370. }
  48371. if (this.lockedTarget.absolutePosition) {
  48372. this.lockedTarget.computeWorldMatrix();
  48373. }
  48374. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48375. };
  48376. /**
  48377. * Store current camera state of the camera (fov, position, rotation, etc..)
  48378. * @returns the camera
  48379. */
  48380. TargetCamera.prototype.storeState = function () {
  48381. this._storedPosition = this.position.clone();
  48382. this._storedRotation = this.rotation.clone();
  48383. if (this.rotationQuaternion) {
  48384. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48385. }
  48386. return _super.prototype.storeState.call(this);
  48387. };
  48388. /**
  48389. * Restored camera state. You must call storeState() first
  48390. * @returns whether it was successful or not
  48391. * @hidden
  48392. */
  48393. TargetCamera.prototype._restoreStateValues = function () {
  48394. if (!_super.prototype._restoreStateValues.call(this)) {
  48395. return false;
  48396. }
  48397. this.position = this._storedPosition.clone();
  48398. this.rotation = this._storedRotation.clone();
  48399. if (this.rotationQuaternion) {
  48400. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48401. }
  48402. this.cameraDirection.copyFromFloats(0, 0, 0);
  48403. this.cameraRotation.copyFromFloats(0, 0);
  48404. return true;
  48405. };
  48406. /** @hidden */
  48407. TargetCamera.prototype._initCache = function () {
  48408. _super.prototype._initCache.call(this);
  48409. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48410. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48411. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48412. };
  48413. /** @hidden */
  48414. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48415. if (!ignoreParentClass) {
  48416. _super.prototype._updateCache.call(this);
  48417. }
  48418. var lockedTargetPosition = this._getLockedTargetPosition();
  48419. if (!lockedTargetPosition) {
  48420. this._cache.lockedTarget = null;
  48421. }
  48422. else {
  48423. if (!this._cache.lockedTarget) {
  48424. this._cache.lockedTarget = lockedTargetPosition.clone();
  48425. }
  48426. else {
  48427. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48428. }
  48429. }
  48430. this._cache.rotation.copyFrom(this.rotation);
  48431. if (this.rotationQuaternion) {
  48432. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48433. }
  48434. };
  48435. // Synchronized
  48436. /** @hidden */
  48437. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48438. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48439. return false;
  48440. }
  48441. var lockedTargetPosition = this._getLockedTargetPosition();
  48442. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48443. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48444. };
  48445. // Methods
  48446. /** @hidden */
  48447. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48448. var engine = this.getEngine();
  48449. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48450. };
  48451. // Target
  48452. /** @hidden */
  48453. TargetCamera.prototype.setTarget = function (target) {
  48454. this.upVector.normalize();
  48455. if (this.position.z === target.z) {
  48456. this.position.z += BABYLON.Epsilon;
  48457. }
  48458. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48459. this._camMatrix.invert();
  48460. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48461. var vDir = target.subtract(this.position);
  48462. if (vDir.x >= 0.0) {
  48463. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48464. }
  48465. else {
  48466. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48467. }
  48468. this.rotation.z = 0;
  48469. if (isNaN(this.rotation.x)) {
  48470. this.rotation.x = 0;
  48471. }
  48472. if (isNaN(this.rotation.y)) {
  48473. this.rotation.y = 0;
  48474. }
  48475. if (isNaN(this.rotation.z)) {
  48476. this.rotation.z = 0;
  48477. }
  48478. if (this.rotationQuaternion) {
  48479. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48480. }
  48481. };
  48482. /**
  48483. * Return the current target position of the camera. This value is expressed in local space.
  48484. * @returns the target position
  48485. */
  48486. TargetCamera.prototype.getTarget = function () {
  48487. return this._currentTarget;
  48488. };
  48489. /** @hidden */
  48490. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48491. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48492. };
  48493. /** @hidden */
  48494. TargetCamera.prototype._updatePosition = function () {
  48495. if (this.parent) {
  48496. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48497. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48498. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48499. return;
  48500. }
  48501. this.position.addInPlace(this.cameraDirection);
  48502. };
  48503. /** @hidden */
  48504. TargetCamera.prototype._checkInputs = function () {
  48505. var needToMove = this._decideIfNeedsToMove();
  48506. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48507. // Move
  48508. if (needToMove) {
  48509. this._updatePosition();
  48510. }
  48511. // Rotate
  48512. if (needToRotate) {
  48513. this.rotation.x += this.cameraRotation.x;
  48514. this.rotation.y += this.cameraRotation.y;
  48515. //rotate, if quaternion is set and rotation was used
  48516. if (this.rotationQuaternion) {
  48517. var len = this.rotation.lengthSquared();
  48518. if (len) {
  48519. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48520. }
  48521. }
  48522. if (!this.noRotationConstraint) {
  48523. var limit = (Math.PI / 2) * 0.95;
  48524. if (this.rotation.x > limit) {
  48525. this.rotation.x = limit;
  48526. }
  48527. if (this.rotation.x < -limit) {
  48528. this.rotation.x = -limit;
  48529. }
  48530. }
  48531. }
  48532. // Inertia
  48533. if (needToMove) {
  48534. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48535. this.cameraDirection.x = 0;
  48536. }
  48537. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48538. this.cameraDirection.y = 0;
  48539. }
  48540. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48541. this.cameraDirection.z = 0;
  48542. }
  48543. this.cameraDirection.scaleInPlace(this.inertia);
  48544. }
  48545. if (needToRotate) {
  48546. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48547. this.cameraRotation.x = 0;
  48548. }
  48549. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48550. this.cameraRotation.y = 0;
  48551. }
  48552. this.cameraRotation.scaleInPlace(this.inertia);
  48553. }
  48554. _super.prototype._checkInputs.call(this);
  48555. };
  48556. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48557. if (this.rotationQuaternion) {
  48558. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48559. }
  48560. else {
  48561. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48562. }
  48563. };
  48564. /**
  48565. * 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)
  48566. * @returns the current camera
  48567. */
  48568. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48569. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48570. return this;
  48571. };
  48572. /** @hidden */
  48573. TargetCamera.prototype._getViewMatrix = function () {
  48574. if (this.lockedTarget) {
  48575. this.setTarget(this._getLockedTargetPosition());
  48576. }
  48577. // Compute
  48578. this._updateCameraRotationMatrix();
  48579. // Apply the changed rotation to the upVector
  48580. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48581. this._rotateUpVectorWithCameraRotationMatrix();
  48582. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48583. }
  48584. else if (this._cachedRotationZ != this.rotation.z) {
  48585. this._rotateUpVectorWithCameraRotationMatrix();
  48586. this._cachedRotationZ = this.rotation.z;
  48587. }
  48588. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48589. // Computing target and final matrix
  48590. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48591. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48592. return this._viewMatrix;
  48593. };
  48594. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48595. if (this.parent) {
  48596. var parentWorldMatrix = this.parent.getWorldMatrix();
  48597. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48598. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48599. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48600. this._markSyncedWithParent();
  48601. }
  48602. else {
  48603. this._globalPosition.copyFrom(position);
  48604. this._globalCurrentTarget.copyFrom(target);
  48605. this._globalCurrentUpVector.copyFrom(up);
  48606. }
  48607. if (this.getScene().useRightHandedSystem) {
  48608. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48609. }
  48610. else {
  48611. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48612. }
  48613. };
  48614. /**
  48615. * @hidden
  48616. */
  48617. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48618. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48619. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48620. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48621. if (!this.rotationQuaternion) {
  48622. this.rotationQuaternion = new BABYLON.Quaternion();
  48623. }
  48624. rigCamera._cameraRigParams = {};
  48625. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48626. }
  48627. return rigCamera;
  48628. }
  48629. return null;
  48630. };
  48631. /**
  48632. * @hidden
  48633. */
  48634. TargetCamera.prototype._updateRigCameras = function () {
  48635. var camLeft = this._rigCameras[0];
  48636. var camRight = this._rigCameras[1];
  48637. switch (this.cameraRigMode) {
  48638. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48639. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48640. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48641. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48642. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48643. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48644. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48645. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48646. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48647. camLeft.setTarget(this.getTarget());
  48648. camRight.setTarget(this.getTarget());
  48649. break;
  48650. case BABYLON.Camera.RIG_MODE_VR:
  48651. if (camLeft.rotationQuaternion) {
  48652. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48653. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48654. }
  48655. else {
  48656. camLeft.rotation.copyFrom(this.rotation);
  48657. camRight.rotation.copyFrom(this.rotation);
  48658. }
  48659. camLeft.position.copyFrom(this.position);
  48660. camRight.position.copyFrom(this.position);
  48661. break;
  48662. }
  48663. _super.prototype._updateRigCameras.call(this);
  48664. };
  48665. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48666. if (!this._rigCamTransformMatrix) {
  48667. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48668. }
  48669. var target = this.getTarget();
  48670. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48671. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48672. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48673. };
  48674. /**
  48675. * Gets the current object class name.
  48676. * @return the class name
  48677. */
  48678. TargetCamera.prototype.getClassName = function () {
  48679. return "TargetCamera";
  48680. };
  48681. __decorate([
  48682. BABYLON.serializeAsVector3()
  48683. ], TargetCamera.prototype, "rotation", void 0);
  48684. __decorate([
  48685. BABYLON.serialize()
  48686. ], TargetCamera.prototype, "speed", void 0);
  48687. __decorate([
  48688. BABYLON.serializeAsMeshReference("lockedTargetId")
  48689. ], TargetCamera.prototype, "lockedTarget", void 0);
  48690. return TargetCamera;
  48691. }(BABYLON.Camera));
  48692. BABYLON.TargetCamera = TargetCamera;
  48693. })(BABYLON || (BABYLON = {}));
  48694. //# sourceMappingURL=babylon.targetCamera.js.map
  48695. var BABYLON;
  48696. (function (BABYLON) {
  48697. /**
  48698. * Manage the mouse inputs to control the movement of a free camera.
  48699. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48700. */
  48701. var FreeCameraMouseInput = /** @class */ (function () {
  48702. /**
  48703. * Manage the mouse inputs to control the movement of a free camera.
  48704. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48705. * @param touchEnabled Defines if touch is enabled or not
  48706. */
  48707. function FreeCameraMouseInput(
  48708. /**
  48709. * Define if touch is enabled in the mouse input
  48710. */
  48711. touchEnabled) {
  48712. if (touchEnabled === void 0) { touchEnabled = true; }
  48713. this.touchEnabled = touchEnabled;
  48714. /**
  48715. * Defines the buttons associated with the input to handle camera move.
  48716. */
  48717. this.buttons = [0, 1, 2];
  48718. /**
  48719. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48720. */
  48721. this.angularSensibility = 2000.0;
  48722. this.previousPosition = null;
  48723. }
  48724. /**
  48725. * Attach the input controls to a specific dom element to get the input from.
  48726. * @param element Defines the element the controls should be listened from
  48727. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48728. */
  48729. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48730. var _this = this;
  48731. var engine = this.camera.getEngine();
  48732. if (!this._pointerInput) {
  48733. this._pointerInput = function (p, s) {
  48734. var evt = p.event;
  48735. if (engine.isInVRExclusivePointerMode) {
  48736. return;
  48737. }
  48738. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48739. return;
  48740. }
  48741. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48742. return;
  48743. }
  48744. var srcElement = (evt.srcElement || evt.target);
  48745. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48746. try {
  48747. srcElement.setPointerCapture(evt.pointerId);
  48748. }
  48749. catch (e) {
  48750. //Nothing to do with the error. Execution will continue.
  48751. }
  48752. _this.previousPosition = {
  48753. x: evt.clientX,
  48754. y: evt.clientY
  48755. };
  48756. if (!noPreventDefault) {
  48757. evt.preventDefault();
  48758. element.focus();
  48759. }
  48760. }
  48761. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48762. try {
  48763. srcElement.releasePointerCapture(evt.pointerId);
  48764. }
  48765. catch (e) {
  48766. //Nothing to do with the error.
  48767. }
  48768. _this.previousPosition = null;
  48769. if (!noPreventDefault) {
  48770. evt.preventDefault();
  48771. }
  48772. }
  48773. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48774. if (!_this.previousPosition || engine.isPointerLock) {
  48775. return;
  48776. }
  48777. var offsetX = evt.clientX - _this.previousPosition.x;
  48778. if (_this.camera.getScene().useRightHandedSystem) {
  48779. offsetX *= -1;
  48780. }
  48781. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48782. offsetX *= -1;
  48783. }
  48784. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48785. var offsetY = evt.clientY - _this.previousPosition.y;
  48786. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48787. _this.previousPosition = {
  48788. x: evt.clientX,
  48789. y: evt.clientY
  48790. };
  48791. if (!noPreventDefault) {
  48792. evt.preventDefault();
  48793. }
  48794. }
  48795. };
  48796. }
  48797. this._onMouseMove = function (evt) {
  48798. if (!engine.isPointerLock) {
  48799. return;
  48800. }
  48801. if (engine.isInVRExclusivePointerMode) {
  48802. return;
  48803. }
  48804. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  48805. if (_this.camera.getScene().useRightHandedSystem) {
  48806. offsetX *= -1;
  48807. }
  48808. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48809. offsetX *= -1;
  48810. }
  48811. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48812. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48813. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48814. _this.previousPosition = null;
  48815. if (!noPreventDefault) {
  48816. evt.preventDefault();
  48817. }
  48818. };
  48819. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  48820. element.addEventListener("mousemove", this._onMouseMove, false);
  48821. };
  48822. /**
  48823. * Detach the current controls from the specified dom element.
  48824. * @param element Defines the element to stop listening the inputs from
  48825. */
  48826. FreeCameraMouseInput.prototype.detachControl = function (element) {
  48827. if (this._observer && element) {
  48828. this.camera.getScene().onPointerObservable.remove(this._observer);
  48829. if (this._onMouseMove) {
  48830. element.removeEventListener("mousemove", this._onMouseMove);
  48831. }
  48832. this._observer = null;
  48833. this._onMouseMove = null;
  48834. this.previousPosition = null;
  48835. }
  48836. };
  48837. /**
  48838. * Gets the class name of the current intput.
  48839. * @returns the class name
  48840. */
  48841. FreeCameraMouseInput.prototype.getClassName = function () {
  48842. return "FreeCameraMouseInput";
  48843. };
  48844. /**
  48845. * Get the friendly name associated with the input class.
  48846. * @returns the input friendly name
  48847. */
  48848. FreeCameraMouseInput.prototype.getSimpleName = function () {
  48849. return "mouse";
  48850. };
  48851. __decorate([
  48852. BABYLON.serialize()
  48853. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  48854. __decorate([
  48855. BABYLON.serialize()
  48856. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  48857. return FreeCameraMouseInput;
  48858. }());
  48859. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  48860. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  48861. })(BABYLON || (BABYLON = {}));
  48862. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  48863. var BABYLON;
  48864. (function (BABYLON) {
  48865. /**
  48866. * Manage the keyboard inputs to control the movement of a free camera.
  48867. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48868. */
  48869. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  48870. function FreeCameraKeyboardMoveInput() {
  48871. /**
  48872. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48873. */
  48874. this.keysUp = [38];
  48875. /**
  48876. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  48877. */
  48878. this.keysDown = [40];
  48879. /**
  48880. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  48881. */
  48882. this.keysLeft = [37];
  48883. /**
  48884. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  48885. */
  48886. this.keysRight = [39];
  48887. this._keys = new Array();
  48888. }
  48889. /**
  48890. * Attach the input controls to a specific dom element to get the input from.
  48891. * @param element Defines the element the controls should be listened from
  48892. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48893. */
  48894. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  48895. var _this = this;
  48896. if (this._onCanvasBlurObserver) {
  48897. return;
  48898. }
  48899. this._scene = this.camera.getScene();
  48900. this._engine = this._scene.getEngine();
  48901. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  48902. _this._keys = [];
  48903. });
  48904. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  48905. var evt = info.event;
  48906. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  48907. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48908. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48909. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48910. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48911. var index = _this._keys.indexOf(evt.keyCode);
  48912. if (index === -1) {
  48913. _this._keys.push(evt.keyCode);
  48914. }
  48915. if (!noPreventDefault) {
  48916. evt.preventDefault();
  48917. }
  48918. }
  48919. }
  48920. else {
  48921. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  48922. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  48923. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  48924. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  48925. var index = _this._keys.indexOf(evt.keyCode);
  48926. if (index >= 0) {
  48927. _this._keys.splice(index, 1);
  48928. }
  48929. if (!noPreventDefault) {
  48930. evt.preventDefault();
  48931. }
  48932. }
  48933. }
  48934. });
  48935. };
  48936. /**
  48937. * Detach the current controls from the specified dom element.
  48938. * @param element Defines the element to stop listening the inputs from
  48939. */
  48940. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  48941. if (this._scene) {
  48942. if (this._onKeyboardObserver) {
  48943. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  48944. }
  48945. if (this._onCanvasBlurObserver) {
  48946. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  48947. }
  48948. this._onKeyboardObserver = null;
  48949. this._onCanvasBlurObserver = null;
  48950. }
  48951. this._keys = [];
  48952. };
  48953. /**
  48954. * Update the current camera state depending on the inputs that have been used this frame.
  48955. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  48956. */
  48957. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  48958. if (this._onKeyboardObserver) {
  48959. var camera = this.camera;
  48960. // Keyboard
  48961. for (var index = 0; index < this._keys.length; index++) {
  48962. var keyCode = this._keys[index];
  48963. var speed = camera._computeLocalCameraSpeed();
  48964. if (this.keysLeft.indexOf(keyCode) !== -1) {
  48965. camera._localDirection.copyFromFloats(-speed, 0, 0);
  48966. }
  48967. else if (this.keysUp.indexOf(keyCode) !== -1) {
  48968. camera._localDirection.copyFromFloats(0, 0, speed);
  48969. }
  48970. else if (this.keysRight.indexOf(keyCode) !== -1) {
  48971. camera._localDirection.copyFromFloats(speed, 0, 0);
  48972. }
  48973. else if (this.keysDown.indexOf(keyCode) !== -1) {
  48974. camera._localDirection.copyFromFloats(0, 0, -speed);
  48975. }
  48976. if (camera.getScene().useRightHandedSystem) {
  48977. camera._localDirection.z *= -1;
  48978. }
  48979. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  48980. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  48981. camera.cameraDirection.addInPlace(camera._transformedDirection);
  48982. }
  48983. }
  48984. };
  48985. /**
  48986. * Gets the class name of the current intput.
  48987. * @returns the class name
  48988. */
  48989. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  48990. return "FreeCameraKeyboardMoveInput";
  48991. };
  48992. /** @hidden */
  48993. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  48994. this._keys = [];
  48995. };
  48996. /**
  48997. * Get the friendly name associated with the input class.
  48998. * @returns the input friendly name
  48999. */
  49000. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49001. return "keyboard";
  49002. };
  49003. __decorate([
  49004. BABYLON.serialize()
  49005. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49006. __decorate([
  49007. BABYLON.serialize()
  49008. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49009. __decorate([
  49010. BABYLON.serialize()
  49011. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49012. __decorate([
  49013. BABYLON.serialize()
  49014. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49015. return FreeCameraKeyboardMoveInput;
  49016. }());
  49017. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49018. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49019. })(BABYLON || (BABYLON = {}));
  49020. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49021. var BABYLON;
  49022. (function (BABYLON) {
  49023. /**
  49024. * Default Inputs manager for the FreeCamera.
  49025. * It groups all the default supported inputs for ease of use.
  49026. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49027. */
  49028. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49029. __extends(FreeCameraInputsManager, _super);
  49030. /**
  49031. * Instantiates a new FreeCameraInputsManager.
  49032. * @param camera Defines the camera the inputs belong to
  49033. */
  49034. function FreeCameraInputsManager(camera) {
  49035. return _super.call(this, camera) || this;
  49036. }
  49037. /**
  49038. * Add keyboard input support to the input manager.
  49039. * @returns the current input manager
  49040. */
  49041. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49042. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49043. return this;
  49044. };
  49045. /**
  49046. * Add mouse input support to the input manager.
  49047. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49048. * @returns the current input manager
  49049. */
  49050. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49051. if (touchEnabled === void 0) { touchEnabled = true; }
  49052. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49053. return this;
  49054. };
  49055. /**
  49056. * Add orientation input support to the input manager.
  49057. * @returns the current input manager
  49058. */
  49059. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49060. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49061. return this;
  49062. };
  49063. /**
  49064. * Add touch input support to the input manager.
  49065. * @returns the current input manager
  49066. */
  49067. FreeCameraInputsManager.prototype.addTouch = function () {
  49068. this.add(new BABYLON.FreeCameraTouchInput());
  49069. return this;
  49070. };
  49071. /**
  49072. * Add virtual joystick input support to the input manager.
  49073. * @returns the current input manager
  49074. */
  49075. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49076. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49077. return this;
  49078. };
  49079. return FreeCameraInputsManager;
  49080. }(BABYLON.CameraInputsManager));
  49081. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49082. })(BABYLON || (BABYLON = {}));
  49083. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49084. var BABYLON;
  49085. (function (BABYLON) {
  49086. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49087. // Forcing to use the Universal camera
  49088. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49089. });
  49090. /**
  49091. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49092. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49093. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49094. */
  49095. var FreeCamera = /** @class */ (function (_super) {
  49096. __extends(FreeCamera, _super);
  49097. /**
  49098. * Instantiates a Free Camera.
  49099. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49100. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49101. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49102. * @param name Define the name of the camera in the scene
  49103. * @param position Define the start position of the camera in the scene
  49104. * @param scene Define the scene the camera belongs to
  49105. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49106. */
  49107. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49108. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49109. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49110. /**
  49111. * Define the collision ellipsoid of the camera.
  49112. * This is helpful to simulate a camera body like the player body around the camera
  49113. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49114. */
  49115. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49116. /**
  49117. * Define an offset for the position of the ellipsoid around the camera.
  49118. * This can be helpful to determine the center of the body near the gravity center of the body
  49119. * instead of its head.
  49120. */
  49121. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49122. /**
  49123. * Enable or disable collisions of the camera with the rest of the scene objects.
  49124. */
  49125. _this.checkCollisions = false;
  49126. /**
  49127. * Enable or disable gravity on the camera.
  49128. */
  49129. _this.applyGravity = false;
  49130. _this._needMoveForGravity = false;
  49131. _this._oldPosition = BABYLON.Vector3.Zero();
  49132. _this._diffPosition = BABYLON.Vector3.Zero();
  49133. _this._newPosition = BABYLON.Vector3.Zero();
  49134. // Collisions
  49135. _this._collisionMask = -1;
  49136. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49137. if (collidedMesh === void 0) { collidedMesh = null; }
  49138. //TODO move this to the collision coordinator!
  49139. if (_this.getScene().workerCollisions) {
  49140. newPosition.multiplyInPlace(_this._collider._radius);
  49141. }
  49142. var updatePosition = function (newPos) {
  49143. _this._newPosition.copyFrom(newPos);
  49144. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49145. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49146. _this.position.addInPlace(_this._diffPosition);
  49147. if (_this.onCollide && collidedMesh) {
  49148. _this.onCollide(collidedMesh);
  49149. }
  49150. }
  49151. };
  49152. updatePosition(newPosition);
  49153. };
  49154. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49155. _this.inputs.addKeyboard().addMouse();
  49156. return _this;
  49157. }
  49158. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49159. /**
  49160. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49161. * Higher values reduce sensitivity.
  49162. */
  49163. get: function () {
  49164. var mouse = this.inputs.attached["mouse"];
  49165. if (mouse) {
  49166. return mouse.angularSensibility;
  49167. }
  49168. return 0;
  49169. },
  49170. /**
  49171. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49172. * Higher values reduce sensitivity.
  49173. */
  49174. set: function (value) {
  49175. var mouse = this.inputs.attached["mouse"];
  49176. if (mouse) {
  49177. mouse.angularSensibility = value;
  49178. }
  49179. },
  49180. enumerable: true,
  49181. configurable: true
  49182. });
  49183. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49184. /**
  49185. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49186. */
  49187. get: function () {
  49188. var keyboard = this.inputs.attached["keyboard"];
  49189. if (keyboard) {
  49190. return keyboard.keysUp;
  49191. }
  49192. return [];
  49193. },
  49194. set: function (value) {
  49195. var keyboard = this.inputs.attached["keyboard"];
  49196. if (keyboard) {
  49197. keyboard.keysUp = value;
  49198. }
  49199. },
  49200. enumerable: true,
  49201. configurable: true
  49202. });
  49203. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49204. /**
  49205. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49206. */
  49207. get: function () {
  49208. var keyboard = this.inputs.attached["keyboard"];
  49209. if (keyboard) {
  49210. return keyboard.keysDown;
  49211. }
  49212. return [];
  49213. },
  49214. set: function (value) {
  49215. var keyboard = this.inputs.attached["keyboard"];
  49216. if (keyboard) {
  49217. keyboard.keysDown = value;
  49218. }
  49219. },
  49220. enumerable: true,
  49221. configurable: true
  49222. });
  49223. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49224. /**
  49225. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49226. */
  49227. get: function () {
  49228. var keyboard = this.inputs.attached["keyboard"];
  49229. if (keyboard) {
  49230. return keyboard.keysLeft;
  49231. }
  49232. return [];
  49233. },
  49234. set: function (value) {
  49235. var keyboard = this.inputs.attached["keyboard"];
  49236. if (keyboard) {
  49237. keyboard.keysLeft = value;
  49238. }
  49239. },
  49240. enumerable: true,
  49241. configurable: true
  49242. });
  49243. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49244. /**
  49245. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49246. */
  49247. get: function () {
  49248. var keyboard = this.inputs.attached["keyboard"];
  49249. if (keyboard) {
  49250. return keyboard.keysRight;
  49251. }
  49252. return [];
  49253. },
  49254. set: function (value) {
  49255. var keyboard = this.inputs.attached["keyboard"];
  49256. if (keyboard) {
  49257. keyboard.keysRight = value;
  49258. }
  49259. },
  49260. enumerable: true,
  49261. configurable: true
  49262. });
  49263. /**
  49264. * Attached controls to the current camera.
  49265. * @param element Defines the element the controls should be listened from
  49266. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49267. */
  49268. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49269. this.inputs.attachElement(element, noPreventDefault);
  49270. };
  49271. /**
  49272. * Detach the current controls from the camera.
  49273. * The camera will stop reacting to inputs.
  49274. * @param element Defines the element to stop listening the inputs from
  49275. */
  49276. FreeCamera.prototype.detachControl = function (element) {
  49277. this.inputs.detachElement(element);
  49278. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49279. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49280. };
  49281. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49282. /**
  49283. * Define a collision mask to limit the list of object the camera can collide with
  49284. */
  49285. get: function () {
  49286. return this._collisionMask;
  49287. },
  49288. set: function (mask) {
  49289. this._collisionMask = !isNaN(mask) ? mask : -1;
  49290. },
  49291. enumerable: true,
  49292. configurable: true
  49293. });
  49294. /** @hidden */
  49295. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49296. var globalPosition;
  49297. if (this.parent) {
  49298. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49299. }
  49300. else {
  49301. globalPosition = this.position;
  49302. }
  49303. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49304. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49305. if (!this._collider) {
  49306. this._collider = new BABYLON.Collider();
  49307. }
  49308. this._collider._radius = this.ellipsoid;
  49309. this._collider.collisionMask = this._collisionMask;
  49310. //no need for clone, as long as gravity is not on.
  49311. var actualDisplacement = displacement;
  49312. //add gravity to the direction to prevent the dual-collision checking
  49313. if (this.applyGravity) {
  49314. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49315. actualDisplacement = displacement.add(this.getScene().gravity);
  49316. }
  49317. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49318. };
  49319. /** @hidden */
  49320. FreeCamera.prototype._checkInputs = function () {
  49321. if (!this._localDirection) {
  49322. this._localDirection = BABYLON.Vector3.Zero();
  49323. this._transformedDirection = BABYLON.Vector3.Zero();
  49324. }
  49325. this.inputs.checkInputs();
  49326. _super.prototype._checkInputs.call(this);
  49327. };
  49328. /** @hidden */
  49329. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49330. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49331. };
  49332. /** @hidden */
  49333. FreeCamera.prototype._updatePosition = function () {
  49334. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49335. this._collideWithWorld(this.cameraDirection);
  49336. }
  49337. else {
  49338. _super.prototype._updatePosition.call(this);
  49339. }
  49340. };
  49341. /**
  49342. * Destroy the camera and release the current resources hold by it.
  49343. */
  49344. FreeCamera.prototype.dispose = function () {
  49345. this.inputs.clear();
  49346. _super.prototype.dispose.call(this);
  49347. };
  49348. /**
  49349. * Gets the current object class name.
  49350. * @return the class name
  49351. */
  49352. FreeCamera.prototype.getClassName = function () {
  49353. return "FreeCamera";
  49354. };
  49355. __decorate([
  49356. BABYLON.serializeAsVector3()
  49357. ], FreeCamera.prototype, "ellipsoid", void 0);
  49358. __decorate([
  49359. BABYLON.serializeAsVector3()
  49360. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49361. __decorate([
  49362. BABYLON.serialize()
  49363. ], FreeCamera.prototype, "checkCollisions", void 0);
  49364. __decorate([
  49365. BABYLON.serialize()
  49366. ], FreeCamera.prototype, "applyGravity", void 0);
  49367. return FreeCamera;
  49368. }(BABYLON.TargetCamera));
  49369. BABYLON.FreeCamera = FreeCamera;
  49370. })(BABYLON || (BABYLON = {}));
  49371. //# sourceMappingURL=babylon.freeCamera.js.map
  49372. var BABYLON;
  49373. (function (BABYLON) {
  49374. /**
  49375. * Listen to mouse events to control the camera.
  49376. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49377. */
  49378. var FlyCameraMouseInput = /** @class */ (function () {
  49379. /**
  49380. * Listen to mouse events to control the camera.
  49381. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49382. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49383. */
  49384. function FlyCameraMouseInput(touchEnabled) {
  49385. if (touchEnabled === void 0) { touchEnabled = true; }
  49386. /**
  49387. * Defines the buttons associated with the input to handle camera rotation.
  49388. */
  49389. this.buttons = [0, 1, 2];
  49390. /**
  49391. * Assign buttons for Yaw control.
  49392. */
  49393. this.buttonsYaw = [-1, 0, 1];
  49394. /**
  49395. * Assign buttons for Pitch control.
  49396. */
  49397. this.buttonsPitch = [-1, 0, 1];
  49398. /**
  49399. * Assign buttons for Roll control.
  49400. */
  49401. this.buttonsRoll = [2];
  49402. /**
  49403. * Detect if any button is being pressed while mouse is moved.
  49404. * -1 = Mouse locked.
  49405. * 0 = Left button.
  49406. * 1 = Middle Button.
  49407. * 2 = Right Button.
  49408. */
  49409. this.activeButton = -1;
  49410. /**
  49411. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49412. * Higher values reduce its sensitivity.
  49413. */
  49414. this.angularSensibility = 1000.0;
  49415. this.previousPosition = null;
  49416. }
  49417. /**
  49418. * Attach the mouse control to the HTML DOM element.
  49419. * @param element Defines the element that listens to the input events.
  49420. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49421. */
  49422. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49423. var _this = this;
  49424. this.element = element;
  49425. this.noPreventDefault = noPreventDefault;
  49426. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49427. _this._pointerInput(p, s);
  49428. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49429. // Correct Roll by rate, if enabled.
  49430. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49431. if (_this.camera.rollCorrect) {
  49432. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49433. }
  49434. });
  49435. // Helper function to keep 'this'.
  49436. this._mousemoveCallback = function (e) {
  49437. _this._onMouseMove(e);
  49438. };
  49439. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49440. };
  49441. /**
  49442. * Detach the current controls from the specified dom element.
  49443. * @param element Defines the element to stop listening the inputs from
  49444. */
  49445. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49446. if (this._observer && element) {
  49447. this.camera.getScene().onPointerObservable.remove(this._observer);
  49448. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49449. if (this._mousemoveCallback) {
  49450. element.removeEventListener("mousemove", this._mousemoveCallback);
  49451. }
  49452. this._observer = null;
  49453. this._rollObserver = null;
  49454. this.previousPosition = null;
  49455. this.noPreventDefault = undefined;
  49456. }
  49457. };
  49458. /**
  49459. * Gets the class name of the current input.
  49460. * @returns the class name.
  49461. */
  49462. FlyCameraMouseInput.prototype.getClassName = function () {
  49463. return "FlyCameraMouseInput";
  49464. };
  49465. /**
  49466. * Get the friendly name associated with the input class.
  49467. * @returns the input's friendly name.
  49468. */
  49469. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49470. return "mouse";
  49471. };
  49472. // Track mouse movement, when the pointer is not locked.
  49473. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49474. var e = p.event;
  49475. var camera = this.camera;
  49476. var engine = camera.getEngine();
  49477. if (engine.isInVRExclusivePointerMode) {
  49478. return;
  49479. }
  49480. if (!this.touchEnabled && e.pointerType === "touch") {
  49481. return;
  49482. }
  49483. // Mouse is moved but an unknown mouse button is pressed.
  49484. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49485. return;
  49486. }
  49487. var srcElement = (e.srcElement || e.target);
  49488. // Mouse down.
  49489. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49490. try {
  49491. srcElement.setPointerCapture(e.pointerId);
  49492. }
  49493. catch (e) {
  49494. // Nothing to do with the error. Execution continues.
  49495. }
  49496. this.previousPosition = {
  49497. x: e.clientX,
  49498. y: e.clientY
  49499. };
  49500. this.activeButton = e.button;
  49501. if (!this.noPreventDefault) {
  49502. e.preventDefault();
  49503. this.element.focus();
  49504. }
  49505. }
  49506. else
  49507. // Mouse up.
  49508. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49509. try {
  49510. srcElement.releasePointerCapture(e.pointerId);
  49511. }
  49512. catch (e) {
  49513. // Nothing to do with the error. Execution continues.
  49514. }
  49515. this.activeButton = -1;
  49516. this.previousPosition = null;
  49517. if (!this.noPreventDefault) {
  49518. e.preventDefault();
  49519. }
  49520. }
  49521. else
  49522. // Mouse move.
  49523. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49524. if (!this.previousPosition || engine.isPointerLock) {
  49525. return;
  49526. }
  49527. var offsetX = e.clientX - this.previousPosition.x;
  49528. var offsetY = e.clientY - this.previousPosition.y;
  49529. this.rotateCamera(offsetX, offsetY);
  49530. this.previousPosition = {
  49531. x: e.clientX,
  49532. y: e.clientY
  49533. };
  49534. if (!this.noPreventDefault) {
  49535. e.preventDefault();
  49536. }
  49537. }
  49538. };
  49539. // Track mouse movement, when pointer is locked.
  49540. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49541. var camera = this.camera;
  49542. var engine = camera.getEngine();
  49543. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49544. return;
  49545. }
  49546. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49547. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49548. this.rotateCamera(offsetX, offsetY);
  49549. this.previousPosition = null;
  49550. if (!this.noPreventDefault) {
  49551. e.preventDefault();
  49552. }
  49553. };
  49554. /**
  49555. * Rotate camera by mouse offset.
  49556. */
  49557. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49558. var _this = this;
  49559. var camera = this.camera;
  49560. var scene = this.camera.getScene();
  49561. if (scene.useRightHandedSystem) {
  49562. offsetX *= -1;
  49563. }
  49564. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49565. offsetX *= -1;
  49566. }
  49567. var x = offsetX / this.angularSensibility;
  49568. var y = offsetY / this.angularSensibility;
  49569. // Initialize to current rotation.
  49570. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49571. var rotationChange;
  49572. // Pitch.
  49573. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49574. // Apply change in Radians to vector Angle.
  49575. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49576. // Apply Pitch to quaternion.
  49577. currentRotation.multiplyInPlace(rotationChange);
  49578. }
  49579. // Yaw.
  49580. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49581. // Apply change in Radians to vector Angle.
  49582. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49583. // Apply Yaw to quaternion.
  49584. currentRotation.multiplyInPlace(rotationChange);
  49585. // Add Roll, if banked turning is enabled, within Roll limit.
  49586. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49587. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49588. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49589. // Apply change in Radians to vector Angle.
  49590. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49591. // Apply Yaw to quaternion.
  49592. currentRotation.multiplyInPlace(rotationChange);
  49593. }
  49594. }
  49595. // Roll.
  49596. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49597. // Apply change in Radians to vector Angle.
  49598. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49599. // Track Rolling.
  49600. camera._trackRoll -= x;
  49601. // Apply Pitch to quaternion.
  49602. currentRotation.multiplyInPlace(rotationChange);
  49603. }
  49604. // Apply rotationQuaternion to Euler camera.rotation.
  49605. currentRotation.toEulerAnglesToRef(camera.rotation);
  49606. };
  49607. __decorate([
  49608. BABYLON.serialize()
  49609. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49610. __decorate([
  49611. BABYLON.serialize()
  49612. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49613. return FlyCameraMouseInput;
  49614. }());
  49615. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49616. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49617. })(BABYLON || (BABYLON = {}));
  49618. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49619. var BABYLON;
  49620. (function (BABYLON) {
  49621. /**
  49622. * Listen to keyboard events to control the camera.
  49623. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49624. */
  49625. var FlyCameraKeyboardInput = /** @class */ (function () {
  49626. function FlyCameraKeyboardInput() {
  49627. /**
  49628. * The list of keyboard keys used to control the forward move of the camera.
  49629. */
  49630. this.keysForward = [87];
  49631. /**
  49632. * The list of keyboard keys used to control the backward move of the camera.
  49633. */
  49634. this.keysBackward = [83];
  49635. /**
  49636. * The list of keyboard keys used to control the forward move of the camera.
  49637. */
  49638. this.keysUp = [69];
  49639. /**
  49640. * The list of keyboard keys used to control the backward move of the camera.
  49641. */
  49642. this.keysDown = [81];
  49643. /**
  49644. * The list of keyboard keys used to control the right strafe move of the camera.
  49645. */
  49646. this.keysRight = [68];
  49647. /**
  49648. * The list of keyboard keys used to control the left strafe move of the camera.
  49649. */
  49650. this.keysLeft = [65];
  49651. this._keys = new Array();
  49652. }
  49653. /**
  49654. * Attach the input controls to a specific dom element to get the input from.
  49655. * @param element Defines the element the controls should be listened from
  49656. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49657. */
  49658. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49659. var _this = this;
  49660. if (this._onCanvasBlurObserver) {
  49661. return;
  49662. }
  49663. this._scene = this.camera.getScene();
  49664. this._engine = this._scene.getEngine();
  49665. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49666. _this._keys = [];
  49667. });
  49668. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49669. var evt = info.event;
  49670. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49671. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49672. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49673. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49674. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49675. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49676. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49677. var index = _this._keys.indexOf(evt.keyCode);
  49678. if (index === -1) {
  49679. _this._keys.push(evt.keyCode);
  49680. }
  49681. if (!noPreventDefault) {
  49682. evt.preventDefault();
  49683. }
  49684. }
  49685. }
  49686. else {
  49687. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49688. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49689. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49690. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49691. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49692. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49693. var index = _this._keys.indexOf(evt.keyCode);
  49694. if (index >= 0) {
  49695. _this._keys.splice(index, 1);
  49696. }
  49697. if (!noPreventDefault) {
  49698. evt.preventDefault();
  49699. }
  49700. }
  49701. }
  49702. });
  49703. };
  49704. /**
  49705. * Detach the current controls from the specified dom element.
  49706. * @param element Defines the element to stop listening the inputs from
  49707. */
  49708. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49709. if (this._scene) {
  49710. if (this._onKeyboardObserver) {
  49711. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49712. }
  49713. if (this._onCanvasBlurObserver) {
  49714. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49715. }
  49716. this._onKeyboardObserver = null;
  49717. this._onCanvasBlurObserver = null;
  49718. }
  49719. this._keys = [];
  49720. };
  49721. /**
  49722. * Gets the class name of the current intput.
  49723. * @returns the class name
  49724. */
  49725. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49726. return "FlyCameraKeyboardInput";
  49727. };
  49728. /** @hidden */
  49729. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49730. this._keys = [];
  49731. };
  49732. /**
  49733. * Get the friendly name associated with the input class.
  49734. * @returns the input friendly name
  49735. */
  49736. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49737. return "keyboard";
  49738. };
  49739. /**
  49740. * Update the current camera state depending on the inputs that have been used this frame.
  49741. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49742. */
  49743. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49744. if (this._onKeyboardObserver) {
  49745. var camera = this.camera;
  49746. // Keyboard
  49747. for (var index = 0; index < this._keys.length; index++) {
  49748. var keyCode = this._keys[index];
  49749. var speed = camera._computeLocalCameraSpeed();
  49750. if (this.keysForward.indexOf(keyCode) !== -1) {
  49751. camera._localDirection.copyFromFloats(0, 0, speed);
  49752. }
  49753. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49754. camera._localDirection.copyFromFloats(0, 0, -speed);
  49755. }
  49756. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49757. camera._localDirection.copyFromFloats(0, speed, 0);
  49758. }
  49759. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49760. camera._localDirection.copyFromFloats(0, -speed, 0);
  49761. }
  49762. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49763. camera._localDirection.copyFromFloats(speed, 0, 0);
  49764. }
  49765. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49766. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49767. }
  49768. if (camera.getScene().useRightHandedSystem) {
  49769. camera._localDirection.z *= -1;
  49770. }
  49771. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49772. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49773. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49774. }
  49775. }
  49776. };
  49777. __decorate([
  49778. BABYLON.serialize()
  49779. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49780. __decorate([
  49781. BABYLON.serialize()
  49782. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49783. __decorate([
  49784. BABYLON.serialize()
  49785. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  49786. __decorate([
  49787. BABYLON.serialize()
  49788. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  49789. __decorate([
  49790. BABYLON.serialize()
  49791. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  49792. __decorate([
  49793. BABYLON.serialize()
  49794. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  49795. return FlyCameraKeyboardInput;
  49796. }());
  49797. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  49798. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  49799. })(BABYLON || (BABYLON = {}));
  49800. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  49801. var BABYLON;
  49802. (function (BABYLON) {
  49803. /**
  49804. * Default Inputs manager for the FlyCamera.
  49805. * It groups all the default supported inputs for ease of use.
  49806. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49807. */
  49808. var FlyCameraInputsManager = /** @class */ (function (_super) {
  49809. __extends(FlyCameraInputsManager, _super);
  49810. /**
  49811. * Instantiates a new FlyCameraInputsManager.
  49812. * @param camera Defines the camera the inputs belong to.
  49813. */
  49814. function FlyCameraInputsManager(camera) {
  49815. return _super.call(this, camera) || this;
  49816. }
  49817. /**
  49818. * Add keyboard input support to the input manager.
  49819. * @returns the new FlyCameraKeyboardMoveInput().
  49820. */
  49821. FlyCameraInputsManager.prototype.addKeyboard = function () {
  49822. this.add(new BABYLON.FlyCameraKeyboardInput());
  49823. return this;
  49824. };
  49825. /**
  49826. * Add mouse input support to the input manager.
  49827. * @param touchEnabled Enable touch screen support.
  49828. * @returns the new FlyCameraMouseInput().
  49829. */
  49830. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49831. if (touchEnabled === void 0) { touchEnabled = true; }
  49832. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  49833. return this;
  49834. };
  49835. return FlyCameraInputsManager;
  49836. }(BABYLON.CameraInputsManager));
  49837. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  49838. })(BABYLON || (BABYLON = {}));
  49839. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  49840. var BABYLON;
  49841. (function (BABYLON) {
  49842. /**
  49843. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49844. * such as in a 3D Space Shooter or a Flight Simulator.
  49845. */
  49846. var FlyCamera = /** @class */ (function (_super) {
  49847. __extends(FlyCamera, _super);
  49848. /**
  49849. * Instantiates a FlyCamera.
  49850. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49851. * such as in a 3D Space Shooter or a Flight Simulator.
  49852. * @param name Define the name of the camera in the scene.
  49853. * @param position Define the starting position of the camera in the scene.
  49854. * @param scene Define the scene the camera belongs to.
  49855. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  49856. */
  49857. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49858. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49859. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49860. /**
  49861. * Define the collision ellipsoid of the camera.
  49862. * This is helpful for simulating a camera body, like a player's body.
  49863. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49864. */
  49865. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  49866. /**
  49867. * Define an offset for the position of the ellipsoid around the camera.
  49868. * This can be helpful if the camera is attached away from the player's body center,
  49869. * such as at its head.
  49870. */
  49871. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49872. /**
  49873. * Enable or disable collisions of the camera with the rest of the scene objects.
  49874. */
  49875. _this.checkCollisions = false;
  49876. /**
  49877. * Enable or disable gravity on the camera.
  49878. */
  49879. _this.applyGravity = false;
  49880. /**
  49881. * Define the current direction the camera is moving to.
  49882. */
  49883. _this.cameraDirection = BABYLON.Vector3.Zero();
  49884. /**
  49885. * Track Roll to maintain the wanted Rolling when looking around.
  49886. */
  49887. _this._trackRoll = 0;
  49888. /**
  49889. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  49890. */
  49891. _this.rollCorrect = 100;
  49892. /**
  49893. * Mimic a banked turn, Rolling the camera when Yawing.
  49894. * It's recommended to use rollCorrect = 10 for faster banking correction.
  49895. */
  49896. _this.bankedTurn = false;
  49897. /**
  49898. * Limit in radians for how much Roll banking will add. (Default: 90°)
  49899. */
  49900. _this.bankedTurnLimit = Math.PI / 2;
  49901. /**
  49902. * Value of 0 disables the banked Roll.
  49903. * Value of 1 is equal to the Yaw angle in radians.
  49904. */
  49905. _this.bankedTurnMultiplier = 1;
  49906. _this._needMoveForGravity = false;
  49907. _this._oldPosition = BABYLON.Vector3.Zero();
  49908. _this._diffPosition = BABYLON.Vector3.Zero();
  49909. _this._newPosition = BABYLON.Vector3.Zero();
  49910. // Collisions.
  49911. _this._collisionMask = -1;
  49912. /** @hidden */
  49913. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49914. if (collidedMesh === void 0) { collidedMesh = null; }
  49915. // TODO Move this to the collision coordinator!
  49916. if (_this.getScene().workerCollisions) {
  49917. newPosition.multiplyInPlace(_this._collider._radius);
  49918. }
  49919. var updatePosition = function (newPos) {
  49920. _this._newPosition.copyFrom(newPos);
  49921. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49922. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49923. _this.position.addInPlace(_this._diffPosition);
  49924. if (_this.onCollide && collidedMesh) {
  49925. _this.onCollide(collidedMesh);
  49926. }
  49927. }
  49928. };
  49929. updatePosition(newPosition);
  49930. };
  49931. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  49932. _this.inputs.addKeyboard().addMouse();
  49933. return _this;
  49934. }
  49935. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  49936. /**
  49937. * Gets the input sensibility for mouse input.
  49938. * Higher values reduce sensitivity.
  49939. */
  49940. get: function () {
  49941. var mouse = this.inputs.attached["mouse"];
  49942. if (mouse) {
  49943. return mouse.angularSensibility;
  49944. }
  49945. return 0;
  49946. },
  49947. /**
  49948. * Sets the input sensibility for a mouse input.
  49949. * Higher values reduce sensitivity.
  49950. */
  49951. set: function (value) {
  49952. var mouse = this.inputs.attached["mouse"];
  49953. if (mouse) {
  49954. mouse.angularSensibility = value;
  49955. }
  49956. },
  49957. enumerable: true,
  49958. configurable: true
  49959. });
  49960. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  49961. /**
  49962. * Get the keys for camera movement forward.
  49963. */
  49964. get: function () {
  49965. var keyboard = this.inputs.attached["keyboard"];
  49966. if (keyboard) {
  49967. return keyboard.keysForward;
  49968. }
  49969. return [];
  49970. },
  49971. /**
  49972. * Set the keys for camera movement forward.
  49973. */
  49974. set: function (value) {
  49975. var keyboard = this.inputs.attached["keyboard"];
  49976. if (keyboard) {
  49977. keyboard.keysForward = value;
  49978. }
  49979. },
  49980. enumerable: true,
  49981. configurable: true
  49982. });
  49983. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  49984. /**
  49985. * Get the keys for camera movement backward.
  49986. */
  49987. get: function () {
  49988. var keyboard = this.inputs.attached["keyboard"];
  49989. if (keyboard) {
  49990. return keyboard.keysBackward;
  49991. }
  49992. return [];
  49993. },
  49994. set: function (value) {
  49995. var keyboard = this.inputs.attached["keyboard"];
  49996. if (keyboard) {
  49997. keyboard.keysBackward = value;
  49998. }
  49999. },
  50000. enumerable: true,
  50001. configurable: true
  50002. });
  50003. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50004. /**
  50005. * Get the keys for camera movement up.
  50006. */
  50007. get: function () {
  50008. var keyboard = this.inputs.attached["keyboard"];
  50009. if (keyboard) {
  50010. return keyboard.keysUp;
  50011. }
  50012. return [];
  50013. },
  50014. /**
  50015. * Set the keys for camera movement up.
  50016. */
  50017. set: function (value) {
  50018. var keyboard = this.inputs.attached["keyboard"];
  50019. if (keyboard) {
  50020. keyboard.keysUp = value;
  50021. }
  50022. },
  50023. enumerable: true,
  50024. configurable: true
  50025. });
  50026. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50027. /**
  50028. * Get the keys for camera movement down.
  50029. */
  50030. get: function () {
  50031. var keyboard = this.inputs.attached["keyboard"];
  50032. if (keyboard) {
  50033. return keyboard.keysDown;
  50034. }
  50035. return [];
  50036. },
  50037. /**
  50038. * Set the keys for camera movement down.
  50039. */
  50040. set: function (value) {
  50041. var keyboard = this.inputs.attached["keyboard"];
  50042. if (keyboard) {
  50043. keyboard.keysDown = value;
  50044. }
  50045. },
  50046. enumerable: true,
  50047. configurable: true
  50048. });
  50049. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50050. /**
  50051. * Get the keys for camera movement left.
  50052. */
  50053. get: function () {
  50054. var keyboard = this.inputs.attached["keyboard"];
  50055. if (keyboard) {
  50056. return keyboard.keysLeft;
  50057. }
  50058. return [];
  50059. },
  50060. /**
  50061. * Set the keys for camera movement left.
  50062. */
  50063. set: function (value) {
  50064. var keyboard = this.inputs.attached["keyboard"];
  50065. if (keyboard) {
  50066. keyboard.keysLeft = value;
  50067. }
  50068. },
  50069. enumerable: true,
  50070. configurable: true
  50071. });
  50072. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50073. /**
  50074. * Set the keys for camera movement right.
  50075. */
  50076. get: function () {
  50077. var keyboard = this.inputs.attached["keyboard"];
  50078. if (keyboard) {
  50079. return keyboard.keysRight;
  50080. }
  50081. return [];
  50082. },
  50083. /**
  50084. * Set the keys for camera movement right.
  50085. */
  50086. set: function (value) {
  50087. var keyboard = this.inputs.attached["keyboard"];
  50088. if (keyboard) {
  50089. keyboard.keysRight = value;
  50090. }
  50091. },
  50092. enumerable: true,
  50093. configurable: true
  50094. });
  50095. /**
  50096. * Attach a control to the HTML DOM element.
  50097. * @param element Defines the element that listens to the input events.
  50098. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50099. */
  50100. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50101. this.inputs.attachElement(element, noPreventDefault);
  50102. };
  50103. /**
  50104. * Detach a control from the HTML DOM element.
  50105. * The camera will stop reacting to that input.
  50106. * @param element Defines the element that listens to the input events.
  50107. */
  50108. FlyCamera.prototype.detachControl = function (element) {
  50109. this.inputs.detachElement(element);
  50110. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50111. };
  50112. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50113. /**
  50114. * Get the mask that the camera ignores in collision events.
  50115. */
  50116. get: function () {
  50117. return this._collisionMask;
  50118. },
  50119. /**
  50120. * Set the mask that the camera ignores in collision events.
  50121. */
  50122. set: function (mask) {
  50123. this._collisionMask = !isNaN(mask) ? mask : -1;
  50124. },
  50125. enumerable: true,
  50126. configurable: true
  50127. });
  50128. /** @hidden */
  50129. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50130. var globalPosition;
  50131. if (this.parent) {
  50132. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50133. }
  50134. else {
  50135. globalPosition = this.position;
  50136. }
  50137. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50138. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50139. if (!this._collider) {
  50140. this._collider = new BABYLON.Collider();
  50141. }
  50142. this._collider._radius = this.ellipsoid;
  50143. this._collider.collisionMask = this._collisionMask;
  50144. // No need for clone, as long as gravity is not on.
  50145. var actualDisplacement = displacement;
  50146. // Add gravity to direction to prevent dual-collision checking.
  50147. if (this.applyGravity) {
  50148. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50149. actualDisplacement = displacement.add(this.getScene().gravity);
  50150. }
  50151. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50152. };
  50153. /** @hidden */
  50154. FlyCamera.prototype._checkInputs = function () {
  50155. if (!this._localDirection) {
  50156. this._localDirection = BABYLON.Vector3.Zero();
  50157. this._transformedDirection = BABYLON.Vector3.Zero();
  50158. }
  50159. this.inputs.checkInputs();
  50160. _super.prototype._checkInputs.call(this);
  50161. };
  50162. /** @hidden */
  50163. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50164. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50165. };
  50166. /** @hidden */
  50167. FlyCamera.prototype._updatePosition = function () {
  50168. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50169. this._collideWithWorld(this.cameraDirection);
  50170. }
  50171. else {
  50172. _super.prototype._updatePosition.call(this);
  50173. }
  50174. };
  50175. /**
  50176. * Restore the Roll to its target value at the rate specified.
  50177. * @param rate - Higher means slower restoring.
  50178. * @hidden
  50179. */
  50180. FlyCamera.prototype.restoreRoll = function (rate) {
  50181. var limit = this._trackRoll; // Target Roll.
  50182. var z = this.rotation.z; // Current Roll.
  50183. var delta = limit - z; // Difference in Roll.
  50184. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50185. // If the difference is noticable, restore the Roll.
  50186. if (Math.abs(delta) >= minRad) {
  50187. // Change Z rotation towards the target Roll.
  50188. this.rotation.z += delta / rate;
  50189. // Match when near enough.
  50190. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50191. this.rotation.z = limit;
  50192. }
  50193. }
  50194. };
  50195. /**
  50196. * Destroy the camera and release the current resources held by it.
  50197. */
  50198. FlyCamera.prototype.dispose = function () {
  50199. this.inputs.clear();
  50200. _super.prototype.dispose.call(this);
  50201. };
  50202. /**
  50203. * Get the current object class name.
  50204. * @returns the class name.
  50205. */
  50206. FlyCamera.prototype.getClassName = function () {
  50207. return "FlyCamera";
  50208. };
  50209. __decorate([
  50210. BABYLON.serializeAsVector3()
  50211. ], FlyCamera.prototype, "ellipsoid", void 0);
  50212. __decorate([
  50213. BABYLON.serializeAsVector3()
  50214. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50215. __decorate([
  50216. BABYLON.serialize()
  50217. ], FlyCamera.prototype, "checkCollisions", void 0);
  50218. __decorate([
  50219. BABYLON.serialize()
  50220. ], FlyCamera.prototype, "applyGravity", void 0);
  50221. return FlyCamera;
  50222. }(BABYLON.TargetCamera));
  50223. BABYLON.FlyCamera = FlyCamera;
  50224. })(BABYLON || (BABYLON = {}));
  50225. //# sourceMappingURL=babylon.flyCamera.js.map
  50226. var BABYLON;
  50227. (function (BABYLON) {
  50228. /**
  50229. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50231. */
  50232. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50233. function ArcRotateCameraKeyboardMoveInput() {
  50234. /**
  50235. * Defines the list of key codes associated with the up action (increase alpha)
  50236. */
  50237. this.keysUp = [38];
  50238. /**
  50239. * Defines the list of key codes associated with the down action (decrease alpha)
  50240. */
  50241. this.keysDown = [40];
  50242. /**
  50243. * Defines the list of key codes associated with the left action (increase beta)
  50244. */
  50245. this.keysLeft = [37];
  50246. /**
  50247. * Defines the list of key codes associated with the right action (decrease beta)
  50248. */
  50249. this.keysRight = [39];
  50250. /**
  50251. * Defines the list of key codes associated with the reset action.
  50252. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50253. */
  50254. this.keysReset = [220];
  50255. /**
  50256. * Defines the panning sensibility of the inputs.
  50257. * (How fast is the camera paning)
  50258. */
  50259. this.panningSensibility = 50.0;
  50260. /**
  50261. * Defines the zooming sensibility of the inputs.
  50262. * (How fast is the camera zooming)
  50263. */
  50264. this.zoomingSensibility = 25.0;
  50265. /**
  50266. * Defines wether maintaining the alt key down switch the movement mode from
  50267. * orientation to zoom.
  50268. */
  50269. this.useAltToZoom = true;
  50270. /**
  50271. * Rotation speed of the camera
  50272. */
  50273. this.angularSpeed = 0.01;
  50274. this._keys = new Array();
  50275. }
  50276. /**
  50277. * Attach the input controls to a specific dom element to get the input from.
  50278. * @param element Defines the element the controls should be listened from
  50279. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50280. */
  50281. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50282. var _this = this;
  50283. if (this._onCanvasBlurObserver) {
  50284. return;
  50285. }
  50286. this._scene = this.camera.getScene();
  50287. this._engine = this._scene.getEngine();
  50288. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50289. _this._keys = [];
  50290. });
  50291. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50292. var evt = info.event;
  50293. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50294. _this._ctrlPressed = evt.ctrlKey;
  50295. _this._altPressed = evt.altKey;
  50296. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50297. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50298. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50299. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50300. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50301. var index = _this._keys.indexOf(evt.keyCode);
  50302. if (index === -1) {
  50303. _this._keys.push(evt.keyCode);
  50304. }
  50305. if (evt.preventDefault) {
  50306. if (!noPreventDefault) {
  50307. evt.preventDefault();
  50308. }
  50309. }
  50310. }
  50311. }
  50312. else {
  50313. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50314. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50315. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50316. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50317. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50318. var index = _this._keys.indexOf(evt.keyCode);
  50319. if (index >= 0) {
  50320. _this._keys.splice(index, 1);
  50321. }
  50322. if (evt.preventDefault) {
  50323. if (!noPreventDefault) {
  50324. evt.preventDefault();
  50325. }
  50326. }
  50327. }
  50328. }
  50329. });
  50330. };
  50331. /**
  50332. * Detach the current controls from the specified dom element.
  50333. * @param element Defines the element to stop listening the inputs from
  50334. */
  50335. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50336. if (this._scene) {
  50337. if (this._onKeyboardObserver) {
  50338. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50339. }
  50340. if (this._onCanvasBlurObserver) {
  50341. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50342. }
  50343. this._onKeyboardObserver = null;
  50344. this._onCanvasBlurObserver = null;
  50345. }
  50346. this._keys = [];
  50347. };
  50348. /**
  50349. * Update the current camera state depending on the inputs that have been used this frame.
  50350. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50351. */
  50352. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50353. if (this._onKeyboardObserver) {
  50354. var camera = this.camera;
  50355. for (var index = 0; index < this._keys.length; index++) {
  50356. var keyCode = this._keys[index];
  50357. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50358. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50359. camera.inertialPanningX -= 1 / this.panningSensibility;
  50360. }
  50361. else {
  50362. camera.inertialAlphaOffset -= this.angularSpeed;
  50363. }
  50364. }
  50365. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50366. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50367. camera.inertialPanningY += 1 / this.panningSensibility;
  50368. }
  50369. else if (this._altPressed && this.useAltToZoom) {
  50370. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50371. }
  50372. else {
  50373. camera.inertialBetaOffset -= this.angularSpeed;
  50374. }
  50375. }
  50376. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50377. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50378. camera.inertialPanningX += 1 / this.panningSensibility;
  50379. }
  50380. else {
  50381. camera.inertialAlphaOffset += this.angularSpeed;
  50382. }
  50383. }
  50384. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50385. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50386. camera.inertialPanningY -= 1 / this.panningSensibility;
  50387. }
  50388. else if (this._altPressed && this.useAltToZoom) {
  50389. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50390. }
  50391. else {
  50392. camera.inertialBetaOffset += this.angularSpeed;
  50393. }
  50394. }
  50395. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50396. if (camera.useInputToRestoreState) {
  50397. camera.restoreState();
  50398. }
  50399. }
  50400. }
  50401. }
  50402. };
  50403. /**
  50404. * Gets the class name of the current intput.
  50405. * @returns the class name
  50406. */
  50407. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50408. return "ArcRotateCameraKeyboardMoveInput";
  50409. };
  50410. /**
  50411. * Get the friendly name associated with the input class.
  50412. * @returns the input friendly name
  50413. */
  50414. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50415. return "keyboard";
  50416. };
  50417. __decorate([
  50418. BABYLON.serialize()
  50419. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50420. __decorate([
  50421. BABYLON.serialize()
  50422. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50423. __decorate([
  50424. BABYLON.serialize()
  50425. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50426. __decorate([
  50427. BABYLON.serialize()
  50428. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50429. __decorate([
  50430. BABYLON.serialize()
  50431. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50432. __decorate([
  50433. BABYLON.serialize()
  50434. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50435. __decorate([
  50436. BABYLON.serialize()
  50437. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50438. __decorate([
  50439. BABYLON.serialize()
  50440. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50441. __decorate([
  50442. BABYLON.serialize()
  50443. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50444. return ArcRotateCameraKeyboardMoveInput;
  50445. }());
  50446. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50447. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50448. })(BABYLON || (BABYLON = {}));
  50449. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50450. var BABYLON;
  50451. (function (BABYLON) {
  50452. /**
  50453. * Manage the mouse wheel inputs to control an arc rotate camera.
  50454. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50455. */
  50456. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50457. function ArcRotateCameraMouseWheelInput() {
  50458. /**
  50459. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50460. */
  50461. this.wheelPrecision = 3.0;
  50462. /**
  50463. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50464. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50465. */
  50466. this.wheelDeltaPercentage = 0;
  50467. }
  50468. /**
  50469. * Attach the input controls to a specific dom element to get the input from.
  50470. * @param element Defines the element the controls should be listened from
  50471. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50472. */
  50473. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50474. var _this = this;
  50475. this._wheel = function (p, s) {
  50476. //sanity check - this should be a PointerWheel event.
  50477. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50478. return;
  50479. }
  50480. var event = p.event;
  50481. var delta = 0;
  50482. if (event.wheelDelta) {
  50483. if (_this.wheelDeltaPercentage) {
  50484. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50485. if (event.wheelDelta > 0) {
  50486. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50487. }
  50488. else {
  50489. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50490. }
  50491. }
  50492. else {
  50493. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50494. }
  50495. }
  50496. else if (event.detail || event.deltaY) {
  50497. delta = -(event.detail || event.deltaY) / _this.wheelPrecision;
  50498. }
  50499. if (delta) {
  50500. _this.camera.inertialRadiusOffset += delta;
  50501. }
  50502. if (event.preventDefault) {
  50503. if (!noPreventDefault) {
  50504. event.preventDefault();
  50505. }
  50506. }
  50507. };
  50508. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50509. };
  50510. /**
  50511. * Detach the current controls from the specified dom element.
  50512. * @param element Defines the element to stop listening the inputs from
  50513. */
  50514. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50515. if (this._observer && element) {
  50516. this.camera.getScene().onPointerObservable.remove(this._observer);
  50517. this._observer = null;
  50518. this._wheel = null;
  50519. }
  50520. };
  50521. /**
  50522. * Gets the class name of the current intput.
  50523. * @returns the class name
  50524. */
  50525. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50526. return "ArcRotateCameraMouseWheelInput";
  50527. };
  50528. /**
  50529. * Get the friendly name associated with the input class.
  50530. * @returns the input friendly name
  50531. */
  50532. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50533. return "mousewheel";
  50534. };
  50535. __decorate([
  50536. BABYLON.serialize()
  50537. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50538. __decorate([
  50539. BABYLON.serialize()
  50540. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50541. return ArcRotateCameraMouseWheelInput;
  50542. }());
  50543. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50544. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50545. })(BABYLON || (BABYLON = {}));
  50546. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50547. var BABYLON;
  50548. (function (BABYLON) {
  50549. /**
  50550. * Manage the pointers inputs to control an arc rotate camera.
  50551. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50552. */
  50553. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50554. function ArcRotateCameraPointersInput() {
  50555. /**
  50556. * Defines the buttons associated with the input to handle camera move.
  50557. */
  50558. this.buttons = [0, 1, 2];
  50559. /**
  50560. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50561. */
  50562. this.angularSensibilityX = 1000.0;
  50563. /**
  50564. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50565. */
  50566. this.angularSensibilityY = 1000.0;
  50567. /**
  50568. * Defines the pointer pinch precision or how fast is the camera zooming.
  50569. */
  50570. this.pinchPrecision = 12.0;
  50571. /**
  50572. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50573. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50574. */
  50575. this.pinchDeltaPercentage = 0;
  50576. /**
  50577. * Defines the pointer panning sensibility or how fast is the camera moving.
  50578. */
  50579. this.panningSensibility = 1000.0;
  50580. /**
  50581. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50582. */
  50583. this.multiTouchPanning = true;
  50584. /**
  50585. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50586. */
  50587. this.multiTouchPanAndZoom = true;
  50588. /**
  50589. * Revers pinch action direction.
  50590. */
  50591. this.pinchInwards = true;
  50592. this._isPanClick = false;
  50593. }
  50594. /**
  50595. * Attach the input controls to a specific dom element to get the input from.
  50596. * @param element Defines the element the controls should be listened from
  50597. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50598. */
  50599. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50600. var _this = this;
  50601. var engine = this.camera.getEngine();
  50602. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50603. var pointA = null;
  50604. var pointB = null;
  50605. var previousPinchSquaredDistance = 0;
  50606. var initialDistance = 0;
  50607. var twoFingerActivityCount = 0;
  50608. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50609. this._pointerInput = function (p, s) {
  50610. var evt = p.event;
  50611. var isTouch = p.event.pointerType === "touch";
  50612. if (engine.isInVRExclusivePointerMode) {
  50613. return;
  50614. }
  50615. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50616. return;
  50617. }
  50618. var srcElement = (evt.srcElement || evt.target);
  50619. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50620. try {
  50621. srcElement.setPointerCapture(evt.pointerId);
  50622. }
  50623. catch (e) {
  50624. //Nothing to do with the error. Execution will continue.
  50625. }
  50626. // Manage panning with pan button click
  50627. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50628. // manage pointers
  50629. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50630. if (pointA === null) {
  50631. pointA = cacheSoloPointer;
  50632. }
  50633. else if (pointB === null) {
  50634. pointB = cacheSoloPointer;
  50635. }
  50636. if (!noPreventDefault) {
  50637. evt.preventDefault();
  50638. element.focus();
  50639. }
  50640. }
  50641. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50642. if (_this.camera.useInputToRestoreState) {
  50643. _this.camera.restoreState();
  50644. }
  50645. }
  50646. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50647. try {
  50648. srcElement.releasePointerCapture(evt.pointerId);
  50649. }
  50650. catch (e) {
  50651. //Nothing to do with the error.
  50652. }
  50653. cacheSoloPointer = null;
  50654. previousPinchSquaredDistance = 0;
  50655. previousMultiTouchPanPosition.isPaning = false;
  50656. previousMultiTouchPanPosition.isPinching = false;
  50657. twoFingerActivityCount = 0;
  50658. initialDistance = 0;
  50659. if (!isTouch) {
  50660. pointB = null; // Mouse and pen are mono pointer
  50661. }
  50662. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50663. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50664. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50665. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50666. if (engine._badOS) {
  50667. pointA = pointB = null;
  50668. }
  50669. else {
  50670. //only remove the impacted pointer in case of multitouch allowing on most
  50671. //platforms switching from rotate to zoom and pan seamlessly.
  50672. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50673. pointA = pointB;
  50674. pointB = null;
  50675. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50676. }
  50677. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50678. pointB = null;
  50679. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50680. }
  50681. else {
  50682. pointA = pointB = null;
  50683. }
  50684. }
  50685. if (!noPreventDefault) {
  50686. evt.preventDefault();
  50687. }
  50688. }
  50689. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50690. if (!noPreventDefault) {
  50691. evt.preventDefault();
  50692. }
  50693. // One button down
  50694. if (pointA && pointB === null && cacheSoloPointer) {
  50695. if (_this.panningSensibility !== 0 &&
  50696. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50697. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50698. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50699. }
  50700. else {
  50701. var offsetX = evt.clientX - cacheSoloPointer.x;
  50702. var offsetY = evt.clientY - cacheSoloPointer.y;
  50703. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50704. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50705. }
  50706. cacheSoloPointer.x = evt.clientX;
  50707. cacheSoloPointer.y = evt.clientY;
  50708. }
  50709. // Two buttons down: pinch/pan
  50710. else if (pointA && pointB) {
  50711. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50712. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50713. ed.x = evt.clientX;
  50714. ed.y = evt.clientY;
  50715. var direction = _this.pinchInwards ? 1 : -1;
  50716. var distX = pointA.x - pointB.x;
  50717. var distY = pointA.y - pointB.y;
  50718. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50719. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50720. if (previousPinchSquaredDistance === 0) {
  50721. initialDistance = pinchDistance;
  50722. previousPinchSquaredDistance = pinchSquaredDistance;
  50723. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50724. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50725. return;
  50726. }
  50727. if (_this.multiTouchPanAndZoom) {
  50728. if (_this.pinchDeltaPercentage) {
  50729. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50730. }
  50731. else {
  50732. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50733. (_this.pinchPrecision *
  50734. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50735. direction);
  50736. }
  50737. if (_this.panningSensibility !== 0) {
  50738. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50739. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50740. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50741. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50742. previousMultiTouchPanPosition.x = pointersCenterX;
  50743. previousMultiTouchPanPosition.y = pointersCenterY;
  50744. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50745. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50746. }
  50747. }
  50748. else {
  50749. twoFingerActivityCount++;
  50750. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50751. if (_this.pinchDeltaPercentage) {
  50752. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50753. }
  50754. else {
  50755. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50756. (_this.pinchPrecision *
  50757. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50758. direction);
  50759. }
  50760. previousMultiTouchPanPosition.isPaning = false;
  50761. previousMultiTouchPanPosition.isPinching = true;
  50762. }
  50763. else {
  50764. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50765. if (!previousMultiTouchPanPosition.isPaning) {
  50766. previousMultiTouchPanPosition.isPaning = true;
  50767. previousMultiTouchPanPosition.isPinching = false;
  50768. previousMultiTouchPanPosition.x = ed.x;
  50769. previousMultiTouchPanPosition.y = ed.y;
  50770. return;
  50771. }
  50772. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50773. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50774. }
  50775. }
  50776. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50777. previousMultiTouchPanPosition.x = ed.x;
  50778. previousMultiTouchPanPosition.y = ed.y;
  50779. }
  50780. }
  50781. previousPinchSquaredDistance = pinchSquaredDistance;
  50782. }
  50783. }
  50784. };
  50785. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  50786. this._onContextMenu = function (evt) {
  50787. evt.preventDefault();
  50788. };
  50789. if (!this.camera._useCtrlForPanning) {
  50790. element.addEventListener("contextmenu", this._onContextMenu, false);
  50791. }
  50792. this._onLostFocus = function () {
  50793. //this._keys = [];
  50794. pointA = pointB = null;
  50795. previousPinchSquaredDistance = 0;
  50796. previousMultiTouchPanPosition.isPaning = false;
  50797. previousMultiTouchPanPosition.isPinching = false;
  50798. twoFingerActivityCount = 0;
  50799. cacheSoloPointer = null;
  50800. initialDistance = 0;
  50801. };
  50802. this._onMouseMove = function (evt) {
  50803. if (!engine.isPointerLock) {
  50804. return;
  50805. }
  50806. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  50807. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  50808. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50809. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50810. if (!noPreventDefault) {
  50811. evt.preventDefault();
  50812. }
  50813. };
  50814. this._onGestureStart = function (e) {
  50815. if (window.MSGesture === undefined) {
  50816. return;
  50817. }
  50818. if (!_this._MSGestureHandler) {
  50819. _this._MSGestureHandler = new MSGesture();
  50820. _this._MSGestureHandler.target = element;
  50821. }
  50822. _this._MSGestureHandler.addPointer(e.pointerId);
  50823. };
  50824. this._onGesture = function (e) {
  50825. _this.camera.radius *= e.scale;
  50826. if (e.preventDefault) {
  50827. if (!noPreventDefault) {
  50828. e.stopPropagation();
  50829. e.preventDefault();
  50830. }
  50831. }
  50832. };
  50833. element.addEventListener("mousemove", this._onMouseMove, false);
  50834. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  50835. element.addEventListener("MSGestureChange", this._onGesture, false);
  50836. BABYLON.Tools.RegisterTopRootEvents([
  50837. { name: "blur", handler: this._onLostFocus }
  50838. ]);
  50839. };
  50840. /**
  50841. * Detach the current controls from the specified dom element.
  50842. * @param element Defines the element to stop listening the inputs from
  50843. */
  50844. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  50845. if (this._onLostFocus) {
  50846. BABYLON.Tools.UnregisterTopRootEvents([
  50847. { name: "blur", handler: this._onLostFocus }
  50848. ]);
  50849. }
  50850. if (element && this._observer) {
  50851. this.camera.getScene().onPointerObservable.remove(this._observer);
  50852. this._observer = null;
  50853. if (this._onContextMenu) {
  50854. element.removeEventListener("contextmenu", this._onContextMenu);
  50855. }
  50856. if (this._onMouseMove) {
  50857. element.removeEventListener("mousemove", this._onMouseMove);
  50858. }
  50859. if (this._onGestureStart) {
  50860. element.removeEventListener("MSPointerDown", this._onGestureStart);
  50861. }
  50862. if (this._onGesture) {
  50863. element.removeEventListener("MSGestureChange", this._onGesture);
  50864. }
  50865. this._isPanClick = false;
  50866. this.pinchInwards = true;
  50867. this._onMouseMove = null;
  50868. this._onGestureStart = null;
  50869. this._onGesture = null;
  50870. this._MSGestureHandler = null;
  50871. this._onLostFocus = null;
  50872. this._onContextMenu = null;
  50873. }
  50874. };
  50875. /**
  50876. * Gets the class name of the current intput.
  50877. * @returns the class name
  50878. */
  50879. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  50880. return "ArcRotateCameraPointersInput";
  50881. };
  50882. /**
  50883. * Get the friendly name associated with the input class.
  50884. * @returns the input friendly name
  50885. */
  50886. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  50887. return "pointers";
  50888. };
  50889. __decorate([
  50890. BABYLON.serialize()
  50891. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  50892. __decorate([
  50893. BABYLON.serialize()
  50894. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  50895. __decorate([
  50896. BABYLON.serialize()
  50897. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  50898. __decorate([
  50899. BABYLON.serialize()
  50900. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  50901. __decorate([
  50902. BABYLON.serialize()
  50903. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  50904. __decorate([
  50905. BABYLON.serialize()
  50906. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  50907. __decorate([
  50908. BABYLON.serialize()
  50909. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  50910. __decorate([
  50911. BABYLON.serialize()
  50912. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  50913. return ArcRotateCameraPointersInput;
  50914. }());
  50915. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  50916. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  50917. })(BABYLON || (BABYLON = {}));
  50918. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  50919. var BABYLON;
  50920. (function (BABYLON) {
  50921. /**
  50922. * Default Inputs manager for the ArcRotateCamera.
  50923. * It groups all the default supported inputs for ease of use.
  50924. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50925. */
  50926. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  50927. __extends(ArcRotateCameraInputsManager, _super);
  50928. /**
  50929. * Instantiates a new ArcRotateCameraInputsManager.
  50930. * @param camera Defines the camera the inputs belong to
  50931. */
  50932. function ArcRotateCameraInputsManager(camera) {
  50933. return _super.call(this, camera) || this;
  50934. }
  50935. /**
  50936. * Add mouse wheel input support to the input manager.
  50937. * @returns the current input manager
  50938. */
  50939. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  50940. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  50941. return this;
  50942. };
  50943. /**
  50944. * Add pointers input support to the input manager.
  50945. * @returns the current input manager
  50946. */
  50947. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  50948. this.add(new BABYLON.ArcRotateCameraPointersInput());
  50949. return this;
  50950. };
  50951. /**
  50952. * Add keyboard input support to the input manager.
  50953. * @returns the current input manager
  50954. */
  50955. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  50956. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  50957. return this;
  50958. };
  50959. /**
  50960. * Add orientation input support to the input manager.
  50961. * @returns the current input manager
  50962. */
  50963. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  50964. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  50965. return this;
  50966. };
  50967. return ArcRotateCameraInputsManager;
  50968. }(BABYLON.CameraInputsManager));
  50969. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  50970. })(BABYLON || (BABYLON = {}));
  50971. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  50972. var BABYLON;
  50973. (function (BABYLON) {
  50974. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  50975. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  50976. });
  50977. /**
  50978. * This represents an orbital type of camera.
  50979. *
  50980. * 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.
  50981. * 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.
  50982. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  50983. */
  50984. var ArcRotateCamera = /** @class */ (function (_super) {
  50985. __extends(ArcRotateCamera, _super);
  50986. /**
  50987. * Instantiates a new ArcRotateCamera in a given scene
  50988. * @param name Defines the name of the camera
  50989. * @param alpha Defines the camera rotation along the logitudinal axis
  50990. * @param beta Defines the camera rotation along the latitudinal axis
  50991. * @param radius Defines the camera distance from its target
  50992. * @param target Defines the camera target
  50993. * @param scene Defines the scene the camera belongs to
  50994. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  50995. */
  50996. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  50997. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50998. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  50999. /**
  51000. * Current inertia value on the longitudinal axis.
  51001. * The bigger this number the longer it will take for the camera to stop.
  51002. */
  51003. _this.inertialAlphaOffset = 0;
  51004. /**
  51005. * Current inertia value on the latitudinal axis.
  51006. * The bigger this number the longer it will take for the camera to stop.
  51007. */
  51008. _this.inertialBetaOffset = 0;
  51009. /**
  51010. * Current inertia value on the radius axis.
  51011. * The bigger this number the longer it will take for the camera to stop.
  51012. */
  51013. _this.inertialRadiusOffset = 0;
  51014. /**
  51015. * Minimum allowed angle on the longitudinal axis.
  51016. * This can help limiting how the Camera is able to move in the scene.
  51017. */
  51018. _this.lowerAlphaLimit = null;
  51019. /**
  51020. * Maximum allowed angle on the longitudinal axis.
  51021. * This can help limiting how the Camera is able to move in the scene.
  51022. */
  51023. _this.upperAlphaLimit = null;
  51024. /**
  51025. * Minimum allowed angle on the latitudinal axis.
  51026. * This can help limiting how the Camera is able to move in the scene.
  51027. */
  51028. _this.lowerBetaLimit = 0.01;
  51029. /**
  51030. * Maximum allowed angle on the latitudinal axis.
  51031. * This can help limiting how the Camera is able to move in the scene.
  51032. */
  51033. _this.upperBetaLimit = Math.PI;
  51034. /**
  51035. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51036. * This can help limiting how the Camera is able to move in the scene.
  51037. */
  51038. _this.lowerRadiusLimit = null;
  51039. /**
  51040. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51041. * This can help limiting how the Camera is able to move in the scene.
  51042. */
  51043. _this.upperRadiusLimit = null;
  51044. /**
  51045. * Defines the current inertia value used during panning of the camera along the X axis.
  51046. */
  51047. _this.inertialPanningX = 0;
  51048. /**
  51049. * Defines the current inertia value used during panning of the camera along the Y axis.
  51050. */
  51051. _this.inertialPanningY = 0;
  51052. /**
  51053. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51054. * Basically if your fingers moves away from more than this distance you will be considered
  51055. * in pinch mode.
  51056. */
  51057. _this.pinchToPanMaxDistance = 20;
  51058. /**
  51059. * Defines the maximum distance the camera can pan.
  51060. * This could help keeping the cammera always in your scene.
  51061. */
  51062. _this.panningDistanceLimit = null;
  51063. /**
  51064. * Defines the target of the camera before paning.
  51065. */
  51066. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51067. /**
  51068. * Defines the value of the inertia used during panning.
  51069. * 0 would mean stop inertia and one would mean no decelleration at all.
  51070. */
  51071. _this.panningInertia = 0.9;
  51072. //-- end properties for backward compatibility for inputs
  51073. /**
  51074. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51075. */
  51076. _this.zoomOnFactor = 1;
  51077. /**
  51078. * Defines a screen offset for the camera position.
  51079. */
  51080. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51081. /**
  51082. * Allows the camera to be completely reversed.
  51083. * If false the camera can not arrive upside down.
  51084. */
  51085. _this.allowUpsideDown = true;
  51086. /**
  51087. * Define if double tap/click is used to restore the previously saved state of the camera.
  51088. */
  51089. _this.useInputToRestoreState = true;
  51090. /** @hidden */
  51091. _this._viewMatrix = new BABYLON.Matrix();
  51092. /**
  51093. * Defines the allowed panning axis.
  51094. */
  51095. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51096. /**
  51097. * Observable triggered when the mesh target has been changed on the camera.
  51098. */
  51099. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51100. /**
  51101. * Defines whether the camera should check collision with the objects oh the scene.
  51102. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51103. */
  51104. _this.checkCollisions = false;
  51105. /**
  51106. * Defines the collision radius of the camera.
  51107. * This simulates a sphere around the camera.
  51108. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51109. */
  51110. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51111. _this._previousPosition = BABYLON.Vector3.Zero();
  51112. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51113. _this._newPosition = BABYLON.Vector3.Zero();
  51114. _this._computationVector = BABYLON.Vector3.Zero();
  51115. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51116. if (collidedMesh === void 0) { collidedMesh = null; }
  51117. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51118. newPosition.multiplyInPlace(_this._collider._radius);
  51119. }
  51120. if (!collidedMesh) {
  51121. _this._previousPosition.copyFrom(_this.position);
  51122. }
  51123. else {
  51124. _this.setPosition(newPosition);
  51125. if (_this.onCollide) {
  51126. _this.onCollide(collidedMesh);
  51127. }
  51128. }
  51129. // Recompute because of constraints
  51130. var cosa = Math.cos(_this.alpha);
  51131. var sina = Math.sin(_this.alpha);
  51132. var cosb = Math.cos(_this.beta);
  51133. var sinb = Math.sin(_this.beta);
  51134. if (sinb === 0) {
  51135. sinb = 0.0001;
  51136. }
  51137. var target = _this._getTargetPosition();
  51138. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51139. target.addToRef(_this._computationVector, _this._newPosition);
  51140. _this.position.copyFrom(_this._newPosition);
  51141. var up = _this.upVector;
  51142. if (_this.allowUpsideDown && _this.beta < 0) {
  51143. up = up.clone();
  51144. up = up.negate();
  51145. }
  51146. _this._computeViewMatrix(_this.position, target, up);
  51147. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  51148. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  51149. _this._collisionTriggered = false;
  51150. };
  51151. _this._target = BABYLON.Vector3.Zero();
  51152. if (target) {
  51153. _this.setTarget(target);
  51154. }
  51155. _this.alpha = alpha;
  51156. _this.beta = beta;
  51157. _this.radius = radius;
  51158. _this.getViewMatrix();
  51159. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51160. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51161. return _this;
  51162. }
  51163. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51164. /**
  51165. * Defines the target point of the camera.
  51166. * The camera looks towards it form the radius distance.
  51167. */
  51168. get: function () {
  51169. return this._target;
  51170. },
  51171. set: function (value) {
  51172. this.setTarget(value);
  51173. },
  51174. enumerable: true,
  51175. configurable: true
  51176. });
  51177. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51178. //-- begin properties for backward compatibility for inputs
  51179. /**
  51180. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51181. */
  51182. get: function () {
  51183. var pointers = this.inputs.attached["pointers"];
  51184. if (pointers) {
  51185. return pointers.angularSensibilityX;
  51186. }
  51187. return 0;
  51188. },
  51189. set: function (value) {
  51190. var pointers = this.inputs.attached["pointers"];
  51191. if (pointers) {
  51192. pointers.angularSensibilityX = value;
  51193. }
  51194. },
  51195. enumerable: true,
  51196. configurable: true
  51197. });
  51198. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51199. /**
  51200. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51201. */
  51202. get: function () {
  51203. var pointers = this.inputs.attached["pointers"];
  51204. if (pointers) {
  51205. return pointers.angularSensibilityY;
  51206. }
  51207. return 0;
  51208. },
  51209. set: function (value) {
  51210. var pointers = this.inputs.attached["pointers"];
  51211. if (pointers) {
  51212. pointers.angularSensibilityY = value;
  51213. }
  51214. },
  51215. enumerable: true,
  51216. configurable: true
  51217. });
  51218. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51219. /**
  51220. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51221. */
  51222. get: function () {
  51223. var pointers = this.inputs.attached["pointers"];
  51224. if (pointers) {
  51225. return pointers.pinchPrecision;
  51226. }
  51227. return 0;
  51228. },
  51229. set: function (value) {
  51230. var pointers = this.inputs.attached["pointers"];
  51231. if (pointers) {
  51232. pointers.pinchPrecision = value;
  51233. }
  51234. },
  51235. enumerable: true,
  51236. configurable: true
  51237. });
  51238. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51239. /**
  51240. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51241. * It will be used instead of pinchDeltaPrecision if different from 0.
  51242. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51243. */
  51244. get: function () {
  51245. var pointers = this.inputs.attached["pointers"];
  51246. if (pointers) {
  51247. return pointers.pinchDeltaPercentage;
  51248. }
  51249. return 0;
  51250. },
  51251. set: function (value) {
  51252. var pointers = this.inputs.attached["pointers"];
  51253. if (pointers) {
  51254. pointers.pinchDeltaPercentage = value;
  51255. }
  51256. },
  51257. enumerable: true,
  51258. configurable: true
  51259. });
  51260. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51261. /**
  51262. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51263. */
  51264. get: function () {
  51265. var pointers = this.inputs.attached["pointers"];
  51266. if (pointers) {
  51267. return pointers.panningSensibility;
  51268. }
  51269. return 0;
  51270. },
  51271. set: function (value) {
  51272. var pointers = this.inputs.attached["pointers"];
  51273. if (pointers) {
  51274. pointers.panningSensibility = value;
  51275. }
  51276. },
  51277. enumerable: true,
  51278. configurable: true
  51279. });
  51280. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51281. /**
  51282. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51283. */
  51284. get: function () {
  51285. var keyboard = this.inputs.attached["keyboard"];
  51286. if (keyboard) {
  51287. return keyboard.keysUp;
  51288. }
  51289. return [];
  51290. },
  51291. set: function (value) {
  51292. var keyboard = this.inputs.attached["keyboard"];
  51293. if (keyboard) {
  51294. keyboard.keysUp = value;
  51295. }
  51296. },
  51297. enumerable: true,
  51298. configurable: true
  51299. });
  51300. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51301. /**
  51302. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51303. */
  51304. get: function () {
  51305. var keyboard = this.inputs.attached["keyboard"];
  51306. if (keyboard) {
  51307. return keyboard.keysDown;
  51308. }
  51309. return [];
  51310. },
  51311. set: function (value) {
  51312. var keyboard = this.inputs.attached["keyboard"];
  51313. if (keyboard) {
  51314. keyboard.keysDown = value;
  51315. }
  51316. },
  51317. enumerable: true,
  51318. configurable: true
  51319. });
  51320. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51321. /**
  51322. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51323. */
  51324. get: function () {
  51325. var keyboard = this.inputs.attached["keyboard"];
  51326. if (keyboard) {
  51327. return keyboard.keysLeft;
  51328. }
  51329. return [];
  51330. },
  51331. set: function (value) {
  51332. var keyboard = this.inputs.attached["keyboard"];
  51333. if (keyboard) {
  51334. keyboard.keysLeft = value;
  51335. }
  51336. },
  51337. enumerable: true,
  51338. configurable: true
  51339. });
  51340. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51341. /**
  51342. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51343. */
  51344. get: function () {
  51345. var keyboard = this.inputs.attached["keyboard"];
  51346. if (keyboard) {
  51347. return keyboard.keysRight;
  51348. }
  51349. return [];
  51350. },
  51351. set: function (value) {
  51352. var keyboard = this.inputs.attached["keyboard"];
  51353. if (keyboard) {
  51354. keyboard.keysRight = value;
  51355. }
  51356. },
  51357. enumerable: true,
  51358. configurable: true
  51359. });
  51360. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51361. /**
  51362. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51363. */
  51364. get: function () {
  51365. var mousewheel = this.inputs.attached["mousewheel"];
  51366. if (mousewheel) {
  51367. return mousewheel.wheelPrecision;
  51368. }
  51369. return 0;
  51370. },
  51371. set: function (value) {
  51372. var mousewheel = this.inputs.attached["mousewheel"];
  51373. if (mousewheel) {
  51374. mousewheel.wheelPrecision = value;
  51375. }
  51376. },
  51377. enumerable: true,
  51378. configurable: true
  51379. });
  51380. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51381. /**
  51382. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51383. * It will be used instead of pinchDeltaPrecision if different from 0.
  51384. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51385. */
  51386. get: function () {
  51387. var mousewheel = this.inputs.attached["mousewheel"];
  51388. if (mousewheel) {
  51389. return mousewheel.wheelDeltaPercentage;
  51390. }
  51391. return 0;
  51392. },
  51393. set: function (value) {
  51394. var mousewheel = this.inputs.attached["mousewheel"];
  51395. if (mousewheel) {
  51396. mousewheel.wheelDeltaPercentage = value;
  51397. }
  51398. },
  51399. enumerable: true,
  51400. configurable: true
  51401. });
  51402. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51403. /**
  51404. * Gets the bouncing behavior of the camera if it has been enabled.
  51405. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51406. */
  51407. get: function () {
  51408. return this._bouncingBehavior;
  51409. },
  51410. enumerable: true,
  51411. configurable: true
  51412. });
  51413. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51414. /**
  51415. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51416. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51417. */
  51418. get: function () {
  51419. return this._bouncingBehavior != null;
  51420. },
  51421. set: function (value) {
  51422. if (value === this.useBouncingBehavior) {
  51423. return;
  51424. }
  51425. if (value) {
  51426. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51427. this.addBehavior(this._bouncingBehavior);
  51428. }
  51429. else if (this._bouncingBehavior) {
  51430. this.removeBehavior(this._bouncingBehavior);
  51431. this._bouncingBehavior = null;
  51432. }
  51433. },
  51434. enumerable: true,
  51435. configurable: true
  51436. });
  51437. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51438. /**
  51439. * Gets the framing behavior of the camera if it has been enabled.
  51440. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51441. */
  51442. get: function () {
  51443. return this._framingBehavior;
  51444. },
  51445. enumerable: true,
  51446. configurable: true
  51447. });
  51448. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51449. /**
  51450. * Defines if the framing behavior of the camera is enabled on the camera.
  51451. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51452. */
  51453. get: function () {
  51454. return this._framingBehavior != null;
  51455. },
  51456. set: function (value) {
  51457. if (value === this.useFramingBehavior) {
  51458. return;
  51459. }
  51460. if (value) {
  51461. this._framingBehavior = new BABYLON.FramingBehavior();
  51462. this.addBehavior(this._framingBehavior);
  51463. }
  51464. else if (this._framingBehavior) {
  51465. this.removeBehavior(this._framingBehavior);
  51466. this._framingBehavior = null;
  51467. }
  51468. },
  51469. enumerable: true,
  51470. configurable: true
  51471. });
  51472. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51473. /**
  51474. * Gets the auto rotation behavior of the camera if it has been enabled.
  51475. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51476. */
  51477. get: function () {
  51478. return this._autoRotationBehavior;
  51479. },
  51480. enumerable: true,
  51481. configurable: true
  51482. });
  51483. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51484. /**
  51485. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51486. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51487. */
  51488. get: function () {
  51489. return this._autoRotationBehavior != null;
  51490. },
  51491. set: function (value) {
  51492. if (value === this.useAutoRotationBehavior) {
  51493. return;
  51494. }
  51495. if (value) {
  51496. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51497. this.addBehavior(this._autoRotationBehavior);
  51498. }
  51499. else if (this._autoRotationBehavior) {
  51500. this.removeBehavior(this._autoRotationBehavior);
  51501. this._autoRotationBehavior = null;
  51502. }
  51503. },
  51504. enumerable: true,
  51505. configurable: true
  51506. });
  51507. // Cache
  51508. /** @hidden */
  51509. ArcRotateCamera.prototype._initCache = function () {
  51510. _super.prototype._initCache.call(this);
  51511. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51512. this._cache.alpha = undefined;
  51513. this._cache.beta = undefined;
  51514. this._cache.radius = undefined;
  51515. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51516. };
  51517. /** @hidden */
  51518. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51519. if (!ignoreParentClass) {
  51520. _super.prototype._updateCache.call(this);
  51521. }
  51522. this._cache._target.copyFrom(this._getTargetPosition());
  51523. this._cache.alpha = this.alpha;
  51524. this._cache.beta = this.beta;
  51525. this._cache.radius = this.radius;
  51526. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51527. };
  51528. ArcRotateCamera.prototype._getTargetPosition = function () {
  51529. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51530. var pos = this._targetHost.getAbsolutePosition();
  51531. if (this._targetBoundingCenter) {
  51532. pos.addToRef(this._targetBoundingCenter, this._target);
  51533. }
  51534. else {
  51535. this._target.copyFrom(pos);
  51536. }
  51537. }
  51538. var lockedTargetPosition = this._getLockedTargetPosition();
  51539. if (lockedTargetPosition) {
  51540. return lockedTargetPosition;
  51541. }
  51542. return this._target;
  51543. };
  51544. /**
  51545. * Stores the current state of the camera (alpha, beta, radius and target)
  51546. * @returns the camera itself
  51547. */
  51548. ArcRotateCamera.prototype.storeState = function () {
  51549. this._storedAlpha = this.alpha;
  51550. this._storedBeta = this.beta;
  51551. this._storedRadius = this.radius;
  51552. this._storedTarget = this._getTargetPosition().clone();
  51553. return _super.prototype.storeState.call(this);
  51554. };
  51555. /**
  51556. * @hidden
  51557. * Restored camera state. You must call storeState() first
  51558. */
  51559. ArcRotateCamera.prototype._restoreStateValues = function () {
  51560. if (!_super.prototype._restoreStateValues.call(this)) {
  51561. return false;
  51562. }
  51563. this.alpha = this._storedAlpha;
  51564. this.beta = this._storedBeta;
  51565. this.radius = this._storedRadius;
  51566. this.setTarget(this._storedTarget.clone());
  51567. this.inertialAlphaOffset = 0;
  51568. this.inertialBetaOffset = 0;
  51569. this.inertialRadiusOffset = 0;
  51570. this.inertialPanningX = 0;
  51571. this.inertialPanningY = 0;
  51572. return true;
  51573. };
  51574. // Synchronized
  51575. /** @hidden */
  51576. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51577. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51578. return false;
  51579. }
  51580. return this._cache._target.equals(this._getTargetPosition())
  51581. && this._cache.alpha === this.alpha
  51582. && this._cache.beta === this.beta
  51583. && this._cache.radius === this.radius
  51584. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51585. };
  51586. /**
  51587. * Attached controls to the current camera.
  51588. * @param element Defines the element the controls should be listened from
  51589. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51590. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51591. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51592. */
  51593. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51594. var _this = this;
  51595. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51596. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51597. this._useCtrlForPanning = useCtrlForPanning;
  51598. this._panningMouseButton = panningMouseButton;
  51599. this.inputs.attachElement(element, noPreventDefault);
  51600. this._reset = function () {
  51601. _this.inertialAlphaOffset = 0;
  51602. _this.inertialBetaOffset = 0;
  51603. _this.inertialRadiusOffset = 0;
  51604. _this.inertialPanningX = 0;
  51605. _this.inertialPanningY = 0;
  51606. };
  51607. };
  51608. /**
  51609. * Detach the current controls from the camera.
  51610. * The camera will stop reacting to inputs.
  51611. * @param element Defines the element to stop listening the inputs from
  51612. */
  51613. ArcRotateCamera.prototype.detachControl = function (element) {
  51614. this.inputs.detachElement(element);
  51615. if (this._reset) {
  51616. this._reset();
  51617. }
  51618. };
  51619. /** @hidden */
  51620. ArcRotateCamera.prototype._checkInputs = function () {
  51621. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51622. if (this._collisionTriggered) {
  51623. return;
  51624. }
  51625. this.inputs.checkInputs();
  51626. // Inertia
  51627. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51628. var inertialAlphaOffset = this.inertialAlphaOffset;
  51629. if (this.beta <= 0) {
  51630. inertialAlphaOffset *= -1;
  51631. }
  51632. if (this.getScene().useRightHandedSystem) {
  51633. inertialAlphaOffset *= -1;
  51634. }
  51635. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51636. inertialAlphaOffset *= -1;
  51637. }
  51638. this.alpha += inertialAlphaOffset;
  51639. this.beta += this.inertialBetaOffset;
  51640. this.radius -= this.inertialRadiusOffset;
  51641. this.inertialAlphaOffset *= this.inertia;
  51642. this.inertialBetaOffset *= this.inertia;
  51643. this.inertialRadiusOffset *= this.inertia;
  51644. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51645. this.inertialAlphaOffset = 0;
  51646. }
  51647. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51648. this.inertialBetaOffset = 0;
  51649. }
  51650. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51651. this.inertialRadiusOffset = 0;
  51652. }
  51653. }
  51654. // Panning inertia
  51655. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51656. if (!this._localDirection) {
  51657. this._localDirection = BABYLON.Vector3.Zero();
  51658. this._transformedDirection = BABYLON.Vector3.Zero();
  51659. }
  51660. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51661. this._localDirection.multiplyInPlace(this.panningAxis);
  51662. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51663. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51664. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51665. if (!this.panningAxis.y) {
  51666. this._transformedDirection.y = 0;
  51667. }
  51668. if (!this._targetHost) {
  51669. if (this.panningDistanceLimit) {
  51670. this._transformedDirection.addInPlace(this._target);
  51671. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51672. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51673. this._target.copyFrom(this._transformedDirection);
  51674. }
  51675. }
  51676. else {
  51677. this._target.addInPlace(this._transformedDirection);
  51678. }
  51679. }
  51680. this.inertialPanningX *= this.panningInertia;
  51681. this.inertialPanningY *= this.panningInertia;
  51682. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51683. this.inertialPanningX = 0;
  51684. }
  51685. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51686. this.inertialPanningY = 0;
  51687. }
  51688. }
  51689. // Limits
  51690. this._checkLimits();
  51691. _super.prototype._checkInputs.call(this);
  51692. };
  51693. ArcRotateCamera.prototype._checkLimits = function () {
  51694. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51695. if (this.allowUpsideDown && this.beta > Math.PI) {
  51696. this.beta = this.beta - (2 * Math.PI);
  51697. }
  51698. }
  51699. else {
  51700. if (this.beta < this.lowerBetaLimit) {
  51701. this.beta = this.lowerBetaLimit;
  51702. }
  51703. }
  51704. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51705. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51706. this.beta = this.beta + (2 * Math.PI);
  51707. }
  51708. }
  51709. else {
  51710. if (this.beta > this.upperBetaLimit) {
  51711. this.beta = this.upperBetaLimit;
  51712. }
  51713. }
  51714. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51715. this.alpha = this.lowerAlphaLimit;
  51716. }
  51717. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51718. this.alpha = this.upperAlphaLimit;
  51719. }
  51720. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51721. this.radius = this.lowerRadiusLimit;
  51722. }
  51723. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51724. this.radius = this.upperRadiusLimit;
  51725. }
  51726. };
  51727. /**
  51728. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51729. */
  51730. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51731. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51732. this.radius = this._computationVector.length();
  51733. if (this.radius === 0) {
  51734. this.radius = 0.0001; // Just to avoid division by zero
  51735. }
  51736. // Alpha
  51737. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51738. if (this._computationVector.z < 0) {
  51739. this.alpha = 2 * Math.PI - this.alpha;
  51740. }
  51741. // Beta
  51742. this.beta = Math.acos(this._computationVector.y / this.radius);
  51743. this._checkLimits();
  51744. };
  51745. /**
  51746. * Use a position to define the current camera related information like aplha, beta and radius
  51747. * @param position Defines the position to set the camera at
  51748. */
  51749. ArcRotateCamera.prototype.setPosition = function (position) {
  51750. if (this.position.equals(position)) {
  51751. return;
  51752. }
  51753. this.position.copyFrom(position);
  51754. this.rebuildAnglesAndRadius();
  51755. };
  51756. /**
  51757. * Defines the target the camera should look at.
  51758. * This will automatically adapt alpha beta and radius to fit within the new target.
  51759. * @param target Defines the new target as a Vector or a mesh
  51760. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51761. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51762. */
  51763. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51764. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51765. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51766. if (target.getBoundingInfo) {
  51767. if (toBoundingCenter) {
  51768. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51769. }
  51770. else {
  51771. this._targetBoundingCenter = null;
  51772. }
  51773. this._targetHost = target;
  51774. this._target = this._getTargetPosition();
  51775. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51776. }
  51777. else {
  51778. var newTarget = target;
  51779. var currentTarget = this._getTargetPosition();
  51780. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51781. return;
  51782. }
  51783. this._targetHost = null;
  51784. this._target = newTarget;
  51785. this._targetBoundingCenter = null;
  51786. this.onMeshTargetChangedObservable.notifyObservers(null);
  51787. }
  51788. this.rebuildAnglesAndRadius();
  51789. };
  51790. /** @hidden */
  51791. ArcRotateCamera.prototype._getViewMatrix = function () {
  51792. // Compute
  51793. var cosa = Math.cos(this.alpha);
  51794. var sina = Math.sin(this.alpha);
  51795. var cosb = Math.cos(this.beta);
  51796. var sinb = Math.sin(this.beta);
  51797. if (sinb === 0) {
  51798. sinb = 0.0001;
  51799. }
  51800. var target = this._getTargetPosition();
  51801. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  51802. target.addToRef(this._computationVector, this._newPosition);
  51803. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  51804. if (!this._collider) {
  51805. this._collider = new BABYLON.Collider();
  51806. }
  51807. this._collider._radius = this.collisionRadius;
  51808. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  51809. this._collisionTriggered = true;
  51810. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  51811. }
  51812. else {
  51813. this.position.copyFrom(this._newPosition);
  51814. var up = this.upVector;
  51815. if (this.allowUpsideDown && sinb < 0) {
  51816. up = up.clone();
  51817. up = up.negate();
  51818. }
  51819. this._computeViewMatrix(this.position, target, up);
  51820. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  51821. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  51822. }
  51823. this._currentTarget = target;
  51824. return this._viewMatrix;
  51825. };
  51826. /**
  51827. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  51828. * @param meshes Defines the mesh to zoom on
  51829. * @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)
  51830. */
  51831. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  51832. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51833. meshes = meshes || this.getScene().meshes;
  51834. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  51835. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  51836. this.radius = distance * this.zoomOnFactor;
  51837. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  51838. };
  51839. /**
  51840. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  51841. * The target will be changed but the radius
  51842. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  51843. * @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)
  51844. */
  51845. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  51846. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51847. var meshesOrMinMaxVector;
  51848. var distance;
  51849. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  51850. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  51851. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  51852. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  51853. }
  51854. else { //minMaxVector and distance
  51855. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  51856. meshesOrMinMaxVector = minMaxVectorAndDistance;
  51857. distance = minMaxVectorAndDistance.distance;
  51858. }
  51859. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  51860. if (!doNotUpdateMaxZ) {
  51861. this.maxZ = distance * 2;
  51862. }
  51863. };
  51864. /**
  51865. * @override
  51866. * Override Camera.createRigCamera
  51867. */
  51868. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  51869. var alphaShift = 0;
  51870. switch (this.cameraRigMode) {
  51871. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51872. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51873. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51874. case BABYLON.Camera.RIG_MODE_VR:
  51875. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  51876. break;
  51877. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51878. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  51879. break;
  51880. }
  51881. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  51882. rigCam._cameraRigParams = {};
  51883. return rigCam;
  51884. };
  51885. /**
  51886. * @hidden
  51887. * @override
  51888. * Override Camera._updateRigCameras
  51889. */
  51890. ArcRotateCamera.prototype._updateRigCameras = function () {
  51891. var camLeft = this._rigCameras[0];
  51892. var camRight = this._rigCameras[1];
  51893. camLeft.beta = camRight.beta = this.beta;
  51894. camLeft.radius = camRight.radius = this.radius;
  51895. switch (this.cameraRigMode) {
  51896. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51897. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51898. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51899. case BABYLON.Camera.RIG_MODE_VR:
  51900. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51901. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51902. break;
  51903. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51904. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51905. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51906. break;
  51907. }
  51908. _super.prototype._updateRigCameras.call(this);
  51909. };
  51910. /**
  51911. * Destroy the camera and release the current resources hold by it.
  51912. */
  51913. ArcRotateCamera.prototype.dispose = function () {
  51914. this.inputs.clear();
  51915. _super.prototype.dispose.call(this);
  51916. };
  51917. /**
  51918. * Gets the current object class name.
  51919. * @return the class name
  51920. */
  51921. ArcRotateCamera.prototype.getClassName = function () {
  51922. return "ArcRotateCamera";
  51923. };
  51924. __decorate([
  51925. BABYLON.serialize()
  51926. ], ArcRotateCamera.prototype, "alpha", void 0);
  51927. __decorate([
  51928. BABYLON.serialize()
  51929. ], ArcRotateCamera.prototype, "beta", void 0);
  51930. __decorate([
  51931. BABYLON.serialize()
  51932. ], ArcRotateCamera.prototype, "radius", void 0);
  51933. __decorate([
  51934. BABYLON.serializeAsVector3("target")
  51935. ], ArcRotateCamera.prototype, "_target", void 0);
  51936. __decorate([
  51937. BABYLON.serialize()
  51938. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  51939. __decorate([
  51940. BABYLON.serialize()
  51941. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  51942. __decorate([
  51943. BABYLON.serialize()
  51944. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  51945. __decorate([
  51946. BABYLON.serialize()
  51947. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  51948. __decorate([
  51949. BABYLON.serialize()
  51950. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  51951. __decorate([
  51952. BABYLON.serialize()
  51953. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  51954. __decorate([
  51955. BABYLON.serialize()
  51956. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  51957. __decorate([
  51958. BABYLON.serialize()
  51959. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  51960. __decorate([
  51961. BABYLON.serialize()
  51962. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  51963. __decorate([
  51964. BABYLON.serialize()
  51965. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  51966. __decorate([
  51967. BABYLON.serialize()
  51968. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  51969. __decorate([
  51970. BABYLON.serialize()
  51971. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  51972. __decorate([
  51973. BABYLON.serialize()
  51974. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  51975. __decorate([
  51976. BABYLON.serializeAsVector3()
  51977. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  51978. __decorate([
  51979. BABYLON.serialize()
  51980. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  51981. __decorate([
  51982. BABYLON.serialize()
  51983. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  51984. __decorate([
  51985. BABYLON.serialize()
  51986. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  51987. __decorate([
  51988. BABYLON.serialize()
  51989. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  51990. __decorate([
  51991. BABYLON.serialize()
  51992. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  51993. return ArcRotateCamera;
  51994. }(BABYLON.TargetCamera));
  51995. BABYLON.ArcRotateCamera = ArcRotateCamera;
  51996. })(BABYLON || (BABYLON = {}));
  51997. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  51998. var BABYLON;
  51999. (function (BABYLON) {
  52000. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52001. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52002. });
  52003. /**
  52004. * The HemisphericLight simulates the ambient environment light,
  52005. * so the passed direction is the light reflection direction, not the incoming direction.
  52006. */
  52007. var HemisphericLight = /** @class */ (function (_super) {
  52008. __extends(HemisphericLight, _super);
  52009. /**
  52010. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52011. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52012. * The HemisphericLight can't cast shadows.
  52013. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52014. * @param name The friendly name of the light
  52015. * @param direction The direction of the light reflection
  52016. * @param scene The scene the light belongs to
  52017. */
  52018. function HemisphericLight(name, direction, scene) {
  52019. var _this = _super.call(this, name, scene) || this;
  52020. /**
  52021. * The groundColor is the light in the opposite direction to the one specified during creation.
  52022. * 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.
  52023. */
  52024. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52025. _this.direction = direction || BABYLON.Vector3.Up();
  52026. return _this;
  52027. }
  52028. HemisphericLight.prototype._buildUniformLayout = function () {
  52029. this._uniformBuffer.addUniform("vLightData", 4);
  52030. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52031. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52032. this._uniformBuffer.addUniform("vLightGround", 3);
  52033. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52034. this._uniformBuffer.addUniform("depthValues", 2);
  52035. this._uniformBuffer.create();
  52036. };
  52037. /**
  52038. * Returns the string "HemisphericLight".
  52039. * @return The class name
  52040. */
  52041. HemisphericLight.prototype.getClassName = function () {
  52042. return "HemisphericLight";
  52043. };
  52044. /**
  52045. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52046. * Returns the updated direction.
  52047. * @param target The target the direction should point to
  52048. * @return The computed direction
  52049. */
  52050. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52051. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52052. return this.direction;
  52053. };
  52054. /**
  52055. * Returns the shadow generator associated to the light.
  52056. * @returns Always null for hemispheric lights because it does not support shadows.
  52057. */
  52058. HemisphericLight.prototype.getShadowGenerator = function () {
  52059. return null;
  52060. };
  52061. /**
  52062. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52063. * @param effect The effect to update
  52064. * @param lightIndex The index of the light in the effect to update
  52065. * @returns The hemispheric light
  52066. */
  52067. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52068. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52069. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52070. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52071. return this;
  52072. };
  52073. /**
  52074. * Computes the world matrix of the node
  52075. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52076. * @param useWasUpdatedFlag defines a reserved property
  52077. * @returns the world matrix
  52078. */
  52079. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52080. if (!this._worldMatrix) {
  52081. this._worldMatrix = BABYLON.Matrix.Identity();
  52082. }
  52083. return this._worldMatrix;
  52084. };
  52085. /**
  52086. * Returns the integer 3.
  52087. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52088. */
  52089. HemisphericLight.prototype.getTypeID = function () {
  52090. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52091. };
  52092. /**
  52093. * Prepares the list of defines specific to the light type.
  52094. * @param defines the list of defines
  52095. * @param lightIndex defines the index of the light for the effect
  52096. */
  52097. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52098. defines["HEMILIGHT" + lightIndex] = true;
  52099. };
  52100. __decorate([
  52101. BABYLON.serializeAsColor3()
  52102. ], HemisphericLight.prototype, "groundColor", void 0);
  52103. __decorate([
  52104. BABYLON.serializeAsVector3()
  52105. ], HemisphericLight.prototype, "direction", void 0);
  52106. return HemisphericLight;
  52107. }(BABYLON.Light));
  52108. BABYLON.HemisphericLight = HemisphericLight;
  52109. })(BABYLON || (BABYLON = {}));
  52110. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52111. var BABYLON;
  52112. (function (BABYLON) {
  52113. /**
  52114. * Base implementation IShadowLight
  52115. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52116. */
  52117. var ShadowLight = /** @class */ (function (_super) {
  52118. __extends(ShadowLight, _super);
  52119. function ShadowLight() {
  52120. var _this = _super !== null && _super.apply(this, arguments) || this;
  52121. _this._needProjectionMatrixCompute = true;
  52122. return _this;
  52123. }
  52124. ShadowLight.prototype._setPosition = function (value) {
  52125. this._position = value;
  52126. };
  52127. Object.defineProperty(ShadowLight.prototype, "position", {
  52128. /**
  52129. * Sets the position the shadow will be casted from. Also use as the light position for both
  52130. * point and spot lights.
  52131. */
  52132. get: function () {
  52133. return this._position;
  52134. },
  52135. /**
  52136. * Sets the position the shadow will be casted from. Also use as the light position for both
  52137. * point and spot lights.
  52138. */
  52139. set: function (value) {
  52140. this._setPosition(value);
  52141. },
  52142. enumerable: true,
  52143. configurable: true
  52144. });
  52145. ShadowLight.prototype._setDirection = function (value) {
  52146. this._direction = value;
  52147. };
  52148. Object.defineProperty(ShadowLight.prototype, "direction", {
  52149. /**
  52150. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52151. * Also use as the light direction on spot and directional lights.
  52152. */
  52153. get: function () {
  52154. return this._direction;
  52155. },
  52156. /**
  52157. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52158. * Also use as the light direction on spot and directional lights.
  52159. */
  52160. set: function (value) {
  52161. this._setDirection(value);
  52162. },
  52163. enumerable: true,
  52164. configurable: true
  52165. });
  52166. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52167. /**
  52168. * Gets the shadow projection clipping minimum z value.
  52169. */
  52170. get: function () {
  52171. return this._shadowMinZ;
  52172. },
  52173. /**
  52174. * Sets the shadow projection clipping minimum z value.
  52175. */
  52176. set: function (value) {
  52177. this._shadowMinZ = value;
  52178. this.forceProjectionMatrixCompute();
  52179. },
  52180. enumerable: true,
  52181. configurable: true
  52182. });
  52183. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52184. /**
  52185. * Sets the shadow projection clipping maximum z value.
  52186. */
  52187. get: function () {
  52188. return this._shadowMaxZ;
  52189. },
  52190. /**
  52191. * Gets the shadow projection clipping maximum z value.
  52192. */
  52193. set: function (value) {
  52194. this._shadowMaxZ = value;
  52195. this.forceProjectionMatrixCompute();
  52196. },
  52197. enumerable: true,
  52198. configurable: true
  52199. });
  52200. /**
  52201. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52202. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52203. */
  52204. ShadowLight.prototype.computeTransformedInformation = function () {
  52205. if (this.parent && this.parent.getWorldMatrix) {
  52206. if (!this.transformedPosition) {
  52207. this.transformedPosition = BABYLON.Vector3.Zero();
  52208. }
  52209. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52210. // In case the direction is present.
  52211. if (this.direction) {
  52212. if (!this.transformedDirection) {
  52213. this.transformedDirection = BABYLON.Vector3.Zero();
  52214. }
  52215. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52216. }
  52217. return true;
  52218. }
  52219. return false;
  52220. };
  52221. /**
  52222. * Return the depth scale used for the shadow map.
  52223. * @returns the depth scale.
  52224. */
  52225. ShadowLight.prototype.getDepthScale = function () {
  52226. return 50.0;
  52227. };
  52228. /**
  52229. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52230. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52231. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52232. */
  52233. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52234. return this.transformedDirection ? this.transformedDirection : this.direction;
  52235. };
  52236. /**
  52237. * Returns the ShadowLight absolute position in the World.
  52238. * @returns the position vector in world space
  52239. */
  52240. ShadowLight.prototype.getAbsolutePosition = function () {
  52241. return this.transformedPosition ? this.transformedPosition : this.position;
  52242. };
  52243. /**
  52244. * Sets the ShadowLight direction toward the passed target.
  52245. * @param target The point tot target in local space
  52246. * @returns the updated ShadowLight direction
  52247. */
  52248. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52249. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52250. return this.direction;
  52251. };
  52252. /**
  52253. * Returns the light rotation in euler definition.
  52254. * @returns the x y z rotation in local space.
  52255. */
  52256. ShadowLight.prototype.getRotation = function () {
  52257. this.direction.normalize();
  52258. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52259. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52260. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52261. };
  52262. /**
  52263. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52264. * @returns true if a cube texture needs to be use
  52265. */
  52266. ShadowLight.prototype.needCube = function () {
  52267. return false;
  52268. };
  52269. /**
  52270. * Detects if the projection matrix requires to be recomputed this frame.
  52271. * @returns true if it requires to be recomputed otherwise, false.
  52272. */
  52273. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52274. return this._needProjectionMatrixCompute;
  52275. };
  52276. /**
  52277. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52278. */
  52279. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52280. this._needProjectionMatrixCompute = true;
  52281. };
  52282. /** @hidden */
  52283. ShadowLight.prototype._initCache = function () {
  52284. _super.prototype._initCache.call(this);
  52285. this._cache.position = BABYLON.Vector3.Zero();
  52286. };
  52287. /** @hidden */
  52288. ShadowLight.prototype._isSynchronized = function () {
  52289. if (!this._cache.position.equals(this.position)) {
  52290. return false;
  52291. }
  52292. return true;
  52293. };
  52294. /**
  52295. * Computes the world matrix of the node
  52296. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52297. * @returns the world matrix
  52298. */
  52299. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52300. if (!force && this.isSynchronized()) {
  52301. this._currentRenderId = this.getScene().getRenderId();
  52302. return this._worldMatrix;
  52303. }
  52304. this._updateCache();
  52305. this._cache.position.copyFrom(this.position);
  52306. if (!this._worldMatrix) {
  52307. this._worldMatrix = BABYLON.Matrix.Identity();
  52308. }
  52309. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52310. if (this.parent && this.parent.getWorldMatrix) {
  52311. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52312. this._markSyncedWithParent();
  52313. }
  52314. // Cache the determinant
  52315. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52316. return this._worldMatrix;
  52317. };
  52318. /**
  52319. * Gets the minZ used for shadow according to both the scene and the light.
  52320. * @param activeCamera The camera we are returning the min for
  52321. * @returns the depth min z
  52322. */
  52323. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52324. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52325. };
  52326. /**
  52327. * Gets the maxZ used for shadow according to both the scene and the light.
  52328. * @param activeCamera The camera we are returning the max for
  52329. * @returns the depth max z
  52330. */
  52331. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52332. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52333. };
  52334. /**
  52335. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52336. * @param matrix The materix to updated with the projection information
  52337. * @param viewMatrix The transform matrix of the light
  52338. * @param renderList The list of mesh to render in the map
  52339. * @returns The current light
  52340. */
  52341. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52342. if (this.customProjectionMatrixBuilder) {
  52343. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52344. }
  52345. else {
  52346. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52347. }
  52348. return this;
  52349. };
  52350. __decorate([
  52351. BABYLON.serializeAsVector3()
  52352. ], ShadowLight.prototype, "position", null);
  52353. __decorate([
  52354. BABYLON.serializeAsVector3()
  52355. ], ShadowLight.prototype, "direction", null);
  52356. __decorate([
  52357. BABYLON.serialize()
  52358. ], ShadowLight.prototype, "shadowMinZ", null);
  52359. __decorate([
  52360. BABYLON.serialize()
  52361. ], ShadowLight.prototype, "shadowMaxZ", null);
  52362. return ShadowLight;
  52363. }(BABYLON.Light));
  52364. BABYLON.ShadowLight = ShadowLight;
  52365. })(BABYLON || (BABYLON = {}));
  52366. //# sourceMappingURL=babylon.shadowLight.js.map
  52367. var BABYLON;
  52368. (function (BABYLON) {
  52369. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52370. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52371. });
  52372. /**
  52373. * A point light is a light defined by an unique point in world space.
  52374. * The light is emitted in every direction from this point.
  52375. * A good example of a point light is a standard light bulb.
  52376. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52377. */
  52378. var PointLight = /** @class */ (function (_super) {
  52379. __extends(PointLight, _super);
  52380. /**
  52381. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52382. * A PointLight emits the light in every direction.
  52383. * It can cast shadows.
  52384. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52385. * ```javascript
  52386. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52387. * ```
  52388. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52389. * @param name The light friendly name
  52390. * @param position The position of the point light in the scene
  52391. * @param scene The scene the lights belongs to
  52392. */
  52393. function PointLight(name, position, scene) {
  52394. var _this = _super.call(this, name, scene) || this;
  52395. _this._shadowAngle = Math.PI / 2;
  52396. _this.position = position;
  52397. return _this;
  52398. }
  52399. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52400. /**
  52401. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52402. * This specifies what angle the shadow will use to be created.
  52403. *
  52404. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52405. */
  52406. get: function () {
  52407. return this._shadowAngle;
  52408. },
  52409. /**
  52410. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52411. * This specifies what angle the shadow will use to be created.
  52412. *
  52413. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52414. */
  52415. set: function (value) {
  52416. this._shadowAngle = value;
  52417. this.forceProjectionMatrixCompute();
  52418. },
  52419. enumerable: true,
  52420. configurable: true
  52421. });
  52422. Object.defineProperty(PointLight.prototype, "direction", {
  52423. /**
  52424. * Gets the direction if it has been set.
  52425. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52426. */
  52427. get: function () {
  52428. return this._direction;
  52429. },
  52430. /**
  52431. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52432. */
  52433. set: function (value) {
  52434. var previousNeedCube = this.needCube();
  52435. this._direction = value;
  52436. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52437. this._shadowGenerator.recreateShadowMap();
  52438. }
  52439. },
  52440. enumerable: true,
  52441. configurable: true
  52442. });
  52443. /**
  52444. * Returns the string "PointLight"
  52445. * @returns the class name
  52446. */
  52447. PointLight.prototype.getClassName = function () {
  52448. return "PointLight";
  52449. };
  52450. /**
  52451. * Returns the integer 0.
  52452. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52453. */
  52454. PointLight.prototype.getTypeID = function () {
  52455. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52456. };
  52457. /**
  52458. * Specifies wether or not the shadowmap should be a cube texture.
  52459. * @returns true if the shadowmap needs to be a cube texture.
  52460. */
  52461. PointLight.prototype.needCube = function () {
  52462. return !this.direction;
  52463. };
  52464. /**
  52465. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52466. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52467. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52468. */
  52469. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52470. if (this.direction) {
  52471. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52472. }
  52473. else {
  52474. switch (faceIndex) {
  52475. case 0:
  52476. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52477. case 1:
  52478. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52479. case 2:
  52480. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52481. case 3:
  52482. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52483. case 4:
  52484. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52485. case 5:
  52486. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52487. }
  52488. }
  52489. return BABYLON.Vector3.Zero();
  52490. };
  52491. /**
  52492. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52493. * - fov = PI / 2
  52494. * - aspect ratio : 1.0
  52495. * - z-near and far equal to the active camera minZ and maxZ.
  52496. * Returns the PointLight.
  52497. */
  52498. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52499. var activeCamera = this.getScene().activeCamera;
  52500. if (!activeCamera) {
  52501. return;
  52502. }
  52503. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52504. };
  52505. PointLight.prototype._buildUniformLayout = function () {
  52506. this._uniformBuffer.addUniform("vLightData", 4);
  52507. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52508. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52509. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52510. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52511. this._uniformBuffer.addUniform("depthValues", 2);
  52512. this._uniformBuffer.create();
  52513. };
  52514. /**
  52515. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52516. * @param effect The effect to update
  52517. * @param lightIndex The index of the light in the effect to update
  52518. * @returns The point light
  52519. */
  52520. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52521. if (this.computeTransformedInformation()) {
  52522. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52523. }
  52524. else {
  52525. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52526. }
  52527. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52528. return this;
  52529. };
  52530. /**
  52531. * Prepares the list of defines specific to the light type.
  52532. * @param defines the list of defines
  52533. * @param lightIndex defines the index of the light for the effect
  52534. */
  52535. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52536. defines["POINTLIGHT" + lightIndex] = true;
  52537. };
  52538. __decorate([
  52539. BABYLON.serialize()
  52540. ], PointLight.prototype, "shadowAngle", null);
  52541. return PointLight;
  52542. }(BABYLON.ShadowLight));
  52543. BABYLON.PointLight = PointLight;
  52544. })(BABYLON || (BABYLON = {}));
  52545. //# sourceMappingURL=babylon.pointLight.js.map
  52546. var BABYLON;
  52547. (function (BABYLON) {
  52548. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52549. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52550. });
  52551. /**
  52552. * A directional light is defined by a direction (what a surprise!).
  52553. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52554. * 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.
  52555. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52556. */
  52557. var DirectionalLight = /** @class */ (function (_super) {
  52558. __extends(DirectionalLight, _super);
  52559. /**
  52560. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52561. * The directional light is emitted from everywhere in the given direction.
  52562. * It can cast shadows.
  52563. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52564. * @param name The friendly name of the light
  52565. * @param direction The direction of the light
  52566. * @param scene The scene the light belongs to
  52567. */
  52568. function DirectionalLight(name, direction, scene) {
  52569. var _this = _super.call(this, name, scene) || this;
  52570. _this._shadowFrustumSize = 0;
  52571. _this._shadowOrthoScale = 0.1;
  52572. /**
  52573. * Automatically compute the projection matrix to best fit (including all the casters)
  52574. * on each frame.
  52575. */
  52576. _this.autoUpdateExtends = true;
  52577. // Cache
  52578. _this._orthoLeft = Number.MAX_VALUE;
  52579. _this._orthoRight = Number.MIN_VALUE;
  52580. _this._orthoTop = Number.MIN_VALUE;
  52581. _this._orthoBottom = Number.MAX_VALUE;
  52582. _this.position = direction.scale(-1.0);
  52583. _this.direction = direction;
  52584. return _this;
  52585. }
  52586. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52587. /**
  52588. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52589. */
  52590. get: function () {
  52591. return this._shadowFrustumSize;
  52592. },
  52593. /**
  52594. * Specifies a fix frustum size for the shadow generation.
  52595. */
  52596. set: function (value) {
  52597. this._shadowFrustumSize = value;
  52598. this.forceProjectionMatrixCompute();
  52599. },
  52600. enumerable: true,
  52601. configurable: true
  52602. });
  52603. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52604. /**
  52605. * Gets the shadow projection scale against the optimal computed one.
  52606. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52607. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52608. */
  52609. get: function () {
  52610. return this._shadowOrthoScale;
  52611. },
  52612. /**
  52613. * Sets the shadow projection scale against the optimal computed one.
  52614. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52615. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52616. */
  52617. set: function (value) {
  52618. this._shadowOrthoScale = value;
  52619. this.forceProjectionMatrixCompute();
  52620. },
  52621. enumerable: true,
  52622. configurable: true
  52623. });
  52624. /**
  52625. * Returns the string "DirectionalLight".
  52626. * @return The class name
  52627. */
  52628. DirectionalLight.prototype.getClassName = function () {
  52629. return "DirectionalLight";
  52630. };
  52631. /**
  52632. * Returns the integer 1.
  52633. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52634. */
  52635. DirectionalLight.prototype.getTypeID = function () {
  52636. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52637. };
  52638. /**
  52639. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52640. * Returns the DirectionalLight Shadow projection matrix.
  52641. */
  52642. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52643. if (this.shadowFrustumSize > 0) {
  52644. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52645. }
  52646. else {
  52647. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52648. }
  52649. };
  52650. /**
  52651. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52652. * Returns the DirectionalLight Shadow projection matrix.
  52653. */
  52654. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52655. var activeCamera = this.getScene().activeCamera;
  52656. if (!activeCamera) {
  52657. return;
  52658. }
  52659. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52660. };
  52661. /**
  52662. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52663. * Returns the DirectionalLight Shadow projection matrix.
  52664. */
  52665. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52666. var activeCamera = this.getScene().activeCamera;
  52667. if (!activeCamera) {
  52668. return;
  52669. }
  52670. // Check extends
  52671. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52672. var tempVector3 = BABYLON.Vector3.Zero();
  52673. this._orthoLeft = Number.MAX_VALUE;
  52674. this._orthoRight = Number.MIN_VALUE;
  52675. this._orthoTop = Number.MIN_VALUE;
  52676. this._orthoBottom = Number.MAX_VALUE;
  52677. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52678. var mesh = renderList[meshIndex];
  52679. if (!mesh) {
  52680. continue;
  52681. }
  52682. var boundingInfo = mesh.getBoundingInfo();
  52683. var boundingBox = boundingInfo.boundingBox;
  52684. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52685. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52686. if (tempVector3.x < this._orthoLeft) {
  52687. this._orthoLeft = tempVector3.x;
  52688. }
  52689. if (tempVector3.y < this._orthoBottom) {
  52690. this._orthoBottom = tempVector3.y;
  52691. }
  52692. if (tempVector3.x > this._orthoRight) {
  52693. this._orthoRight = tempVector3.x;
  52694. }
  52695. if (tempVector3.y > this._orthoTop) {
  52696. this._orthoTop = tempVector3.y;
  52697. }
  52698. }
  52699. }
  52700. }
  52701. var xOffset = this._orthoRight - this._orthoLeft;
  52702. var yOffset = this._orthoTop - this._orthoBottom;
  52703. 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);
  52704. };
  52705. DirectionalLight.prototype._buildUniformLayout = function () {
  52706. this._uniformBuffer.addUniform("vLightData", 4);
  52707. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52708. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52709. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52710. this._uniformBuffer.addUniform("depthValues", 2);
  52711. this._uniformBuffer.create();
  52712. };
  52713. /**
  52714. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52715. * @param effect The effect to update
  52716. * @param lightIndex The index of the light in the effect to update
  52717. * @returns The directional light
  52718. */
  52719. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52720. if (this.computeTransformedInformation()) {
  52721. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52722. return this;
  52723. }
  52724. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52725. return this;
  52726. };
  52727. /**
  52728. * Gets the minZ used for shadow according to both the scene and the light.
  52729. *
  52730. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52731. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52732. * @param activeCamera The camera we are returning the min for
  52733. * @returns the depth min z
  52734. */
  52735. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52736. return 1;
  52737. };
  52738. /**
  52739. * Gets the maxZ used for shadow according to both the scene and the light.
  52740. *
  52741. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52742. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52743. * @param activeCamera The camera we are returning the max for
  52744. * @returns the depth max z
  52745. */
  52746. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52747. return 1;
  52748. };
  52749. /**
  52750. * Prepares the list of defines specific to the light type.
  52751. * @param defines the list of defines
  52752. * @param lightIndex defines the index of the light for the effect
  52753. */
  52754. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52755. defines["DIRLIGHT" + lightIndex] = true;
  52756. };
  52757. __decorate([
  52758. BABYLON.serialize()
  52759. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52760. __decorate([
  52761. BABYLON.serialize()
  52762. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52763. __decorate([
  52764. BABYLON.serialize()
  52765. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52766. return DirectionalLight;
  52767. }(BABYLON.ShadowLight));
  52768. BABYLON.DirectionalLight = DirectionalLight;
  52769. })(BABYLON || (BABYLON = {}));
  52770. //# sourceMappingURL=babylon.directionalLight.js.map
  52771. var BABYLON;
  52772. (function (BABYLON) {
  52773. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52774. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52775. });
  52776. /**
  52777. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52778. * These values define a cone of light starting from the position, emitting toward the direction.
  52779. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52780. * and the exponent defines the speed of the decay of the light with distance (reach).
  52781. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52782. */
  52783. var SpotLight = /** @class */ (function (_super) {
  52784. __extends(SpotLight, _super);
  52785. /**
  52786. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  52787. * It can cast shadows.
  52788. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52789. * @param name The light friendly name
  52790. * @param position The position of the spot light in the scene
  52791. * @param direction The direction of the light in the scene
  52792. * @param angle The cone angle of the light in Radians
  52793. * @param exponent The light decay speed with the distance from the emission spot
  52794. * @param scene The scene the lights belongs to
  52795. */
  52796. function SpotLight(name, position, direction, angle, exponent, scene) {
  52797. var _this = _super.call(this, name, scene) || this;
  52798. _this._innerAngle = 0;
  52799. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  52800. _this._projectionTextureLightNear = 1e-6;
  52801. _this._projectionTextureLightFar = 1000.0;
  52802. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  52803. _this._projectionTextureViewLightDirty = true;
  52804. _this._projectionTextureProjectionLightDirty = true;
  52805. _this._projectionTextureDirty = true;
  52806. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  52807. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  52808. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  52809. _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);
  52810. _this.position = position;
  52811. _this.direction = direction;
  52812. _this.angle = angle;
  52813. _this.exponent = exponent;
  52814. return _this;
  52815. }
  52816. Object.defineProperty(SpotLight.prototype, "angle", {
  52817. /**
  52818. * Gets the cone angle of the spot light in Radians.
  52819. */
  52820. get: function () {
  52821. return this._angle;
  52822. },
  52823. /**
  52824. * Sets the cone angle of the spot light in Radians.
  52825. */
  52826. set: function (value) {
  52827. this._angle = value;
  52828. this._cosHalfAngle = Math.cos(value * 0.5);
  52829. this._projectionTextureProjectionLightDirty = true;
  52830. this.forceProjectionMatrixCompute();
  52831. this._computeAngleValues();
  52832. },
  52833. enumerable: true,
  52834. configurable: true
  52835. });
  52836. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  52837. /**
  52838. * Only used in gltf falloff mode, this defines the angle where
  52839. * the directional falloff will start before cutting at angle which could be seen
  52840. * as outer angle.
  52841. */
  52842. get: function () {
  52843. return this._innerAngle;
  52844. },
  52845. /**
  52846. * Only used in gltf falloff mode, this defines the angle where
  52847. * the directional falloff will start before cutting at angle which could be seen
  52848. * as outer angle.
  52849. */
  52850. set: function (value) {
  52851. this._innerAngle = value;
  52852. this._computeAngleValues();
  52853. },
  52854. enumerable: true,
  52855. configurable: true
  52856. });
  52857. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  52858. /**
  52859. * Allows scaling the angle of the light for shadow generation only.
  52860. */
  52861. get: function () {
  52862. return this._shadowAngleScale;
  52863. },
  52864. /**
  52865. * Allows scaling the angle of the light for shadow generation only.
  52866. */
  52867. set: function (value) {
  52868. this._shadowAngleScale = value;
  52869. this.forceProjectionMatrixCompute();
  52870. },
  52871. enumerable: true,
  52872. configurable: true
  52873. });
  52874. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  52875. /**
  52876. * Allows reading the projecton texture
  52877. */
  52878. get: function () {
  52879. return this._projectionTextureMatrix;
  52880. },
  52881. enumerable: true,
  52882. configurable: true
  52883. });
  52884. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  52885. /**
  52886. * Gets the near clip of the Spotlight for texture projection.
  52887. */
  52888. get: function () {
  52889. return this._projectionTextureLightNear;
  52890. },
  52891. /**
  52892. * Sets the near clip of the Spotlight for texture projection.
  52893. */
  52894. set: function (value) {
  52895. this._projectionTextureLightNear = value;
  52896. this._projectionTextureProjectionLightDirty = true;
  52897. },
  52898. enumerable: true,
  52899. configurable: true
  52900. });
  52901. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  52902. /**
  52903. * Gets the far clip of the Spotlight for texture projection.
  52904. */
  52905. get: function () {
  52906. return this._projectionTextureLightFar;
  52907. },
  52908. /**
  52909. * Sets the far clip of the Spotlight for texture projection.
  52910. */
  52911. set: function (value) {
  52912. this._projectionTextureLightFar = value;
  52913. this._projectionTextureProjectionLightDirty = true;
  52914. },
  52915. enumerable: true,
  52916. configurable: true
  52917. });
  52918. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  52919. /**
  52920. * Gets the Up vector of the Spotlight for texture projection.
  52921. */
  52922. get: function () {
  52923. return this._projectionTextureUpDirection;
  52924. },
  52925. /**
  52926. * Sets the Up vector of the Spotlight for texture projection.
  52927. */
  52928. set: function (value) {
  52929. this._projectionTextureUpDirection = value;
  52930. this._projectionTextureProjectionLightDirty = true;
  52931. },
  52932. enumerable: true,
  52933. configurable: true
  52934. });
  52935. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  52936. /**
  52937. * Gets the projection texture of the light.
  52938. */
  52939. get: function () {
  52940. return this._projectionTexture;
  52941. },
  52942. /**
  52943. * Sets the projection texture of the light.
  52944. */
  52945. set: function (value) {
  52946. this._projectionTexture = value;
  52947. this._projectionTextureDirty = true;
  52948. },
  52949. enumerable: true,
  52950. configurable: true
  52951. });
  52952. /**
  52953. * Returns the string "SpotLight".
  52954. * @returns the class name
  52955. */
  52956. SpotLight.prototype.getClassName = function () {
  52957. return "SpotLight";
  52958. };
  52959. /**
  52960. * Returns the integer 2.
  52961. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52962. */
  52963. SpotLight.prototype.getTypeID = function () {
  52964. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  52965. };
  52966. /**
  52967. * Overrides the direction setter to recompute the projection texture view light Matrix.
  52968. */
  52969. SpotLight.prototype._setDirection = function (value) {
  52970. _super.prototype._setDirection.call(this, value);
  52971. this._projectionTextureViewLightDirty = true;
  52972. };
  52973. /**
  52974. * Overrides the position setter to recompute the projection texture view light Matrix.
  52975. */
  52976. SpotLight.prototype._setPosition = function (value) {
  52977. _super.prototype._setPosition.call(this, value);
  52978. this._projectionTextureViewLightDirty = true;
  52979. };
  52980. /**
  52981. * 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.
  52982. * Returns the SpotLight.
  52983. */
  52984. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52985. var activeCamera = this.getScene().activeCamera;
  52986. if (!activeCamera) {
  52987. return;
  52988. }
  52989. this._shadowAngleScale = this._shadowAngleScale || 1;
  52990. var angle = this._shadowAngleScale * this._angle;
  52991. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52992. };
  52993. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  52994. this._projectionTextureViewLightDirty = false;
  52995. this._projectionTextureDirty = true;
  52996. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  52997. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  52998. };
  52999. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53000. this._projectionTextureProjectionLightDirty = false;
  53001. this._projectionTextureDirty = true;
  53002. var light_far = this.projectionTextureLightFar;
  53003. var light_near = this.projectionTextureLightNear;
  53004. var P = light_far / (light_far - light_near);
  53005. var Q = -P * light_near;
  53006. var S = 1.0 / Math.tan(this._angle / 2.0);
  53007. var A = 1.0;
  53008. 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);
  53009. };
  53010. /**
  53011. * Main function for light texture projection matrix computing.
  53012. */
  53013. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53014. this._projectionTextureDirty = false;
  53015. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53016. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53017. };
  53018. SpotLight.prototype._buildUniformLayout = function () {
  53019. this._uniformBuffer.addUniform("vLightData", 4);
  53020. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53021. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53022. this._uniformBuffer.addUniform("vLightDirection", 3);
  53023. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53024. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53025. this._uniformBuffer.addUniform("depthValues", 2);
  53026. this._uniformBuffer.create();
  53027. };
  53028. SpotLight.prototype._computeAngleValues = function () {
  53029. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53030. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53031. };
  53032. /**
  53033. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53034. * @param effect The effect to update
  53035. * @param lightIndex The index of the light in the effect to update
  53036. * @returns The spot light
  53037. */
  53038. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53039. var normalizeDirection;
  53040. if (this.computeTransformedInformation()) {
  53041. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53042. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53043. }
  53044. else {
  53045. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53046. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53047. }
  53048. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53049. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53050. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53051. if (this._projectionTextureViewLightDirty) {
  53052. this._computeProjectionTextureViewLightMatrix();
  53053. }
  53054. if (this._projectionTextureProjectionLightDirty) {
  53055. this._computeProjectionTextureProjectionLightMatrix();
  53056. }
  53057. if (this._projectionTextureDirty) {
  53058. this._computeProjectionTextureMatrix();
  53059. }
  53060. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53061. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53062. }
  53063. return this;
  53064. };
  53065. /**
  53066. * Disposes the light and the associated resources.
  53067. */
  53068. SpotLight.prototype.dispose = function () {
  53069. _super.prototype.dispose.call(this);
  53070. if (this._projectionTexture) {
  53071. this._projectionTexture.dispose();
  53072. }
  53073. };
  53074. /**
  53075. * Prepares the list of defines specific to the light type.
  53076. * @param defines the list of defines
  53077. * @param lightIndex defines the index of the light for the effect
  53078. */
  53079. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53080. defines["SPOTLIGHT" + lightIndex] = true;
  53081. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53082. };
  53083. __decorate([
  53084. BABYLON.serialize()
  53085. ], SpotLight.prototype, "angle", null);
  53086. __decorate([
  53087. BABYLON.serialize()
  53088. ], SpotLight.prototype, "innerAngle", null);
  53089. __decorate([
  53090. BABYLON.serialize()
  53091. ], SpotLight.prototype, "shadowAngleScale", null);
  53092. __decorate([
  53093. BABYLON.serialize()
  53094. ], SpotLight.prototype, "exponent", void 0);
  53095. __decorate([
  53096. BABYLON.serialize()
  53097. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53098. __decorate([
  53099. BABYLON.serialize()
  53100. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53101. __decorate([
  53102. BABYLON.serialize()
  53103. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53104. __decorate([
  53105. BABYLON.serializeAsTexture("projectedLightTexture")
  53106. ], SpotLight.prototype, "_projectionTexture", void 0);
  53107. return SpotLight;
  53108. }(BABYLON.ShadowLight));
  53109. BABYLON.SpotLight = SpotLight;
  53110. })(BABYLON || (BABYLON = {}));
  53111. //# sourceMappingURL=babylon.spotLight.js.map
  53112. var BABYLON;
  53113. (function (BABYLON) {
  53114. /**
  53115. * Class used to override all child animations of a given target
  53116. */
  53117. var AnimationPropertiesOverride = /** @class */ (function () {
  53118. function AnimationPropertiesOverride() {
  53119. /**
  53120. * Gets or sets a value indicating if animation blending must be used
  53121. */
  53122. this.enableBlending = false;
  53123. /**
  53124. * Gets or sets the blending speed to use when enableBlending is true
  53125. */
  53126. this.blendingSpeed = 0.01;
  53127. /**
  53128. * Gets or sets the default loop mode to use
  53129. */
  53130. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53131. }
  53132. return AnimationPropertiesOverride;
  53133. }());
  53134. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53135. })(BABYLON || (BABYLON = {}));
  53136. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53137. var BABYLON;
  53138. (function (BABYLON) {
  53139. /**
  53140. * Represents the range of an animation
  53141. */
  53142. var AnimationRange = /** @class */ (function () {
  53143. /**
  53144. * Initializes the range of an animation
  53145. * @param name The name of the animation range
  53146. * @param from The starting frame of the animation
  53147. * @param to The ending frame of the animation
  53148. */
  53149. function AnimationRange(
  53150. /**The name of the animation range**/
  53151. name,
  53152. /**The starting frame of the animation */
  53153. from,
  53154. /**The ending frame of the animation*/
  53155. to) {
  53156. this.name = name;
  53157. this.from = from;
  53158. this.to = to;
  53159. }
  53160. /**
  53161. * Makes a copy of the animation range
  53162. * @returns A copy of the animation range
  53163. */
  53164. AnimationRange.prototype.clone = function () {
  53165. return new AnimationRange(this.name, this.from, this.to);
  53166. };
  53167. return AnimationRange;
  53168. }());
  53169. BABYLON.AnimationRange = AnimationRange;
  53170. /**
  53171. * Composed of a frame, and an action function
  53172. */
  53173. var AnimationEvent = /** @class */ (function () {
  53174. /**
  53175. * Initializes the animation event
  53176. * @param frame The frame for which the event is triggered
  53177. * @param action The event to perform when triggered
  53178. * @param onlyOnce Specifies if the event should be triggered only once
  53179. */
  53180. function AnimationEvent(
  53181. /** The frame for which the event is triggered **/
  53182. frame,
  53183. /** The event to perform when triggered **/
  53184. action,
  53185. /** Specifies if the event should be triggered only once**/
  53186. onlyOnce) {
  53187. this.frame = frame;
  53188. this.action = action;
  53189. this.onlyOnce = onlyOnce;
  53190. /**
  53191. * Specifies if the animation event is done
  53192. */
  53193. this.isDone = false;
  53194. }
  53195. /** @hidden */
  53196. AnimationEvent.prototype._clone = function () {
  53197. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53198. };
  53199. return AnimationEvent;
  53200. }());
  53201. BABYLON.AnimationEvent = AnimationEvent;
  53202. /**
  53203. * A cursor which tracks a point on a path
  53204. */
  53205. var PathCursor = /** @class */ (function () {
  53206. /**
  53207. * Initializes the path cursor
  53208. * @param path The path to track
  53209. */
  53210. function PathCursor(path) {
  53211. this.path = path;
  53212. /**
  53213. * Stores path cursor callbacks for when an onchange event is triggered
  53214. */
  53215. this._onchange = new Array();
  53216. /**
  53217. * The value of the path cursor
  53218. */
  53219. this.value = 0;
  53220. /**
  53221. * The animation array of the path cursor
  53222. */
  53223. this.animations = new Array();
  53224. }
  53225. /**
  53226. * Gets the cursor point on the path
  53227. * @returns A point on the path cursor at the cursor location
  53228. */
  53229. PathCursor.prototype.getPoint = function () {
  53230. var point = this.path.getPointAtLengthPosition(this.value);
  53231. return new BABYLON.Vector3(point.x, 0, point.y);
  53232. };
  53233. /**
  53234. * Moves the cursor ahead by the step amount
  53235. * @param step The amount to move the cursor forward
  53236. * @returns This path cursor
  53237. */
  53238. PathCursor.prototype.moveAhead = function (step) {
  53239. if (step === void 0) { step = 0.002; }
  53240. this.move(step);
  53241. return this;
  53242. };
  53243. /**
  53244. * Moves the cursor behind by the step amount
  53245. * @param step The amount to move the cursor back
  53246. * @returns This path cursor
  53247. */
  53248. PathCursor.prototype.moveBack = function (step) {
  53249. if (step === void 0) { step = 0.002; }
  53250. this.move(-step);
  53251. return this;
  53252. };
  53253. /**
  53254. * Moves the cursor by the step amount
  53255. * If the step amount is greater than one, an exception is thrown
  53256. * @param step The amount to move the cursor
  53257. * @returns This path cursor
  53258. */
  53259. PathCursor.prototype.move = function (step) {
  53260. if (Math.abs(step) > 1) {
  53261. throw "step size should be less than 1.";
  53262. }
  53263. this.value += step;
  53264. this.ensureLimits();
  53265. this.raiseOnChange();
  53266. return this;
  53267. };
  53268. /**
  53269. * Ensures that the value is limited between zero and one
  53270. * @returns This path cursor
  53271. */
  53272. PathCursor.prototype.ensureLimits = function () {
  53273. while (this.value > 1) {
  53274. this.value -= 1;
  53275. }
  53276. while (this.value < 0) {
  53277. this.value += 1;
  53278. }
  53279. return this;
  53280. };
  53281. /**
  53282. * Runs onchange callbacks on change (used by the animation engine)
  53283. * @returns This path cursor
  53284. */
  53285. PathCursor.prototype.raiseOnChange = function () {
  53286. var _this = this;
  53287. this._onchange.forEach(function (f) { return f(_this); });
  53288. return this;
  53289. };
  53290. /**
  53291. * Executes a function on change
  53292. * @param f A path cursor onchange callback
  53293. * @returns This path cursor
  53294. */
  53295. PathCursor.prototype.onchange = function (f) {
  53296. this._onchange.push(f);
  53297. return this;
  53298. };
  53299. return PathCursor;
  53300. }());
  53301. BABYLON.PathCursor = PathCursor;
  53302. /**
  53303. * Enum for the animation key frame interpolation type
  53304. */
  53305. var AnimationKeyInterpolation;
  53306. (function (AnimationKeyInterpolation) {
  53307. /**
  53308. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53309. */
  53310. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53311. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53312. /**
  53313. * Class used to store any kind of animation
  53314. */
  53315. var Animation = /** @class */ (function () {
  53316. /**
  53317. * Initializes the animation
  53318. * @param name Name of the animation
  53319. * @param targetProperty Property to animate
  53320. * @param framePerSecond The frames per second of the animation
  53321. * @param dataType The data type of the animation
  53322. * @param loopMode The loop mode of the animation
  53323. * @param enableBlendings Specifies if blending should be enabled
  53324. */
  53325. function Animation(
  53326. /**Name of the animation */
  53327. name,
  53328. /**Property to animate */
  53329. targetProperty,
  53330. /**The frames per second of the animation */
  53331. framePerSecond,
  53332. /**The data type of the animation */
  53333. dataType,
  53334. /**The loop mode of the animation */
  53335. loopMode,
  53336. /**Specifies if blending should be enabled */
  53337. enableBlending) {
  53338. this.name = name;
  53339. this.targetProperty = targetProperty;
  53340. this.framePerSecond = framePerSecond;
  53341. this.dataType = dataType;
  53342. this.loopMode = loopMode;
  53343. this.enableBlending = enableBlending;
  53344. /**
  53345. * @hidden Internal use only
  53346. */
  53347. this._runtimeAnimations = new Array();
  53348. /**
  53349. * The set of event that will be linked to this animation
  53350. */
  53351. this._events = new Array();
  53352. /**
  53353. * Stores the blending speed of the animation
  53354. */
  53355. this.blendingSpeed = 0.01;
  53356. /**
  53357. * Stores the animation ranges for the animation
  53358. */
  53359. this._ranges = {};
  53360. this.targetPropertyPath = targetProperty.split(".");
  53361. this.dataType = dataType;
  53362. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53363. }
  53364. /**
  53365. * @hidden Internal use
  53366. */
  53367. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53368. var dataType = undefined;
  53369. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53370. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53371. }
  53372. else if (from instanceof BABYLON.Quaternion) {
  53373. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53374. }
  53375. else if (from instanceof BABYLON.Vector3) {
  53376. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53377. }
  53378. else if (from instanceof BABYLON.Vector2) {
  53379. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53380. }
  53381. else if (from instanceof BABYLON.Color3) {
  53382. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53383. }
  53384. else if (from instanceof BABYLON.Size) {
  53385. dataType = Animation.ANIMATIONTYPE_SIZE;
  53386. }
  53387. if (dataType == undefined) {
  53388. return null;
  53389. }
  53390. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53391. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53392. animation.setKeys(keys);
  53393. if (easingFunction !== undefined) {
  53394. animation.setEasingFunction(easingFunction);
  53395. }
  53396. return animation;
  53397. };
  53398. /**
  53399. * Sets up an animation
  53400. * @param property The property to animate
  53401. * @param animationType The animation type to apply
  53402. * @param framePerSecond The frames per second of the animation
  53403. * @param easingFunction The easing function used in the animation
  53404. * @returns The created animation
  53405. */
  53406. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53407. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53408. animation.setEasingFunction(easingFunction);
  53409. return animation;
  53410. };
  53411. /**
  53412. * Create and start an animation on a node
  53413. * @param name defines the name of the global animation that will be run on all nodes
  53414. * @param node defines the root node where the animation will take place
  53415. * @param targetProperty defines property to animate
  53416. * @param framePerSecond defines the number of frame per second yo use
  53417. * @param totalFrame defines the number of frames in total
  53418. * @param from defines the initial value
  53419. * @param to defines the final value
  53420. * @param loopMode defines which loop mode you want to use (off by default)
  53421. * @param easingFunction defines the easing function to use (linear by default)
  53422. * @param onAnimationEnd defines the callback to call when animation end
  53423. * @returns the animatable created for this animation
  53424. */
  53425. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53426. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53427. if (!animation) {
  53428. return null;
  53429. }
  53430. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53431. };
  53432. /**
  53433. * Create and start an animation on a node and its descendants
  53434. * @param name defines the name of the global animation that will be run on all nodes
  53435. * @param node defines the root node where the animation will take place
  53436. * @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
  53437. * @param targetProperty defines property to animate
  53438. * @param framePerSecond defines the number of frame per second to use
  53439. * @param totalFrame defines the number of frames in total
  53440. * @param from defines the initial value
  53441. * @param to defines the final value
  53442. * @param loopMode defines which loop mode you want to use (off by default)
  53443. * @param easingFunction defines the easing function to use (linear by default)
  53444. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53445. * @returns the list of animatables created for all nodes
  53446. * @example https://www.babylonjs-playground.com/#MH0VLI
  53447. */
  53448. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53449. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53450. if (!animation) {
  53451. return null;
  53452. }
  53453. var scene = node.getScene();
  53454. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53455. };
  53456. /**
  53457. * Creates a new animation, merges it with the existing animations and starts it
  53458. * @param name Name of the animation
  53459. * @param node Node which contains the scene that begins the animations
  53460. * @param targetProperty Specifies which property to animate
  53461. * @param framePerSecond The frames per second of the animation
  53462. * @param totalFrame The total number of frames
  53463. * @param from The frame at the beginning of the animation
  53464. * @param to The frame at the end of the animation
  53465. * @param loopMode Specifies the loop mode of the animation
  53466. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53467. * @param onAnimationEnd Callback to run once the animation is complete
  53468. * @returns Nullable animation
  53469. */
  53470. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53471. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53472. if (!animation) {
  53473. return null;
  53474. }
  53475. node.animations.push(animation);
  53476. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53477. };
  53478. /**
  53479. * Transition property of an host to the target Value
  53480. * @param property The property to transition
  53481. * @param targetValue The target Value of the property
  53482. * @param host The object where the property to animate belongs
  53483. * @param scene Scene used to run the animation
  53484. * @param frameRate Framerate (in frame/s) to use
  53485. * @param transition The transition type we want to use
  53486. * @param duration The duration of the animation, in milliseconds
  53487. * @param onAnimationEnd Callback trigger at the end of the animation
  53488. * @returns Nullable animation
  53489. */
  53490. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53491. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53492. if (duration <= 0) {
  53493. host[property] = targetValue;
  53494. if (onAnimationEnd) {
  53495. onAnimationEnd();
  53496. }
  53497. return null;
  53498. }
  53499. var endFrame = frameRate * (duration / 1000);
  53500. transition.setKeys([{
  53501. frame: 0,
  53502. value: host[property].clone ? host[property].clone() : host[property]
  53503. },
  53504. {
  53505. frame: endFrame,
  53506. value: targetValue
  53507. }]);
  53508. if (!host.animations) {
  53509. host.animations = [];
  53510. }
  53511. host.animations.push(transition);
  53512. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53513. animation.onAnimationEnd = onAnimationEnd;
  53514. return animation;
  53515. };
  53516. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53517. /**
  53518. * Return the array of runtime animations currently using this animation
  53519. */
  53520. get: function () {
  53521. return this._runtimeAnimations;
  53522. },
  53523. enumerable: true,
  53524. configurable: true
  53525. });
  53526. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53527. /**
  53528. * Specifies if any of the runtime animations are currently running
  53529. */
  53530. get: function () {
  53531. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53532. var runtimeAnimation = _a[_i];
  53533. if (!runtimeAnimation.isStopped) {
  53534. return true;
  53535. }
  53536. }
  53537. return false;
  53538. },
  53539. enumerable: true,
  53540. configurable: true
  53541. });
  53542. // Methods
  53543. /**
  53544. * Converts the animation to a string
  53545. * @param fullDetails support for multiple levels of logging within scene loading
  53546. * @returns String form of the animation
  53547. */
  53548. Animation.prototype.toString = function (fullDetails) {
  53549. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53550. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53551. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53552. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53553. if (fullDetails) {
  53554. ret += ", Ranges: {";
  53555. var first = true;
  53556. for (var name in this._ranges) {
  53557. if (first) {
  53558. ret += ", ";
  53559. first = false;
  53560. }
  53561. ret += name;
  53562. }
  53563. ret += "}";
  53564. }
  53565. return ret;
  53566. };
  53567. /**
  53568. * Add an event to this animation
  53569. * @param event Event to add
  53570. */
  53571. Animation.prototype.addEvent = function (event) {
  53572. this._events.push(event);
  53573. };
  53574. /**
  53575. * Remove all events found at the given frame
  53576. * @param frame The frame to remove events from
  53577. */
  53578. Animation.prototype.removeEvents = function (frame) {
  53579. for (var index = 0; index < this._events.length; index++) {
  53580. if (this._events[index].frame === frame) {
  53581. this._events.splice(index, 1);
  53582. index--;
  53583. }
  53584. }
  53585. };
  53586. /**
  53587. * Retrieves all the events from the animation
  53588. * @returns Events from the animation
  53589. */
  53590. Animation.prototype.getEvents = function () {
  53591. return this._events;
  53592. };
  53593. /**
  53594. * Creates an animation range
  53595. * @param name Name of the animation range
  53596. * @param from Starting frame of the animation range
  53597. * @param to Ending frame of the animation
  53598. */
  53599. Animation.prototype.createRange = function (name, from, to) {
  53600. // check name not already in use; could happen for bones after serialized
  53601. if (!this._ranges[name]) {
  53602. this._ranges[name] = new AnimationRange(name, from, to);
  53603. }
  53604. };
  53605. /**
  53606. * Deletes an animation range by name
  53607. * @param name Name of the animation range to delete
  53608. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53609. */
  53610. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53611. if (deleteFrames === void 0) { deleteFrames = true; }
  53612. var range = this._ranges[name];
  53613. if (!range) {
  53614. return;
  53615. }
  53616. if (deleteFrames) {
  53617. var from = range.from;
  53618. var to = range.to;
  53619. // this loop MUST go high to low for multiple splices to work
  53620. for (var key = this._keys.length - 1; key >= 0; key--) {
  53621. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53622. this._keys.splice(key, 1);
  53623. }
  53624. }
  53625. }
  53626. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53627. };
  53628. /**
  53629. * Gets the animation range by name, or null if not defined
  53630. * @param name Name of the animation range
  53631. * @returns Nullable animation range
  53632. */
  53633. Animation.prototype.getRange = function (name) {
  53634. return this._ranges[name];
  53635. };
  53636. /**
  53637. * Gets the key frames from the animation
  53638. * @returns The key frames of the animation
  53639. */
  53640. Animation.prototype.getKeys = function () {
  53641. return this._keys;
  53642. };
  53643. /**
  53644. * Gets the highest frame rate of the animation
  53645. * @returns Highest frame rate of the animation
  53646. */
  53647. Animation.prototype.getHighestFrame = function () {
  53648. var ret = 0;
  53649. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53650. if (ret < this._keys[key].frame) {
  53651. ret = this._keys[key].frame;
  53652. }
  53653. }
  53654. return ret;
  53655. };
  53656. /**
  53657. * Gets the easing function of the animation
  53658. * @returns Easing function of the animation
  53659. */
  53660. Animation.prototype.getEasingFunction = function () {
  53661. return this._easingFunction;
  53662. };
  53663. /**
  53664. * Sets the easing function of the animation
  53665. * @param easingFunction A custom mathematical formula for animation
  53666. */
  53667. Animation.prototype.setEasingFunction = function (easingFunction) {
  53668. this._easingFunction = easingFunction;
  53669. };
  53670. /**
  53671. * Interpolates a scalar linearly
  53672. * @param startValue Start value of the animation curve
  53673. * @param endValue End value of the animation curve
  53674. * @param gradient Scalar amount to interpolate
  53675. * @returns Interpolated scalar value
  53676. */
  53677. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53678. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53679. };
  53680. /**
  53681. * Interpolates a scalar cubically
  53682. * @param startValue Start value of the animation curve
  53683. * @param outTangent End tangent of the animation
  53684. * @param endValue End value of the animation curve
  53685. * @param inTangent Start tangent of the animation curve
  53686. * @param gradient Scalar amount to interpolate
  53687. * @returns Interpolated scalar value
  53688. */
  53689. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53690. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53691. };
  53692. /**
  53693. * Interpolates a quaternion using a spherical linear interpolation
  53694. * @param startValue Start value of the animation curve
  53695. * @param endValue End value of the animation curve
  53696. * @param gradient Scalar amount to interpolate
  53697. * @returns Interpolated quaternion value
  53698. */
  53699. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53700. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53701. };
  53702. /**
  53703. * Interpolates a quaternion cubically
  53704. * @param startValue Start value of the animation curve
  53705. * @param outTangent End tangent of the animation curve
  53706. * @param endValue End value of the animation curve
  53707. * @param inTangent Start tangent of the animation curve
  53708. * @param gradient Scalar amount to interpolate
  53709. * @returns Interpolated quaternion value
  53710. */
  53711. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53712. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53713. };
  53714. /**
  53715. * Interpolates a Vector3 linearl
  53716. * @param startValue Start value of the animation curve
  53717. * @param endValue End value of the animation curve
  53718. * @param gradient Scalar amount to interpolate
  53719. * @returns Interpolated scalar value
  53720. */
  53721. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53722. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53723. };
  53724. /**
  53725. * Interpolates a Vector3 cubically
  53726. * @param startValue Start value of the animation curve
  53727. * @param outTangent End tangent of the animation
  53728. * @param endValue End value of the animation curve
  53729. * @param inTangent Start tangent of the animation curve
  53730. * @param gradient Scalar amount to interpolate
  53731. * @returns InterpolatedVector3 value
  53732. */
  53733. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53734. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53735. };
  53736. /**
  53737. * Interpolates a Vector2 linearly
  53738. * @param startValue Start value of the animation curve
  53739. * @param endValue End value of the animation curve
  53740. * @param gradient Scalar amount to interpolate
  53741. * @returns Interpolated Vector2 value
  53742. */
  53743. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53744. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53745. };
  53746. /**
  53747. * Interpolates a Vector2 cubically
  53748. * @param startValue Start value of the animation curve
  53749. * @param outTangent End tangent of the animation
  53750. * @param endValue End value of the animation curve
  53751. * @param inTangent Start tangent of the animation curve
  53752. * @param gradient Scalar amount to interpolate
  53753. * @returns Interpolated Vector2 value
  53754. */
  53755. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53756. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53757. };
  53758. /**
  53759. * Interpolates a size linearly
  53760. * @param startValue Start value of the animation curve
  53761. * @param endValue End value of the animation curve
  53762. * @param gradient Scalar amount to interpolate
  53763. * @returns Interpolated Size value
  53764. */
  53765. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53766. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53767. };
  53768. /**
  53769. * Interpolates a Color3 linearly
  53770. * @param startValue Start value of the animation curve
  53771. * @param endValue End value of the animation curve
  53772. * @param gradient Scalar amount to interpolate
  53773. * @returns Interpolated Color3 value
  53774. */
  53775. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53776. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53777. };
  53778. /**
  53779. * @hidden Internal use only
  53780. */
  53781. Animation.prototype._getKeyValue = function (value) {
  53782. if (typeof value === "function") {
  53783. return value();
  53784. }
  53785. return value;
  53786. };
  53787. /**
  53788. * @hidden Internal use only
  53789. */
  53790. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  53791. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  53792. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  53793. }
  53794. var keys = this.getKeys();
  53795. // Try to get a hash to find the right key
  53796. 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));
  53797. if (keys[startKeyIndex].frame >= currentFrame) {
  53798. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  53799. startKeyIndex--;
  53800. }
  53801. }
  53802. for (var key = startKeyIndex; key < keys.length; key++) {
  53803. var endKey = keys[key + 1];
  53804. if (endKey.frame >= currentFrame) {
  53805. var startKey = keys[key];
  53806. var startValue = this._getKeyValue(startKey.value);
  53807. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  53808. return startValue;
  53809. }
  53810. var endValue = this._getKeyValue(endKey.value);
  53811. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  53812. var frameDelta = endKey.frame - startKey.frame;
  53813. // gradient : percent of currentFrame between the frame inf and the frame sup
  53814. var gradient = (currentFrame - startKey.frame) / frameDelta;
  53815. // check for easingFunction and correction of gradient
  53816. var easingFunction = this.getEasingFunction();
  53817. if (easingFunction != null) {
  53818. gradient = easingFunction.ease(gradient);
  53819. }
  53820. switch (this.dataType) {
  53821. // Float
  53822. case Animation.ANIMATIONTYPE_FLOAT:
  53823. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  53824. switch (loopMode) {
  53825. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53826. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53827. return floatValue;
  53828. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53829. return offsetValue * repeatCount + floatValue;
  53830. }
  53831. break;
  53832. // Quaternion
  53833. case Animation.ANIMATIONTYPE_QUATERNION:
  53834. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  53835. switch (loopMode) {
  53836. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53837. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53838. return quatValue;
  53839. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53840. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  53841. }
  53842. return quatValue;
  53843. // Vector3
  53844. case Animation.ANIMATIONTYPE_VECTOR3:
  53845. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  53846. switch (loopMode) {
  53847. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53848. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53849. return vec3Value;
  53850. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53851. return vec3Value.add(offsetValue.scale(repeatCount));
  53852. }
  53853. // Vector2
  53854. case Animation.ANIMATIONTYPE_VECTOR2:
  53855. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  53856. switch (loopMode) {
  53857. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53858. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53859. return vec2Value;
  53860. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53861. return vec2Value.add(offsetValue.scale(repeatCount));
  53862. }
  53863. // Size
  53864. case Animation.ANIMATIONTYPE_SIZE:
  53865. switch (loopMode) {
  53866. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53867. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53868. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  53869. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53870. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53871. }
  53872. // Color3
  53873. case Animation.ANIMATIONTYPE_COLOR3:
  53874. switch (loopMode) {
  53875. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53876. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53877. return this.color3InterpolateFunction(startValue, endValue, gradient);
  53878. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53879. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53880. }
  53881. // Matrix
  53882. case Animation.ANIMATIONTYPE_MATRIX:
  53883. switch (loopMode) {
  53884. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53885. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53886. if (Animation.AllowMatricesInterpolation) {
  53887. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  53888. }
  53889. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53890. return startValue;
  53891. }
  53892. default:
  53893. break;
  53894. }
  53895. break;
  53896. }
  53897. }
  53898. return this._getKeyValue(keys[keys.length - 1].value);
  53899. };
  53900. /**
  53901. * Defines the function to use to interpolate matrices
  53902. * @param startValue defines the start matrix
  53903. * @param endValue defines the end matrix
  53904. * @param gradient defines the gradient between both matrices
  53905. * @param result defines an optional target matrix where to store the interpolation
  53906. * @returns the interpolated matrix
  53907. */
  53908. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  53909. if (Animation.AllowMatrixDecomposeForInterpolation) {
  53910. if (result) {
  53911. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  53912. return result;
  53913. }
  53914. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  53915. }
  53916. if (result) {
  53917. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  53918. return result;
  53919. }
  53920. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  53921. };
  53922. /**
  53923. * Makes a copy of the animation
  53924. * @returns Cloned animation
  53925. */
  53926. Animation.prototype.clone = function () {
  53927. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  53928. clone.enableBlending = this.enableBlending;
  53929. clone.blendingSpeed = this.blendingSpeed;
  53930. if (this._keys) {
  53931. clone.setKeys(this._keys);
  53932. }
  53933. if (this._ranges) {
  53934. clone._ranges = {};
  53935. for (var name in this._ranges) {
  53936. var range = this._ranges[name];
  53937. if (!range) {
  53938. continue;
  53939. }
  53940. clone._ranges[name] = range.clone();
  53941. }
  53942. }
  53943. return clone;
  53944. };
  53945. /**
  53946. * Sets the key frames of the animation
  53947. * @param values The animation key frames to set
  53948. */
  53949. Animation.prototype.setKeys = function (values) {
  53950. this._keys = values.slice(0);
  53951. };
  53952. /**
  53953. * Serializes the animation to an object
  53954. * @returns Serialized object
  53955. */
  53956. Animation.prototype.serialize = function () {
  53957. var serializationObject = {};
  53958. serializationObject.name = this.name;
  53959. serializationObject.property = this.targetProperty;
  53960. serializationObject.framePerSecond = this.framePerSecond;
  53961. serializationObject.dataType = this.dataType;
  53962. serializationObject.loopBehavior = this.loopMode;
  53963. serializationObject.enableBlending = this.enableBlending;
  53964. serializationObject.blendingSpeed = this.blendingSpeed;
  53965. var dataType = this.dataType;
  53966. serializationObject.keys = [];
  53967. var keys = this.getKeys();
  53968. for (var index = 0; index < keys.length; index++) {
  53969. var animationKey = keys[index];
  53970. var key = {};
  53971. key.frame = animationKey.frame;
  53972. switch (dataType) {
  53973. case Animation.ANIMATIONTYPE_FLOAT:
  53974. key.values = [animationKey.value];
  53975. break;
  53976. case Animation.ANIMATIONTYPE_QUATERNION:
  53977. case Animation.ANIMATIONTYPE_MATRIX:
  53978. case Animation.ANIMATIONTYPE_VECTOR3:
  53979. case Animation.ANIMATIONTYPE_COLOR3:
  53980. key.values = animationKey.value.asArray();
  53981. break;
  53982. }
  53983. serializationObject.keys.push(key);
  53984. }
  53985. serializationObject.ranges = [];
  53986. for (var name in this._ranges) {
  53987. var source = this._ranges[name];
  53988. if (!source) {
  53989. continue;
  53990. }
  53991. var range = {};
  53992. range.name = name;
  53993. range.from = source.from;
  53994. range.to = source.to;
  53995. serializationObject.ranges.push(range);
  53996. }
  53997. return serializationObject;
  53998. };
  53999. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54000. /**
  54001. * Get the float animation type
  54002. */
  54003. get: function () {
  54004. return Animation._ANIMATIONTYPE_FLOAT;
  54005. },
  54006. enumerable: true,
  54007. configurable: true
  54008. });
  54009. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54010. /**
  54011. * Get the Vector3 animation type
  54012. */
  54013. get: function () {
  54014. return Animation._ANIMATIONTYPE_VECTOR3;
  54015. },
  54016. enumerable: true,
  54017. configurable: true
  54018. });
  54019. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54020. /**
  54021. * Get the Vector2 animation type
  54022. */
  54023. get: function () {
  54024. return Animation._ANIMATIONTYPE_VECTOR2;
  54025. },
  54026. enumerable: true,
  54027. configurable: true
  54028. });
  54029. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54030. /**
  54031. * Get the Size animation type
  54032. */
  54033. get: function () {
  54034. return Animation._ANIMATIONTYPE_SIZE;
  54035. },
  54036. enumerable: true,
  54037. configurable: true
  54038. });
  54039. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54040. /**
  54041. * Get the Quaternion animation type
  54042. */
  54043. get: function () {
  54044. return Animation._ANIMATIONTYPE_QUATERNION;
  54045. },
  54046. enumerable: true,
  54047. configurable: true
  54048. });
  54049. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54050. /**
  54051. * Get the Matrix animation type
  54052. */
  54053. get: function () {
  54054. return Animation._ANIMATIONTYPE_MATRIX;
  54055. },
  54056. enumerable: true,
  54057. configurable: true
  54058. });
  54059. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54060. /**
  54061. * Get the Color3 animation type
  54062. */
  54063. get: function () {
  54064. return Animation._ANIMATIONTYPE_COLOR3;
  54065. },
  54066. enumerable: true,
  54067. configurable: true
  54068. });
  54069. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54070. /**
  54071. * Get the Relative Loop Mode
  54072. */
  54073. get: function () {
  54074. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54075. },
  54076. enumerable: true,
  54077. configurable: true
  54078. });
  54079. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54080. /**
  54081. * Get the Cycle Loop Mode
  54082. */
  54083. get: function () {
  54084. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54085. },
  54086. enumerable: true,
  54087. configurable: true
  54088. });
  54089. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54090. /**
  54091. * Get the Constant Loop Mode
  54092. */
  54093. get: function () {
  54094. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54095. },
  54096. enumerable: true,
  54097. configurable: true
  54098. });
  54099. /** @hidden */
  54100. Animation._UniversalLerp = function (left, right, amount) {
  54101. var constructor = left.constructor;
  54102. if (constructor.Lerp) { // Lerp supported
  54103. return constructor.Lerp(left, right, amount);
  54104. }
  54105. else if (constructor.Slerp) { // Slerp supported
  54106. return constructor.Slerp(left, right, amount);
  54107. }
  54108. else if (left.toFixed) { // Number
  54109. return left * (1.0 - amount) + amount * right;
  54110. }
  54111. else { // Blending not supported
  54112. return right;
  54113. }
  54114. };
  54115. /**
  54116. * Parses an animation object and creates an animation
  54117. * @param parsedAnimation Parsed animation object
  54118. * @returns Animation object
  54119. */
  54120. Animation.Parse = function (parsedAnimation) {
  54121. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54122. var dataType = parsedAnimation.dataType;
  54123. var keys = [];
  54124. var data;
  54125. var index;
  54126. if (parsedAnimation.enableBlending) {
  54127. animation.enableBlending = parsedAnimation.enableBlending;
  54128. }
  54129. if (parsedAnimation.blendingSpeed) {
  54130. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54131. }
  54132. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54133. var key = parsedAnimation.keys[index];
  54134. var inTangent;
  54135. var outTangent;
  54136. switch (dataType) {
  54137. case Animation.ANIMATIONTYPE_FLOAT:
  54138. data = key.values[0];
  54139. if (key.values.length >= 1) {
  54140. inTangent = key.values[1];
  54141. }
  54142. if (key.values.length >= 2) {
  54143. outTangent = key.values[2];
  54144. }
  54145. break;
  54146. case Animation.ANIMATIONTYPE_QUATERNION:
  54147. data = BABYLON.Quaternion.FromArray(key.values);
  54148. if (key.values.length >= 8) {
  54149. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54150. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54151. inTangent = _inTangent;
  54152. }
  54153. }
  54154. if (key.values.length >= 12) {
  54155. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54156. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54157. outTangent = _outTangent;
  54158. }
  54159. }
  54160. break;
  54161. case Animation.ANIMATIONTYPE_MATRIX:
  54162. data = BABYLON.Matrix.FromArray(key.values);
  54163. break;
  54164. case Animation.ANIMATIONTYPE_COLOR3:
  54165. data = BABYLON.Color3.FromArray(key.values);
  54166. break;
  54167. case Animation.ANIMATIONTYPE_VECTOR3:
  54168. default:
  54169. data = BABYLON.Vector3.FromArray(key.values);
  54170. break;
  54171. }
  54172. var keyData = {};
  54173. keyData.frame = key.frame;
  54174. keyData.value = data;
  54175. if (inTangent != undefined) {
  54176. keyData.inTangent = inTangent;
  54177. }
  54178. if (outTangent != undefined) {
  54179. keyData.outTangent = outTangent;
  54180. }
  54181. keys.push(keyData);
  54182. }
  54183. animation.setKeys(keys);
  54184. if (parsedAnimation.ranges) {
  54185. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54186. data = parsedAnimation.ranges[index];
  54187. animation.createRange(data.name, data.from, data.to);
  54188. }
  54189. }
  54190. return animation;
  54191. };
  54192. /**
  54193. * Appends the serialized animations from the source animations
  54194. * @param source Source containing the animations
  54195. * @param destination Target to store the animations
  54196. */
  54197. Animation.AppendSerializedAnimations = function (source, destination) {
  54198. if (source.animations) {
  54199. destination.animations = [];
  54200. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54201. var animation = source.animations[animationIndex];
  54202. destination.animations.push(animation.serialize());
  54203. }
  54204. }
  54205. };
  54206. /**
  54207. * Use matrix interpolation instead of using direct key value when animating matrices
  54208. */
  54209. Animation.AllowMatricesInterpolation = false;
  54210. /**
  54211. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54212. */
  54213. Animation.AllowMatrixDecomposeForInterpolation = true;
  54214. // Statics
  54215. /**
  54216. * Float animation type
  54217. */
  54218. Animation._ANIMATIONTYPE_FLOAT = 0;
  54219. /**
  54220. * Vector3 animation type
  54221. */
  54222. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54223. /**
  54224. * Quaternion animation type
  54225. */
  54226. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54227. /**
  54228. * Matrix animation type
  54229. */
  54230. Animation._ANIMATIONTYPE_MATRIX = 3;
  54231. /**
  54232. * Color3 animation type
  54233. */
  54234. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54235. /**
  54236. * Vector2 animation type
  54237. */
  54238. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54239. /**
  54240. * Size animation type
  54241. */
  54242. Animation._ANIMATIONTYPE_SIZE = 6;
  54243. /**
  54244. * Relative Loop Mode
  54245. */
  54246. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54247. /**
  54248. * Cycle Loop Mode
  54249. */
  54250. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54251. /**
  54252. * Constant Loop Mode
  54253. */
  54254. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54255. return Animation;
  54256. }());
  54257. BABYLON.Animation = Animation;
  54258. })(BABYLON || (BABYLON = {}));
  54259. //# sourceMappingURL=babylon.animation.js.map
  54260. var BABYLON;
  54261. (function (BABYLON) {
  54262. /**
  54263. * This class defines the direct association between an animation and a target
  54264. */
  54265. var TargetedAnimation = /** @class */ (function () {
  54266. function TargetedAnimation() {
  54267. }
  54268. return TargetedAnimation;
  54269. }());
  54270. BABYLON.TargetedAnimation = TargetedAnimation;
  54271. /**
  54272. * Use this class to create coordinated animations on multiple targets
  54273. */
  54274. var AnimationGroup = /** @class */ (function () {
  54275. /**
  54276. * Instantiates a new Animation Group.
  54277. * This helps managing several animations at once.
  54278. * @see http://doc.babylonjs.com/how_to/group
  54279. * @param name Defines the name of the group
  54280. * @param scene Defines the scene the group belongs to
  54281. */
  54282. function AnimationGroup(
  54283. /** The name of the animation group */
  54284. name, scene) {
  54285. if (scene === void 0) { scene = null; }
  54286. this.name = name;
  54287. this._targetedAnimations = new Array();
  54288. this._animatables = new Array();
  54289. this._from = Number.MAX_VALUE;
  54290. this._to = -Number.MAX_VALUE;
  54291. this._speedRatio = 1;
  54292. /**
  54293. * This observable will notify when one animation have ended.
  54294. */
  54295. this.onAnimationEndObservable = new BABYLON.Observable();
  54296. /**
  54297. * This observable will notify when all animations have ended.
  54298. */
  54299. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54300. /**
  54301. * This observable will notify when all animations have paused.
  54302. */
  54303. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54304. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54305. this._scene.animationGroups.push(this);
  54306. }
  54307. Object.defineProperty(AnimationGroup.prototype, "from", {
  54308. /**
  54309. * Gets the first frame
  54310. */
  54311. get: function () {
  54312. return this._from;
  54313. },
  54314. enumerable: true,
  54315. configurable: true
  54316. });
  54317. Object.defineProperty(AnimationGroup.prototype, "to", {
  54318. /**
  54319. * Gets the last frame
  54320. */
  54321. get: function () {
  54322. return this._to;
  54323. },
  54324. enumerable: true,
  54325. configurable: true
  54326. });
  54327. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54328. /**
  54329. * Define if the animations are started
  54330. */
  54331. get: function () {
  54332. return this._isStarted;
  54333. },
  54334. enumerable: true,
  54335. configurable: true
  54336. });
  54337. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54338. /**
  54339. * Gets or sets the speed ratio to use for all animations
  54340. */
  54341. get: function () {
  54342. return this._speedRatio;
  54343. },
  54344. /**
  54345. * Gets or sets the speed ratio to use for all animations
  54346. */
  54347. set: function (value) {
  54348. if (this._speedRatio === value) {
  54349. return;
  54350. }
  54351. this._speedRatio = value;
  54352. for (var index = 0; index < this._animatables.length; index++) {
  54353. var animatable = this._animatables[index];
  54354. animatable.speedRatio = this._speedRatio;
  54355. }
  54356. },
  54357. enumerable: true,
  54358. configurable: true
  54359. });
  54360. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54361. /**
  54362. * Gets the targeted animations for this animation group
  54363. */
  54364. get: function () {
  54365. return this._targetedAnimations;
  54366. },
  54367. enumerable: true,
  54368. configurable: true
  54369. });
  54370. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54371. /**
  54372. * returning the list of animatables controlled by this animation group.
  54373. */
  54374. get: function () {
  54375. return this._animatables;
  54376. },
  54377. enumerable: true,
  54378. configurable: true
  54379. });
  54380. /**
  54381. * Add an animation (with its target) in the group
  54382. * @param animation defines the animation we want to add
  54383. * @param target defines the target of the animation
  54384. * @returns the TargetedAnimation object
  54385. */
  54386. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54387. var targetedAnimation = {
  54388. animation: animation,
  54389. target: target
  54390. };
  54391. var keys = animation.getKeys();
  54392. if (this._from > keys[0].frame) {
  54393. this._from = keys[0].frame;
  54394. }
  54395. if (this._to < keys[keys.length - 1].frame) {
  54396. this._to = keys[keys.length - 1].frame;
  54397. }
  54398. this._targetedAnimations.push(targetedAnimation);
  54399. return targetedAnimation;
  54400. };
  54401. /**
  54402. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54403. * It can add constant keys at begin or end
  54404. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54405. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54406. * @returns the animation group
  54407. */
  54408. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54409. if (beginFrame === void 0) { beginFrame = null; }
  54410. if (endFrame === void 0) { endFrame = null; }
  54411. if (beginFrame == null) {
  54412. beginFrame = this._from;
  54413. }
  54414. if (endFrame == null) {
  54415. endFrame = this._to;
  54416. }
  54417. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54418. var targetedAnimation = this._targetedAnimations[index];
  54419. var keys = targetedAnimation.animation.getKeys();
  54420. var startKey = keys[0];
  54421. var endKey = keys[keys.length - 1];
  54422. if (startKey.frame > beginFrame) {
  54423. var newKey = {
  54424. frame: beginFrame,
  54425. value: startKey.value,
  54426. inTangent: startKey.inTangent,
  54427. outTangent: startKey.outTangent,
  54428. interpolation: startKey.interpolation
  54429. };
  54430. keys.splice(0, 0, newKey);
  54431. }
  54432. if (endKey.frame < endFrame) {
  54433. var newKey = {
  54434. frame: endFrame,
  54435. value: endKey.value,
  54436. inTangent: endKey.outTangent,
  54437. outTangent: endKey.outTangent,
  54438. interpolation: endKey.interpolation
  54439. };
  54440. keys.push(newKey);
  54441. }
  54442. }
  54443. this._from = beginFrame;
  54444. this._to = endFrame;
  54445. return this;
  54446. };
  54447. /**
  54448. * Start all animations on given targets
  54449. * @param loop defines if animations must loop
  54450. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54451. * @param from defines the from key (optional)
  54452. * @param to defines the to key (optional)
  54453. * @returns the current animation group
  54454. */
  54455. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54456. var _this = this;
  54457. if (loop === void 0) { loop = false; }
  54458. if (speedRatio === void 0) { speedRatio = 1; }
  54459. if (this._isStarted || this._targetedAnimations.length === 0) {
  54460. return this;
  54461. }
  54462. var _loop_1 = function (targetedAnimation) {
  54463. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54464. animatable.onAnimationEnd = function () {
  54465. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54466. _this._checkAnimationGroupEnded(animatable);
  54467. };
  54468. this_1._animatables.push(animatable);
  54469. };
  54470. var this_1 = this;
  54471. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54472. var targetedAnimation = _a[_i];
  54473. _loop_1(targetedAnimation);
  54474. }
  54475. this._speedRatio = speedRatio;
  54476. this._isStarted = true;
  54477. return this;
  54478. };
  54479. /**
  54480. * Pause all animations
  54481. * @returns the animation group
  54482. */
  54483. AnimationGroup.prototype.pause = function () {
  54484. if (!this._isStarted) {
  54485. return this;
  54486. }
  54487. for (var index = 0; index < this._animatables.length; index++) {
  54488. var animatable = this._animatables[index];
  54489. animatable.pause();
  54490. }
  54491. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54492. return this;
  54493. };
  54494. /**
  54495. * Play all animations to initial state
  54496. * This function will start() the animations if they were not started or will restart() them if they were paused
  54497. * @param loop defines if animations must loop
  54498. * @returns the animation group
  54499. */
  54500. AnimationGroup.prototype.play = function (loop) {
  54501. // only if all animatables are ready and exist
  54502. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54503. if (loop !== undefined) {
  54504. for (var index = 0; index < this._animatables.length; index++) {
  54505. var animatable = this._animatables[index];
  54506. animatable.loopAnimation = loop;
  54507. }
  54508. }
  54509. this.restart();
  54510. }
  54511. else {
  54512. this.stop();
  54513. this.start(loop, this._speedRatio);
  54514. }
  54515. return this;
  54516. };
  54517. /**
  54518. * Reset all animations to initial state
  54519. * @returns the animation group
  54520. */
  54521. AnimationGroup.prototype.reset = function () {
  54522. if (!this._isStarted) {
  54523. return this;
  54524. }
  54525. for (var index = 0; index < this._animatables.length; index++) {
  54526. var animatable = this._animatables[index];
  54527. animatable.reset();
  54528. }
  54529. return this;
  54530. };
  54531. /**
  54532. * Restart animations from key 0
  54533. * @returns the animation group
  54534. */
  54535. AnimationGroup.prototype.restart = function () {
  54536. if (!this._isStarted) {
  54537. return this;
  54538. }
  54539. for (var index = 0; index < this._animatables.length; index++) {
  54540. var animatable = this._animatables[index];
  54541. animatable.restart();
  54542. }
  54543. return this;
  54544. };
  54545. /**
  54546. * Stop all animations
  54547. * @returns the animation group
  54548. */
  54549. AnimationGroup.prototype.stop = function () {
  54550. if (!this._isStarted) {
  54551. return this;
  54552. }
  54553. var list = this._animatables.slice();
  54554. for (var index = 0; index < list.length; index++) {
  54555. list[index].stop();
  54556. }
  54557. this._isStarted = false;
  54558. return this;
  54559. };
  54560. /**
  54561. * Set animation weight for all animatables
  54562. * @param weight defines the weight to use
  54563. * @return the animationGroup
  54564. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54565. */
  54566. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54567. for (var index = 0; index < this._animatables.length; index++) {
  54568. var animatable = this._animatables[index];
  54569. animatable.weight = weight;
  54570. }
  54571. return this;
  54572. };
  54573. /**
  54574. * Synchronize and normalize all animatables with a source animatable
  54575. * @param root defines the root animatable to synchronize with
  54576. * @return the animationGroup
  54577. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54578. */
  54579. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54580. for (var index = 0; index < this._animatables.length; index++) {
  54581. var animatable = this._animatables[index];
  54582. animatable.syncWith(root);
  54583. }
  54584. return this;
  54585. };
  54586. /**
  54587. * Goes to a specific frame in this animation group
  54588. * @param frame the frame number to go to
  54589. * @return the animationGroup
  54590. */
  54591. AnimationGroup.prototype.goToFrame = function (frame) {
  54592. if (!this._isStarted) {
  54593. return this;
  54594. }
  54595. for (var index = 0; index < this._animatables.length; index++) {
  54596. var animatable = this._animatables[index];
  54597. animatable.goToFrame(frame);
  54598. }
  54599. return this;
  54600. };
  54601. /**
  54602. * Dispose all associated resources
  54603. */
  54604. AnimationGroup.prototype.dispose = function () {
  54605. this._targetedAnimations = [];
  54606. this._animatables = [];
  54607. var index = this._scene.animationGroups.indexOf(this);
  54608. if (index > -1) {
  54609. this._scene.animationGroups.splice(index, 1);
  54610. }
  54611. };
  54612. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54613. // animatable should be taken out of the array
  54614. var idx = this._animatables.indexOf(animatable);
  54615. if (idx > -1) {
  54616. this._animatables.splice(idx, 1);
  54617. }
  54618. // all animatables were removed? animation group ended!
  54619. if (this._animatables.length === 0) {
  54620. this._isStarted = false;
  54621. this.onAnimationGroupEndObservable.notifyObservers(this);
  54622. }
  54623. };
  54624. // Statics
  54625. /**
  54626. * Returns a new AnimationGroup object parsed from the source provided.
  54627. * @param parsedAnimationGroup defines the source
  54628. * @param scene defines the scene that will receive the animationGroup
  54629. * @returns a new AnimationGroup
  54630. */
  54631. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54632. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54633. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54634. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54635. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54636. var id = targetedAnimation.targetId;
  54637. var targetNode = scene.getNodeByID(id);
  54638. if (targetNode != null) {
  54639. animationGroup.addTargetedAnimation(animation, targetNode);
  54640. }
  54641. }
  54642. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54643. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54644. }
  54645. return animationGroup;
  54646. };
  54647. /**
  54648. * Returns the string "AnimationGroup"
  54649. * @returns "AnimationGroup"
  54650. */
  54651. AnimationGroup.prototype.getClassName = function () {
  54652. return "AnimationGroup";
  54653. };
  54654. /**
  54655. * Creates a detailled string about the object
  54656. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54657. * @returns a string representing the object
  54658. */
  54659. AnimationGroup.prototype.toString = function (fullDetails) {
  54660. var ret = "Name: " + this.name;
  54661. ret += ", type: " + this.getClassName();
  54662. if (fullDetails) {
  54663. ret += ", from: " + this._from;
  54664. ret += ", to: " + this._to;
  54665. ret += ", isStarted: " + this._isStarted;
  54666. ret += ", speedRatio: " + this._speedRatio;
  54667. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54668. ret += ", animatables length: " + this._animatables;
  54669. }
  54670. return ret;
  54671. };
  54672. return AnimationGroup;
  54673. }());
  54674. BABYLON.AnimationGroup = AnimationGroup;
  54675. })(BABYLON || (BABYLON = {}));
  54676. //# sourceMappingURL=babylon.animationGroup.js.map
  54677. var BABYLON;
  54678. (function (BABYLON) {
  54679. // Static values to help the garbage collector
  54680. // Quaternion
  54681. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54682. // Vector3
  54683. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54684. // Vector2
  54685. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54686. // Size
  54687. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54688. // Color3
  54689. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54690. /**
  54691. * Defines a runtime animation
  54692. */
  54693. var RuntimeAnimation = /** @class */ (function () {
  54694. /**
  54695. * Create a new RuntimeAnimation object
  54696. * @param target defines the target of the animation
  54697. * @param animation defines the source animation object
  54698. * @param scene defines the hosting scene
  54699. * @param host defines the initiating Animatable
  54700. */
  54701. function RuntimeAnimation(target, animation, scene, host) {
  54702. var _this = this;
  54703. this._events = new Array();
  54704. /**
  54705. * The current frame of the runtime animation
  54706. */
  54707. this._currentFrame = 0;
  54708. /**
  54709. * The original value of the runtime animation
  54710. */
  54711. this._originalValue = new Array();
  54712. /**
  54713. * The offsets cache of the runtime animation
  54714. */
  54715. this._offsetsCache = {};
  54716. /**
  54717. * The high limits cache of the runtime animation
  54718. */
  54719. this._highLimitsCache = {};
  54720. /**
  54721. * Specifies if the runtime animation has been stopped
  54722. */
  54723. this._stopped = false;
  54724. /**
  54725. * The blending factor of the runtime animation
  54726. */
  54727. this._blendingFactor = 0;
  54728. /**
  54729. * The target path of the runtime animation
  54730. */
  54731. this._targetPath = "";
  54732. /**
  54733. * The weight of the runtime animation
  54734. */
  54735. this._weight = 1.0;
  54736. /**
  54737. * The ratio offset of the runtime animation
  54738. */
  54739. this._ratioOffset = 0;
  54740. /**
  54741. * The previous delay of the runtime animation
  54742. */
  54743. this._previousDelay = 0;
  54744. /**
  54745. * The previous ratio of the runtime animation
  54746. */
  54747. this._previousRatio = 0;
  54748. this._animation = animation;
  54749. this._target = target;
  54750. this._scene = scene;
  54751. this._host = host;
  54752. animation._runtimeAnimations.push(this);
  54753. // Cloning events locally
  54754. var events = animation.getEvents();
  54755. if (events && events.length > 0) {
  54756. events.forEach(function (e) {
  54757. _this._events.push(e._clone());
  54758. });
  54759. }
  54760. }
  54761. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54762. /**
  54763. * Gets the current frame of the runtime animation
  54764. */
  54765. get: function () {
  54766. return this._currentFrame;
  54767. },
  54768. enumerable: true,
  54769. configurable: true
  54770. });
  54771. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54772. /**
  54773. * Gets the weight of the runtime animation
  54774. */
  54775. get: function () {
  54776. return this._weight;
  54777. },
  54778. enumerable: true,
  54779. configurable: true
  54780. });
  54781. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  54782. /**
  54783. * Gets the current value of the runtime animation
  54784. */
  54785. get: function () {
  54786. return this._currentValue;
  54787. },
  54788. enumerable: true,
  54789. configurable: true
  54790. });
  54791. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  54792. /**
  54793. * Gets the target path of the runtime animation
  54794. */
  54795. get: function () {
  54796. return this._targetPath;
  54797. },
  54798. enumerable: true,
  54799. configurable: true
  54800. });
  54801. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  54802. /**
  54803. * Gets the actual target of the runtime animation
  54804. */
  54805. get: function () {
  54806. return this._activeTarget;
  54807. },
  54808. enumerable: true,
  54809. configurable: true
  54810. });
  54811. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  54812. /**
  54813. * Gets the animation from the runtime animation
  54814. */
  54815. get: function () {
  54816. return this._animation;
  54817. },
  54818. enumerable: true,
  54819. configurable: true
  54820. });
  54821. /**
  54822. * Resets the runtime animation to the beginning
  54823. * @param restoreOriginal defines whether to restore the target property to the original value
  54824. */
  54825. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  54826. if (restoreOriginal === void 0) { restoreOriginal = false; }
  54827. if (restoreOriginal) {
  54828. if (this._target instanceof Array) {
  54829. var index = 0;
  54830. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54831. var target = _a[_i];
  54832. if (this._originalValue[index] !== undefined) {
  54833. this._setValue(target, this._originalValue[index], -1);
  54834. }
  54835. index++;
  54836. }
  54837. }
  54838. else {
  54839. if (this._originalValue[0] !== undefined) {
  54840. this._setValue(this._target, this._originalValue[0], -1);
  54841. }
  54842. }
  54843. }
  54844. this._offsetsCache = {};
  54845. this._highLimitsCache = {};
  54846. this._currentFrame = 0;
  54847. this._blendingFactor = 0;
  54848. this._originalValue = new Array();
  54849. // Events
  54850. for (var index = 0; index < this._events.length; index++) {
  54851. this._events[index].isDone = false;
  54852. }
  54853. };
  54854. /**
  54855. * Specifies if the runtime animation is stopped
  54856. * @returns Boolean specifying if the runtime animation is stopped
  54857. */
  54858. RuntimeAnimation.prototype.isStopped = function () {
  54859. return this._stopped;
  54860. };
  54861. /**
  54862. * Disposes of the runtime animation
  54863. */
  54864. RuntimeAnimation.prototype.dispose = function () {
  54865. var index = this._animation.runtimeAnimations.indexOf(this);
  54866. if (index > -1) {
  54867. this._animation.runtimeAnimations.splice(index, 1);
  54868. }
  54869. };
  54870. /**
  54871. * Interpolates the animation from the current frame
  54872. * @param currentFrame The frame to interpolate the animation to
  54873. * @param repeatCount The number of times that the animation should loop
  54874. * @param loopMode The type of looping mode to use
  54875. * @param offsetValue Animation offset value
  54876. * @param highLimitValue The high limit value
  54877. * @returns The interpolated value
  54878. */
  54879. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  54880. this._currentFrame = currentFrame;
  54881. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  54882. this._workValue = BABYLON.Matrix.Zero();
  54883. }
  54884. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  54885. };
  54886. /**
  54887. * Apply the interpolated value to the target
  54888. * @param currentValue defines the value computed by the animation
  54889. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  54890. */
  54891. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  54892. if (weight === void 0) { weight = 1.0; }
  54893. if (this._target instanceof Array) {
  54894. var index = 0;
  54895. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54896. var target = _a[_i];
  54897. this._setValue(target, currentValue, weight, index);
  54898. index++;
  54899. }
  54900. }
  54901. else {
  54902. this._setValue(this._target, currentValue, weight);
  54903. }
  54904. };
  54905. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  54906. if (targetIndex === void 0) { targetIndex = 0; }
  54907. // Set value
  54908. var path;
  54909. var destination;
  54910. var targetPropertyPath = this._animation.targetPropertyPath;
  54911. if (targetPropertyPath.length > 1) {
  54912. var property = target[targetPropertyPath[0]];
  54913. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  54914. property = property[targetPropertyPath[index]];
  54915. }
  54916. path = targetPropertyPath[targetPropertyPath.length - 1];
  54917. destination = property;
  54918. }
  54919. else {
  54920. path = targetPropertyPath[0];
  54921. destination = target;
  54922. }
  54923. this._targetPath = path;
  54924. this._activeTarget = destination;
  54925. this._weight = weight;
  54926. if (this._originalValue[targetIndex] === undefined) {
  54927. var originalValue = void 0;
  54928. if (destination.getRestPose && path === "_matrix") { // For bones
  54929. originalValue = destination.getRestPose();
  54930. }
  54931. else {
  54932. originalValue = destination[path];
  54933. }
  54934. if (originalValue && originalValue.clone) {
  54935. this._originalValue[targetIndex] = originalValue.clone();
  54936. }
  54937. else {
  54938. this._originalValue[targetIndex] = originalValue;
  54939. }
  54940. }
  54941. // Blending
  54942. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  54943. if (enableBlending && this._blendingFactor <= 1.0) {
  54944. if (!this._originalBlendValue) {
  54945. var originalValue = destination[path];
  54946. if (originalValue.clone) {
  54947. this._originalBlendValue = originalValue.clone();
  54948. }
  54949. else {
  54950. this._originalBlendValue = originalValue;
  54951. }
  54952. }
  54953. if (this._originalBlendValue.m) { // Matrix
  54954. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  54955. if (this._currentValue) {
  54956. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54957. }
  54958. else {
  54959. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54960. }
  54961. }
  54962. else {
  54963. if (this._currentValue) {
  54964. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  54965. }
  54966. else {
  54967. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54968. }
  54969. }
  54970. }
  54971. else {
  54972. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  54973. }
  54974. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  54975. this._blendingFactor += blendingSpeed;
  54976. }
  54977. else {
  54978. this._currentValue = currentValue;
  54979. }
  54980. if (weight !== -1.0) {
  54981. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  54982. }
  54983. else {
  54984. destination[path] = this._currentValue;
  54985. }
  54986. if (target.markAsDirty) {
  54987. target.markAsDirty(this._animation.targetProperty);
  54988. }
  54989. };
  54990. /**
  54991. * Gets the loop pmode of the runtime animation
  54992. * @returns Loop Mode
  54993. */
  54994. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  54995. if (this._target && this._target.animationPropertiesOverride) {
  54996. return this._target.animationPropertiesOverride.loopMode;
  54997. }
  54998. return this._animation.loopMode;
  54999. };
  55000. /**
  55001. * Move the current animation to a given frame
  55002. * @param frame defines the frame to move to
  55003. */
  55004. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55005. var keys = this._animation.getKeys();
  55006. if (frame < keys[0].frame) {
  55007. frame = keys[0].frame;
  55008. }
  55009. else if (frame > keys[keys.length - 1].frame) {
  55010. frame = keys[keys.length - 1].frame;
  55011. }
  55012. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55013. this.setValue(currentValue, -1);
  55014. };
  55015. /**
  55016. * @hidden Internal use only
  55017. */
  55018. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55019. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55020. this._ratioOffset = this._previousRatio - newRatio;
  55021. };
  55022. /**
  55023. * Execute the current animation
  55024. * @param delay defines the delay to add to the current frame
  55025. * @param from defines the lower bound of the animation range
  55026. * @param to defines the upper bound of the animation range
  55027. * @param loop defines if the current animation must loop
  55028. * @param speedRatio defines the current speed ratio
  55029. * @param weight defines the weight of the animation (default is -1 so no weight)
  55030. * @returns a boolean indicating if the animation is running
  55031. */
  55032. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55033. if (weight === void 0) { weight = -1.0; }
  55034. var targetPropertyPath = this._animation.targetPropertyPath;
  55035. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55036. this._stopped = true;
  55037. return false;
  55038. }
  55039. var returnValue = true;
  55040. var keys = this._animation.getKeys();
  55041. // Adding a start key at frame 0 if missing
  55042. if (keys[0].frame !== 0) {
  55043. var newKey = { frame: 0, value: keys[0].value };
  55044. keys.splice(0, 0, newKey);
  55045. }
  55046. // Adding a duplicate key when there is only one key at frame zero
  55047. else if (keys.length === 1) {
  55048. var newKey = { frame: 0.001, value: keys[0].value };
  55049. keys.push(newKey);
  55050. }
  55051. // Check limits
  55052. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55053. from = keys[0].frame;
  55054. }
  55055. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55056. to = keys[keys.length - 1].frame;
  55057. }
  55058. //to and from cannot be the same key
  55059. if (from === to) {
  55060. if (from > keys[0].frame) {
  55061. from--;
  55062. }
  55063. else if (to < keys[keys.length - 1].frame) {
  55064. to++;
  55065. }
  55066. }
  55067. // Compute ratio
  55068. var range = to - from;
  55069. var offsetValue;
  55070. // ratio represents the frame delta between from and to
  55071. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55072. var highLimitValue = 0;
  55073. this._previousDelay = delay;
  55074. this._previousRatio = ratio;
  55075. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55076. returnValue = false;
  55077. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55078. }
  55079. else {
  55080. // Get max value if required
  55081. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55082. var keyOffset = to.toString() + from.toString();
  55083. if (!this._offsetsCache[keyOffset]) {
  55084. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55085. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55086. switch (this._animation.dataType) {
  55087. // Float
  55088. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55089. this._offsetsCache[keyOffset] = toValue - fromValue;
  55090. break;
  55091. // Quaternion
  55092. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55093. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55094. break;
  55095. // Vector3
  55096. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55097. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55098. // Vector2
  55099. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55100. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55101. // Size
  55102. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55103. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55104. // Color3
  55105. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55106. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55107. default:
  55108. break;
  55109. }
  55110. this._highLimitsCache[keyOffset] = toValue;
  55111. }
  55112. highLimitValue = this._highLimitsCache[keyOffset];
  55113. offsetValue = this._offsetsCache[keyOffset];
  55114. }
  55115. }
  55116. if (offsetValue === undefined) {
  55117. switch (this._animation.dataType) {
  55118. // Float
  55119. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55120. offsetValue = 0;
  55121. break;
  55122. // Quaternion
  55123. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55124. offsetValue = _staticOffsetValueQuaternion;
  55125. break;
  55126. // Vector3
  55127. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55128. offsetValue = _staticOffsetValueVector3;
  55129. break;
  55130. // Vector2
  55131. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55132. offsetValue = _staticOffsetValueVector2;
  55133. break;
  55134. // Size
  55135. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55136. offsetValue = _staticOffsetValueSize;
  55137. break;
  55138. // Color3
  55139. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55140. offsetValue = _staticOffsetValueColor3;
  55141. }
  55142. }
  55143. // Compute value
  55144. var repeatCount = (ratio / range) >> 0;
  55145. var currentFrame = returnValue ? from + ratio % range : to;
  55146. // Need to normalize?
  55147. if (this._host && this._host.syncRoot) {
  55148. var syncRoot = this._host.syncRoot;
  55149. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55150. currentFrame = from + (to - from) * hostNormalizedFrame;
  55151. }
  55152. // Reset events if looping
  55153. var events = this._events;
  55154. if (range > 0 && this.currentFrame > currentFrame ||
  55155. range < 0 && this.currentFrame < currentFrame) {
  55156. // Need to reset animation events
  55157. for (var index = 0; index < events.length; index++) {
  55158. if (!events[index].onlyOnce) {
  55159. // reset event, the animation is looping
  55160. events[index].isDone = false;
  55161. }
  55162. }
  55163. }
  55164. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55165. // Set value
  55166. this.setValue(currentValue, weight);
  55167. // Check events
  55168. for (var index = 0; index < events.length; index++) {
  55169. // Make sure current frame has passed event frame and that event frame is within the current range
  55170. // Also, handle both forward and reverse animations
  55171. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55172. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55173. var event = events[index];
  55174. if (!event.isDone) {
  55175. // If event should be done only once, remove it.
  55176. if (event.onlyOnce) {
  55177. events.splice(index, 1);
  55178. index--;
  55179. }
  55180. event.isDone = true;
  55181. event.action(currentFrame);
  55182. } // Don't do anything if the event has already be done.
  55183. }
  55184. }
  55185. if (!returnValue) {
  55186. this._stopped = true;
  55187. }
  55188. return returnValue;
  55189. };
  55190. return RuntimeAnimation;
  55191. }());
  55192. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55193. })(BABYLON || (BABYLON = {}));
  55194. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55195. var BABYLON;
  55196. (function (BABYLON) {
  55197. /**
  55198. * Class used to store an actual running animation
  55199. */
  55200. var Animatable = /** @class */ (function () {
  55201. /**
  55202. * Creates a new Animatable
  55203. * @param scene defines the hosting scene
  55204. * @param target defines the target object
  55205. * @param fromFrame defines the starting frame number (default is 0)
  55206. * @param toFrame defines the ending frame number (default is 100)
  55207. * @param loopAnimation defines if the animation must loop (default is false)
  55208. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55209. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55210. * @param animations defines a group of animation to add to the new Animatable
  55211. */
  55212. function Animatable(scene,
  55213. /** defines the target object */
  55214. target,
  55215. /** defines the starting frame number (default is 0) */
  55216. fromFrame,
  55217. /** defines the ending frame number (default is 100) */
  55218. toFrame,
  55219. /** defines if the animation must loop (default is false) */
  55220. loopAnimation, speedRatio,
  55221. /** defines a callback to call when animation ends if it is not looping */
  55222. onAnimationEnd, animations) {
  55223. if (fromFrame === void 0) { fromFrame = 0; }
  55224. if (toFrame === void 0) { toFrame = 100; }
  55225. if (loopAnimation === void 0) { loopAnimation = false; }
  55226. if (speedRatio === void 0) { speedRatio = 1.0; }
  55227. this.target = target;
  55228. this.fromFrame = fromFrame;
  55229. this.toFrame = toFrame;
  55230. this.loopAnimation = loopAnimation;
  55231. this.onAnimationEnd = onAnimationEnd;
  55232. this._localDelayOffset = null;
  55233. this._pausedDelay = null;
  55234. this._runtimeAnimations = new Array();
  55235. this._paused = false;
  55236. this._speedRatio = 1;
  55237. this._weight = -1.0;
  55238. /**
  55239. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55240. * This will only apply for non looping animation (default is true)
  55241. */
  55242. this.disposeOnEnd = true;
  55243. /**
  55244. * Gets a boolean indicating if the animation has started
  55245. */
  55246. this.animationStarted = false;
  55247. /**
  55248. * Observer raised when the animation ends
  55249. */
  55250. this.onAnimationEndObservable = new BABYLON.Observable();
  55251. this._scene = scene;
  55252. if (animations) {
  55253. this.appendAnimations(target, animations);
  55254. }
  55255. this._speedRatio = speedRatio;
  55256. scene._activeAnimatables.push(this);
  55257. }
  55258. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55259. /**
  55260. * Gets the root Animatable used to synchronize and normalize animations
  55261. */
  55262. get: function () {
  55263. return this._syncRoot;
  55264. },
  55265. enumerable: true,
  55266. configurable: true
  55267. });
  55268. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55269. /**
  55270. * Gets the current frame of the first RuntimeAnimation
  55271. * Used to synchronize Animatables
  55272. */
  55273. get: function () {
  55274. if (this._runtimeAnimations.length === 0) {
  55275. return 0;
  55276. }
  55277. return this._runtimeAnimations[0].currentFrame;
  55278. },
  55279. enumerable: true,
  55280. configurable: true
  55281. });
  55282. Object.defineProperty(Animatable.prototype, "weight", {
  55283. /**
  55284. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55285. */
  55286. get: function () {
  55287. return this._weight;
  55288. },
  55289. set: function (value) {
  55290. if (value === -1) { // -1 is ok and means no weight
  55291. this._weight = -1;
  55292. return;
  55293. }
  55294. // Else weight must be in [0, 1] range
  55295. this._weight = Math.min(Math.max(value, 0), 1.0);
  55296. },
  55297. enumerable: true,
  55298. configurable: true
  55299. });
  55300. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55301. /**
  55302. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55303. */
  55304. get: function () {
  55305. return this._speedRatio;
  55306. },
  55307. set: function (value) {
  55308. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55309. var animation = this._runtimeAnimations[index];
  55310. animation._prepareForSpeedRatioChange(value);
  55311. }
  55312. this._speedRatio = value;
  55313. },
  55314. enumerable: true,
  55315. configurable: true
  55316. });
  55317. // Methods
  55318. /**
  55319. * Synchronize and normalize current Animatable with a source Animatable
  55320. * This is useful when using animation weights and when animations are not of the same length
  55321. * @param root defines the root Animatable to synchronize with
  55322. * @returns the current Animatable
  55323. */
  55324. Animatable.prototype.syncWith = function (root) {
  55325. this._syncRoot = root;
  55326. if (root) {
  55327. // Make sure this animatable will animate after the root
  55328. var index = this._scene._activeAnimatables.indexOf(this);
  55329. if (index > -1) {
  55330. this._scene._activeAnimatables.splice(index, 1);
  55331. this._scene._activeAnimatables.push(this);
  55332. }
  55333. }
  55334. return this;
  55335. };
  55336. /**
  55337. * Gets the list of runtime animations
  55338. * @returns an array of RuntimeAnimation
  55339. */
  55340. Animatable.prototype.getAnimations = function () {
  55341. return this._runtimeAnimations;
  55342. };
  55343. /**
  55344. * Adds more animations to the current animatable
  55345. * @param target defines the target of the animations
  55346. * @param animations defines the new animations to add
  55347. */
  55348. Animatable.prototype.appendAnimations = function (target, animations) {
  55349. for (var index = 0; index < animations.length; index++) {
  55350. var animation = animations[index];
  55351. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55352. }
  55353. };
  55354. /**
  55355. * Gets the source animation for a specific property
  55356. * @param property defines the propertyu to look for
  55357. * @returns null or the source animation for the given property
  55358. */
  55359. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55360. var runtimeAnimations = this._runtimeAnimations;
  55361. for (var index = 0; index < runtimeAnimations.length; index++) {
  55362. if (runtimeAnimations[index].animation.targetProperty === property) {
  55363. return runtimeAnimations[index].animation;
  55364. }
  55365. }
  55366. return null;
  55367. };
  55368. /**
  55369. * Gets the runtime animation for a specific property
  55370. * @param property defines the propertyu to look for
  55371. * @returns null or the runtime animation for the given property
  55372. */
  55373. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55374. var runtimeAnimations = this._runtimeAnimations;
  55375. for (var index = 0; index < runtimeAnimations.length; index++) {
  55376. if (runtimeAnimations[index].animation.targetProperty === property) {
  55377. return runtimeAnimations[index];
  55378. }
  55379. }
  55380. return null;
  55381. };
  55382. /**
  55383. * Resets the animatable to its original state
  55384. */
  55385. Animatable.prototype.reset = function () {
  55386. var runtimeAnimations = this._runtimeAnimations;
  55387. for (var index = 0; index < runtimeAnimations.length; index++) {
  55388. runtimeAnimations[index].reset(true);
  55389. }
  55390. this._localDelayOffset = null;
  55391. this._pausedDelay = null;
  55392. };
  55393. /**
  55394. * Allows the animatable to blend with current running animations
  55395. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55396. * @param blendingSpeed defines the blending speed to use
  55397. */
  55398. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55399. var runtimeAnimations = this._runtimeAnimations;
  55400. for (var index = 0; index < runtimeAnimations.length; index++) {
  55401. runtimeAnimations[index].animation.enableBlending = true;
  55402. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55403. }
  55404. };
  55405. /**
  55406. * Disable animation blending
  55407. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55408. */
  55409. Animatable.prototype.disableBlending = function () {
  55410. var runtimeAnimations = this._runtimeAnimations;
  55411. for (var index = 0; index < runtimeAnimations.length; index++) {
  55412. runtimeAnimations[index].animation.enableBlending = false;
  55413. }
  55414. };
  55415. /**
  55416. * Jump directly to a given frame
  55417. * @param frame defines the frame to jump to
  55418. */
  55419. Animatable.prototype.goToFrame = function (frame) {
  55420. var runtimeAnimations = this._runtimeAnimations;
  55421. if (runtimeAnimations[0]) {
  55422. var fps = runtimeAnimations[0].animation.framePerSecond;
  55423. var currentFrame = runtimeAnimations[0].currentFrame;
  55424. var adjustTime = frame - currentFrame;
  55425. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55426. if (this._localDelayOffset === null) {
  55427. this._localDelayOffset = 0;
  55428. }
  55429. this._localDelayOffset -= delay;
  55430. }
  55431. for (var index = 0; index < runtimeAnimations.length; index++) {
  55432. runtimeAnimations[index].goToFrame(frame);
  55433. }
  55434. };
  55435. /**
  55436. * Pause the animation
  55437. */
  55438. Animatable.prototype.pause = function () {
  55439. if (this._paused) {
  55440. return;
  55441. }
  55442. this._paused = true;
  55443. };
  55444. /**
  55445. * Restart the animation
  55446. */
  55447. Animatable.prototype.restart = function () {
  55448. this._paused = false;
  55449. };
  55450. Animatable.prototype._raiseOnAnimationEnd = function () {
  55451. if (this.onAnimationEnd) {
  55452. this.onAnimationEnd();
  55453. }
  55454. this.onAnimationEndObservable.notifyObservers(this);
  55455. };
  55456. /**
  55457. * Stop and delete the current animation
  55458. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55459. * @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)
  55460. */
  55461. Animatable.prototype.stop = function (animationName, targetMask) {
  55462. if (animationName || targetMask) {
  55463. var idx = this._scene._activeAnimatables.indexOf(this);
  55464. if (idx > -1) {
  55465. var runtimeAnimations = this._runtimeAnimations;
  55466. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55467. var runtimeAnimation = runtimeAnimations[index];
  55468. if (animationName && runtimeAnimation.animation.name != animationName) {
  55469. continue;
  55470. }
  55471. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55472. continue;
  55473. }
  55474. runtimeAnimation.dispose();
  55475. runtimeAnimations.splice(index, 1);
  55476. }
  55477. if (runtimeAnimations.length == 0) {
  55478. this._scene._activeAnimatables.splice(idx, 1);
  55479. this._raiseOnAnimationEnd();
  55480. }
  55481. }
  55482. }
  55483. else {
  55484. var index = this._scene._activeAnimatables.indexOf(this);
  55485. if (index > -1) {
  55486. this._scene._activeAnimatables.splice(index, 1);
  55487. var runtimeAnimations = this._runtimeAnimations;
  55488. for (var index = 0; index < runtimeAnimations.length; index++) {
  55489. runtimeAnimations[index].dispose();
  55490. }
  55491. this._raiseOnAnimationEnd();
  55492. }
  55493. }
  55494. };
  55495. /**
  55496. * Wait asynchronously for the animation to end
  55497. * @returns a promise which will be fullfilled when the animation ends
  55498. */
  55499. Animatable.prototype.waitAsync = function () {
  55500. var _this = this;
  55501. return new Promise(function (resolve, reject) {
  55502. _this.onAnimationEndObservable.add(function () {
  55503. resolve(_this);
  55504. }, undefined, undefined, _this, true);
  55505. });
  55506. };
  55507. /** @hidden */
  55508. Animatable.prototype._animate = function (delay) {
  55509. if (this._paused) {
  55510. this.animationStarted = false;
  55511. if (this._pausedDelay === null) {
  55512. this._pausedDelay = delay;
  55513. }
  55514. return true;
  55515. }
  55516. if (this._localDelayOffset === null) {
  55517. this._localDelayOffset = delay;
  55518. this._pausedDelay = null;
  55519. }
  55520. else if (this._pausedDelay !== null) {
  55521. this._localDelayOffset += delay - this._pausedDelay;
  55522. this._pausedDelay = null;
  55523. }
  55524. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55525. return true;
  55526. }
  55527. // Animating
  55528. var running = false;
  55529. var runtimeAnimations = this._runtimeAnimations;
  55530. var index;
  55531. for (index = 0; index < runtimeAnimations.length; index++) {
  55532. var animation = runtimeAnimations[index];
  55533. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55534. running = running || isRunning;
  55535. }
  55536. this.animationStarted = running;
  55537. if (!running) {
  55538. if (this.disposeOnEnd) {
  55539. // Remove from active animatables
  55540. index = this._scene._activeAnimatables.indexOf(this);
  55541. this._scene._activeAnimatables.splice(index, 1);
  55542. // Dispose all runtime animations
  55543. for (index = 0; index < runtimeAnimations.length; index++) {
  55544. runtimeAnimations[index].dispose();
  55545. }
  55546. }
  55547. this._raiseOnAnimationEnd();
  55548. if (this.disposeOnEnd) {
  55549. this.onAnimationEnd = null;
  55550. this.onAnimationEndObservable.clear();
  55551. }
  55552. }
  55553. return running;
  55554. };
  55555. return Animatable;
  55556. }());
  55557. BABYLON.Animatable = Animatable;
  55558. })(BABYLON || (BABYLON = {}));
  55559. //# sourceMappingURL=babylon.animatable.js.map
  55560. var BABYLON;
  55561. (function (BABYLON) {
  55562. /**
  55563. * Base class used for every default easing function.
  55564. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55565. */
  55566. var EasingFunction = /** @class */ (function () {
  55567. function EasingFunction() {
  55568. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55569. }
  55570. /**
  55571. * Sets the easing mode of the current function.
  55572. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55573. */
  55574. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55575. var n = Math.min(Math.max(easingMode, 0), 2);
  55576. this._easingMode = n;
  55577. };
  55578. /**
  55579. * Gets the current easing mode.
  55580. * @returns the easing mode
  55581. */
  55582. EasingFunction.prototype.getEasingMode = function () {
  55583. return this._easingMode;
  55584. };
  55585. /**
  55586. * @hidden
  55587. */
  55588. EasingFunction.prototype.easeInCore = function (gradient) {
  55589. throw new Error('You must implement this method');
  55590. };
  55591. /**
  55592. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55593. * of the easing function.
  55594. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55595. * @returns the corresponding value on the curve defined by the easing function
  55596. */
  55597. EasingFunction.prototype.ease = function (gradient) {
  55598. switch (this._easingMode) {
  55599. case EasingFunction.EASINGMODE_EASEIN:
  55600. return this.easeInCore(gradient);
  55601. case EasingFunction.EASINGMODE_EASEOUT:
  55602. return (1 - this.easeInCore(1 - gradient));
  55603. }
  55604. if (gradient >= 0.5) {
  55605. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55606. }
  55607. return (this.easeInCore(gradient * 2) * 0.5);
  55608. };
  55609. /**
  55610. * Interpolation follows the mathematical formula associated with the easing function.
  55611. */
  55612. EasingFunction.EASINGMODE_EASEIN = 0;
  55613. /**
  55614. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55615. */
  55616. EasingFunction.EASINGMODE_EASEOUT = 1;
  55617. /**
  55618. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55619. */
  55620. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55621. return EasingFunction;
  55622. }());
  55623. BABYLON.EasingFunction = EasingFunction;
  55624. /**
  55625. * Easing function with a circle shape (see link below).
  55626. * @see https://easings.net/#easeInCirc
  55627. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55628. */
  55629. var CircleEase = /** @class */ (function (_super) {
  55630. __extends(CircleEase, _super);
  55631. function CircleEase() {
  55632. return _super !== null && _super.apply(this, arguments) || this;
  55633. }
  55634. /** @hidden */
  55635. CircleEase.prototype.easeInCore = function (gradient) {
  55636. gradient = Math.max(0, Math.min(1, gradient));
  55637. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55638. };
  55639. return CircleEase;
  55640. }(EasingFunction));
  55641. BABYLON.CircleEase = CircleEase;
  55642. /**
  55643. * Easing function with a ease back shape (see link below).
  55644. * @see https://easings.net/#easeInBack
  55645. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55646. */
  55647. var BackEase = /** @class */ (function (_super) {
  55648. __extends(BackEase, _super);
  55649. /**
  55650. * Instantiates a back ease easing
  55651. * @see https://easings.net/#easeInBack
  55652. * @param amplitude Defines the amplitude of the function
  55653. */
  55654. function BackEase(
  55655. /** Defines the amplitude of the function */
  55656. amplitude) {
  55657. if (amplitude === void 0) { amplitude = 1; }
  55658. var _this = _super.call(this) || this;
  55659. _this.amplitude = amplitude;
  55660. return _this;
  55661. }
  55662. /** @hidden */
  55663. BackEase.prototype.easeInCore = function (gradient) {
  55664. var num = Math.max(0, this.amplitude);
  55665. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55666. };
  55667. return BackEase;
  55668. }(EasingFunction));
  55669. BABYLON.BackEase = BackEase;
  55670. /**
  55671. * Easing function with a bouncing shape (see link below).
  55672. * @see https://easings.net/#easeInBounce
  55673. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55674. */
  55675. var BounceEase = /** @class */ (function (_super) {
  55676. __extends(BounceEase, _super);
  55677. /**
  55678. * Instantiates a bounce easing
  55679. * @see https://easings.net/#easeInBounce
  55680. * @param bounces Defines the number of bounces
  55681. * @param bounciness Defines the amplitude of the bounce
  55682. */
  55683. function BounceEase(
  55684. /** Defines the number of bounces */
  55685. bounces,
  55686. /** Defines the amplitude of the bounce */
  55687. bounciness) {
  55688. if (bounces === void 0) { bounces = 3; }
  55689. if (bounciness === void 0) { bounciness = 2; }
  55690. var _this = _super.call(this) || this;
  55691. _this.bounces = bounces;
  55692. _this.bounciness = bounciness;
  55693. return _this;
  55694. }
  55695. /** @hidden */
  55696. BounceEase.prototype.easeInCore = function (gradient) {
  55697. var y = Math.max(0.0, this.bounces);
  55698. var bounciness = this.bounciness;
  55699. if (bounciness <= 1.0) {
  55700. bounciness = 1.001;
  55701. }
  55702. var num9 = Math.pow(bounciness, y);
  55703. var num5 = 1.0 - bounciness;
  55704. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55705. var num15 = gradient * num4;
  55706. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55707. var num3 = Math.floor(num65);
  55708. var num13 = num3 + 1.0;
  55709. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55710. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55711. var num7 = (num8 + num12) * 0.5;
  55712. var num6 = gradient - num7;
  55713. var num2 = num7 - num8;
  55714. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55715. };
  55716. return BounceEase;
  55717. }(EasingFunction));
  55718. BABYLON.BounceEase = BounceEase;
  55719. /**
  55720. * Easing function with a power of 3 shape (see link below).
  55721. * @see https://easings.net/#easeInCubic
  55722. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55723. */
  55724. var CubicEase = /** @class */ (function (_super) {
  55725. __extends(CubicEase, _super);
  55726. function CubicEase() {
  55727. return _super !== null && _super.apply(this, arguments) || this;
  55728. }
  55729. /** @hidden */
  55730. CubicEase.prototype.easeInCore = function (gradient) {
  55731. return (gradient * gradient * gradient);
  55732. };
  55733. return CubicEase;
  55734. }(EasingFunction));
  55735. BABYLON.CubicEase = CubicEase;
  55736. /**
  55737. * Easing function with an elastic shape (see link below).
  55738. * @see https://easings.net/#easeInElastic
  55739. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55740. */
  55741. var ElasticEase = /** @class */ (function (_super) {
  55742. __extends(ElasticEase, _super);
  55743. /**
  55744. * Instantiates an elastic easing function
  55745. * @see https://easings.net/#easeInElastic
  55746. * @param oscillations Defines the number of oscillations
  55747. * @param springiness Defines the amplitude of the oscillations
  55748. */
  55749. function ElasticEase(
  55750. /** Defines the number of oscillations*/
  55751. oscillations,
  55752. /** Defines the amplitude of the oscillations*/
  55753. springiness) {
  55754. if (oscillations === void 0) { oscillations = 3; }
  55755. if (springiness === void 0) { springiness = 3; }
  55756. var _this = _super.call(this) || this;
  55757. _this.oscillations = oscillations;
  55758. _this.springiness = springiness;
  55759. return _this;
  55760. }
  55761. /** @hidden */
  55762. ElasticEase.prototype.easeInCore = function (gradient) {
  55763. var num2;
  55764. var num3 = Math.max(0.0, this.oscillations);
  55765. var num = Math.max(0.0, this.springiness);
  55766. if (num == 0) {
  55767. num2 = gradient;
  55768. }
  55769. else {
  55770. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55771. }
  55772. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55773. };
  55774. return ElasticEase;
  55775. }(EasingFunction));
  55776. BABYLON.ElasticEase = ElasticEase;
  55777. /**
  55778. * Easing function with an exponential shape (see link below).
  55779. * @see https://easings.net/#easeInExpo
  55780. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55781. */
  55782. var ExponentialEase = /** @class */ (function (_super) {
  55783. __extends(ExponentialEase, _super);
  55784. /**
  55785. * Instantiates an exponential easing function
  55786. * @see https://easings.net/#easeInExpo
  55787. * @param exponent Defines the exponent of the function
  55788. */
  55789. function ExponentialEase(
  55790. /** Defines the exponent of the function */
  55791. exponent) {
  55792. if (exponent === void 0) { exponent = 2; }
  55793. var _this = _super.call(this) || this;
  55794. _this.exponent = exponent;
  55795. return _this;
  55796. }
  55797. /** @hidden */
  55798. ExponentialEase.prototype.easeInCore = function (gradient) {
  55799. if (this.exponent <= 0) {
  55800. return gradient;
  55801. }
  55802. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  55803. };
  55804. return ExponentialEase;
  55805. }(EasingFunction));
  55806. BABYLON.ExponentialEase = ExponentialEase;
  55807. /**
  55808. * Easing function with a power shape (see link below).
  55809. * @see https://easings.net/#easeInQuad
  55810. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55811. */
  55812. var PowerEase = /** @class */ (function (_super) {
  55813. __extends(PowerEase, _super);
  55814. /**
  55815. * Instantiates an power base easing function
  55816. * @see https://easings.net/#easeInQuad
  55817. * @param power Defines the power of the function
  55818. */
  55819. function PowerEase(
  55820. /** Defines the power of the function */
  55821. power) {
  55822. if (power === void 0) { power = 2; }
  55823. var _this = _super.call(this) || this;
  55824. _this.power = power;
  55825. return _this;
  55826. }
  55827. /** @hidden */
  55828. PowerEase.prototype.easeInCore = function (gradient) {
  55829. var y = Math.max(0.0, this.power);
  55830. return Math.pow(gradient, y);
  55831. };
  55832. return PowerEase;
  55833. }(EasingFunction));
  55834. BABYLON.PowerEase = PowerEase;
  55835. /**
  55836. * Easing function with a power of 2 shape (see link below).
  55837. * @see https://easings.net/#easeInQuad
  55838. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55839. */
  55840. var QuadraticEase = /** @class */ (function (_super) {
  55841. __extends(QuadraticEase, _super);
  55842. function QuadraticEase() {
  55843. return _super !== null && _super.apply(this, arguments) || this;
  55844. }
  55845. /** @hidden */
  55846. QuadraticEase.prototype.easeInCore = function (gradient) {
  55847. return (gradient * gradient);
  55848. };
  55849. return QuadraticEase;
  55850. }(EasingFunction));
  55851. BABYLON.QuadraticEase = QuadraticEase;
  55852. /**
  55853. * Easing function with a power of 4 shape (see link below).
  55854. * @see https://easings.net/#easeInQuart
  55855. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55856. */
  55857. var QuarticEase = /** @class */ (function (_super) {
  55858. __extends(QuarticEase, _super);
  55859. function QuarticEase() {
  55860. return _super !== null && _super.apply(this, arguments) || this;
  55861. }
  55862. /** @hidden */
  55863. QuarticEase.prototype.easeInCore = function (gradient) {
  55864. return (gradient * gradient * gradient * gradient);
  55865. };
  55866. return QuarticEase;
  55867. }(EasingFunction));
  55868. BABYLON.QuarticEase = QuarticEase;
  55869. /**
  55870. * Easing function with a power of 5 shape (see link below).
  55871. * @see https://easings.net/#easeInQuint
  55872. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55873. */
  55874. var QuinticEase = /** @class */ (function (_super) {
  55875. __extends(QuinticEase, _super);
  55876. function QuinticEase() {
  55877. return _super !== null && _super.apply(this, arguments) || this;
  55878. }
  55879. /** @hidden */
  55880. QuinticEase.prototype.easeInCore = function (gradient) {
  55881. return (gradient * gradient * gradient * gradient * gradient);
  55882. };
  55883. return QuinticEase;
  55884. }(EasingFunction));
  55885. BABYLON.QuinticEase = QuinticEase;
  55886. /**
  55887. * Easing function with a sin shape (see link below).
  55888. * @see https://easings.net/#easeInSine
  55889. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55890. */
  55891. var SineEase = /** @class */ (function (_super) {
  55892. __extends(SineEase, _super);
  55893. function SineEase() {
  55894. return _super !== null && _super.apply(this, arguments) || this;
  55895. }
  55896. /** @hidden */
  55897. SineEase.prototype.easeInCore = function (gradient) {
  55898. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  55899. };
  55900. return SineEase;
  55901. }(EasingFunction));
  55902. BABYLON.SineEase = SineEase;
  55903. /**
  55904. * Easing function with a bezier shape (see link below).
  55905. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55906. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55907. */
  55908. var BezierCurveEase = /** @class */ (function (_super) {
  55909. __extends(BezierCurveEase, _super);
  55910. /**
  55911. * Instantiates a bezier function
  55912. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55913. * @param x1 Defines the x component of the start tangent in the bezier curve
  55914. * @param y1 Defines the y component of the start tangent in the bezier curve
  55915. * @param x2 Defines the x component of the end tangent in the bezier curve
  55916. * @param y2 Defines the y component of the end tangent in the bezier curve
  55917. */
  55918. function BezierCurveEase(
  55919. /** Defines the x component of the start tangent in the bezier curve */
  55920. x1,
  55921. /** Defines the y component of the start tangent in the bezier curve */
  55922. y1,
  55923. /** Defines the x component of the end tangent in the bezier curve */
  55924. x2,
  55925. /** Defines the y component of the end tangent in the bezier curve */
  55926. y2) {
  55927. if (x1 === void 0) { x1 = 0; }
  55928. if (y1 === void 0) { y1 = 0; }
  55929. if (x2 === void 0) { x2 = 1; }
  55930. if (y2 === void 0) { y2 = 1; }
  55931. var _this = _super.call(this) || this;
  55932. _this.x1 = x1;
  55933. _this.y1 = y1;
  55934. _this.x2 = x2;
  55935. _this.y2 = y2;
  55936. return _this;
  55937. }
  55938. /** @hidden */
  55939. BezierCurveEase.prototype.easeInCore = function (gradient) {
  55940. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  55941. };
  55942. return BezierCurveEase;
  55943. }(EasingFunction));
  55944. BABYLON.BezierCurveEase = BezierCurveEase;
  55945. })(BABYLON || (BABYLON = {}));
  55946. //# sourceMappingURL=babylon.easing.js.map
  55947. var BABYLON;
  55948. (function (BABYLON) {
  55949. /**
  55950. * A Condition applied to an Action
  55951. */
  55952. var Condition = /** @class */ (function () {
  55953. /**
  55954. * Creates a new Condition
  55955. * @param actionManager the manager of the action the condition is applied to
  55956. */
  55957. function Condition(actionManager) {
  55958. this._actionManager = actionManager;
  55959. }
  55960. /**
  55961. * Check if the current condition is valid
  55962. * @returns a boolean
  55963. */
  55964. Condition.prototype.isValid = function () {
  55965. return true;
  55966. };
  55967. /**
  55968. * Internal only
  55969. * @hidden
  55970. */
  55971. Condition.prototype._getProperty = function (propertyPath) {
  55972. return this._actionManager._getProperty(propertyPath);
  55973. };
  55974. /**
  55975. * Internal only
  55976. * @hidden
  55977. */
  55978. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  55979. return this._actionManager._getEffectiveTarget(target, propertyPath);
  55980. };
  55981. /**
  55982. * Serialize placeholder for child classes
  55983. * @returns the serialized object
  55984. */
  55985. Condition.prototype.serialize = function () {
  55986. };
  55987. /**
  55988. * Internal only
  55989. * @hidden
  55990. */
  55991. Condition.prototype._serialize = function (serializedCondition) {
  55992. return {
  55993. type: 2,
  55994. children: [],
  55995. name: serializedCondition.name,
  55996. properties: serializedCondition.properties
  55997. };
  55998. };
  55999. return Condition;
  56000. }());
  56001. BABYLON.Condition = Condition;
  56002. /**
  56003. * Defines specific conditional operators as extensions of Condition
  56004. */
  56005. var ValueCondition = /** @class */ (function (_super) {
  56006. __extends(ValueCondition, _super);
  56007. /**
  56008. * Creates a new ValueCondition
  56009. * @param actionManager manager for the action the condition applies to
  56010. * @param target for the action
  56011. * @param propertyPath path to specify the property of the target the conditional operator uses
  56012. * @param value the value compared by the conditional operator against the current value of the property
  56013. * @param operator the conditional operator, default ValueCondition.IsEqual
  56014. */
  56015. function ValueCondition(actionManager, target,
  56016. /** path to specify the property of the target the conditional operator uses */
  56017. propertyPath,
  56018. /** the value compared by the conditional operator against the current value of the property */
  56019. value,
  56020. /** the conditional operator, default ValueCondition.IsEqual */
  56021. operator) {
  56022. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56023. var _this = _super.call(this, actionManager) || this;
  56024. _this.propertyPath = propertyPath;
  56025. _this.value = value;
  56026. _this.operator = operator;
  56027. _this._target = target;
  56028. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56029. _this._property = _this._getProperty(_this.propertyPath);
  56030. return _this;
  56031. }
  56032. Object.defineProperty(ValueCondition, "IsEqual", {
  56033. /**
  56034. * returns the number for IsEqual
  56035. */
  56036. get: function () {
  56037. return ValueCondition._IsEqual;
  56038. },
  56039. enumerable: true,
  56040. configurable: true
  56041. });
  56042. Object.defineProperty(ValueCondition, "IsDifferent", {
  56043. /**
  56044. * Returns the number for IsDifferent
  56045. */
  56046. get: function () {
  56047. return ValueCondition._IsDifferent;
  56048. },
  56049. enumerable: true,
  56050. configurable: true
  56051. });
  56052. Object.defineProperty(ValueCondition, "IsGreater", {
  56053. /**
  56054. * Returns the number for IsGreater
  56055. */
  56056. get: function () {
  56057. return ValueCondition._IsGreater;
  56058. },
  56059. enumerable: true,
  56060. configurable: true
  56061. });
  56062. Object.defineProperty(ValueCondition, "IsLesser", {
  56063. /**
  56064. * Returns the number for IsLesser
  56065. */
  56066. get: function () {
  56067. return ValueCondition._IsLesser;
  56068. },
  56069. enumerable: true,
  56070. configurable: true
  56071. });
  56072. /**
  56073. * Compares the given value with the property value for the specified conditional operator
  56074. * @returns the result of the comparison
  56075. */
  56076. ValueCondition.prototype.isValid = function () {
  56077. switch (this.operator) {
  56078. case ValueCondition.IsGreater:
  56079. return this._effectiveTarget[this._property] > this.value;
  56080. case ValueCondition.IsLesser:
  56081. return this._effectiveTarget[this._property] < this.value;
  56082. case ValueCondition.IsEqual:
  56083. case ValueCondition.IsDifferent:
  56084. var check;
  56085. if (this.value.equals) {
  56086. check = this.value.equals(this._effectiveTarget[this._property]);
  56087. }
  56088. else {
  56089. check = this.value === this._effectiveTarget[this._property];
  56090. }
  56091. return this.operator === ValueCondition.IsEqual ? check : !check;
  56092. }
  56093. return false;
  56094. };
  56095. /**
  56096. * Serialize the ValueCondition into a JSON compatible object
  56097. * @returns serialization object
  56098. */
  56099. ValueCondition.prototype.serialize = function () {
  56100. return this._serialize({
  56101. name: "ValueCondition",
  56102. properties: [
  56103. BABYLON.Action._GetTargetProperty(this._target),
  56104. { name: "propertyPath", value: this.propertyPath },
  56105. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56106. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56107. ]
  56108. });
  56109. };
  56110. /**
  56111. * Gets the name of the conditional operator for the ValueCondition
  56112. * @param operator the conditional operator
  56113. * @returns the name
  56114. */
  56115. ValueCondition.GetOperatorName = function (operator) {
  56116. switch (operator) {
  56117. case ValueCondition._IsEqual: return "IsEqual";
  56118. case ValueCondition._IsDifferent: return "IsDifferent";
  56119. case ValueCondition._IsGreater: return "IsGreater";
  56120. case ValueCondition._IsLesser: return "IsLesser";
  56121. default: return "";
  56122. }
  56123. };
  56124. /**
  56125. * Internal only
  56126. * @hidden
  56127. */
  56128. ValueCondition._IsEqual = 0;
  56129. /**
  56130. * Internal only
  56131. * @hidden
  56132. */
  56133. ValueCondition._IsDifferent = 1;
  56134. /**
  56135. * Internal only
  56136. * @hidden
  56137. */
  56138. ValueCondition._IsGreater = 2;
  56139. /**
  56140. * Internal only
  56141. * @hidden
  56142. */
  56143. ValueCondition._IsLesser = 3;
  56144. return ValueCondition;
  56145. }(Condition));
  56146. BABYLON.ValueCondition = ValueCondition;
  56147. /**
  56148. * Defines a predicate condition as an extension of Condition
  56149. */
  56150. var PredicateCondition = /** @class */ (function (_super) {
  56151. __extends(PredicateCondition, _super);
  56152. /**
  56153. * Creates a new PredicateCondition
  56154. * @param actionManager manager for the action the condition applies to
  56155. * @param predicate defines the predicate function used to validate the condition
  56156. */
  56157. function PredicateCondition(actionManager,
  56158. /** defines the predicate function used to validate the condition */
  56159. predicate) {
  56160. var _this = _super.call(this, actionManager) || this;
  56161. _this.predicate = predicate;
  56162. return _this;
  56163. }
  56164. /**
  56165. * @returns the validity of the predicate condition
  56166. */
  56167. PredicateCondition.prototype.isValid = function () {
  56168. return this.predicate();
  56169. };
  56170. return PredicateCondition;
  56171. }(Condition));
  56172. BABYLON.PredicateCondition = PredicateCondition;
  56173. /**
  56174. * Defines a state condition as an extension of Condition
  56175. */
  56176. var StateCondition = /** @class */ (function (_super) {
  56177. __extends(StateCondition, _super);
  56178. /**
  56179. * Creates a new StateCondition
  56180. * @param actionManager manager for the action the condition applies to
  56181. * @param target of the condition
  56182. * @param value to compare with target state
  56183. */
  56184. function StateCondition(actionManager, target,
  56185. /** Value to compare with target state */
  56186. value) {
  56187. var _this = _super.call(this, actionManager) || this;
  56188. _this.value = value;
  56189. _this._target = target;
  56190. return _this;
  56191. }
  56192. /**
  56193. * Gets a boolean indicating if the current condition is met
  56194. * @returns the validity of the state
  56195. */
  56196. StateCondition.prototype.isValid = function () {
  56197. return this._target.state === this.value;
  56198. };
  56199. /**
  56200. * Serialize the StateCondition into a JSON compatible object
  56201. * @returns serialization object
  56202. */
  56203. StateCondition.prototype.serialize = function () {
  56204. return this._serialize({
  56205. name: "StateCondition",
  56206. properties: [
  56207. BABYLON.Action._GetTargetProperty(this._target),
  56208. { name: "value", value: this.value }
  56209. ]
  56210. });
  56211. };
  56212. return StateCondition;
  56213. }(Condition));
  56214. BABYLON.StateCondition = StateCondition;
  56215. })(BABYLON || (BABYLON = {}));
  56216. //# sourceMappingURL=babylon.condition.js.map
  56217. var BABYLON;
  56218. (function (BABYLON) {
  56219. /**
  56220. * The action to be carried out following a trigger
  56221. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56222. */
  56223. var Action = /** @class */ (function () {
  56224. /**
  56225. * Creates a new Action
  56226. * @param triggerOptions the trigger, with or without parameters, for the action
  56227. * @param condition an optional determinant of action
  56228. */
  56229. function Action(
  56230. /** the trigger, with or without parameters, for the action */
  56231. triggerOptions, condition) {
  56232. this.triggerOptions = triggerOptions;
  56233. /**
  56234. * An event triggered prior to action being executed.
  56235. */
  56236. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56237. if (triggerOptions.parameter) {
  56238. this.trigger = triggerOptions.trigger;
  56239. this._triggerParameter = triggerOptions.parameter;
  56240. }
  56241. else if (triggerOptions.trigger) {
  56242. this.trigger = triggerOptions.trigger;
  56243. }
  56244. else {
  56245. this.trigger = triggerOptions;
  56246. }
  56247. this._nextActiveAction = this;
  56248. this._condition = condition;
  56249. }
  56250. /**
  56251. * Internal only
  56252. * @hidden
  56253. */
  56254. Action.prototype._prepare = function () {
  56255. };
  56256. /**
  56257. * Gets the trigger parameters
  56258. * @returns the trigger parameters
  56259. */
  56260. Action.prototype.getTriggerParameter = function () {
  56261. return this._triggerParameter;
  56262. };
  56263. /**
  56264. * Internal only - executes current action event
  56265. * @hidden
  56266. */
  56267. Action.prototype._executeCurrent = function (evt) {
  56268. if (this._nextActiveAction._condition) {
  56269. var condition = this._nextActiveAction._condition;
  56270. var currentRenderId = this._actionManager.getScene().getRenderId();
  56271. // We cache the current evaluation for the current frame
  56272. if (condition._evaluationId === currentRenderId) {
  56273. if (!condition._currentResult) {
  56274. return;
  56275. }
  56276. }
  56277. else {
  56278. condition._evaluationId = currentRenderId;
  56279. if (!condition.isValid()) {
  56280. condition._currentResult = false;
  56281. return;
  56282. }
  56283. condition._currentResult = true;
  56284. }
  56285. }
  56286. this.onBeforeExecuteObservable.notifyObservers(this);
  56287. this._nextActiveAction.execute(evt);
  56288. this.skipToNextActiveAction();
  56289. };
  56290. /**
  56291. * Execute placeholder for child classes
  56292. * @param evt optional action event
  56293. */
  56294. Action.prototype.execute = function (evt) {
  56295. };
  56296. /**
  56297. * Skips to next active action
  56298. */
  56299. Action.prototype.skipToNextActiveAction = function () {
  56300. if (this._nextActiveAction._child) {
  56301. if (!this._nextActiveAction._child._actionManager) {
  56302. this._nextActiveAction._child._actionManager = this._actionManager;
  56303. }
  56304. this._nextActiveAction = this._nextActiveAction._child;
  56305. }
  56306. else {
  56307. this._nextActiveAction = this;
  56308. }
  56309. };
  56310. /**
  56311. * Adds action to chain of actions, may be a DoNothingAction
  56312. * @param action defines the next action to execute
  56313. * @returns The action passed in
  56314. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56315. */
  56316. Action.prototype.then = function (action) {
  56317. this._child = action;
  56318. action._actionManager = this._actionManager;
  56319. action._prepare();
  56320. return action;
  56321. };
  56322. /**
  56323. * Internal only
  56324. * @hidden
  56325. */
  56326. Action.prototype._getProperty = function (propertyPath) {
  56327. return this._actionManager._getProperty(propertyPath);
  56328. };
  56329. /**
  56330. * Internal only
  56331. * @hidden
  56332. */
  56333. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56334. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56335. };
  56336. /**
  56337. * Serialize placeholder for child classes
  56338. * @param parent of child
  56339. * @returns the serialized object
  56340. */
  56341. Action.prototype.serialize = function (parent) {
  56342. };
  56343. /**
  56344. * Internal only called by serialize
  56345. * @hidden
  56346. */
  56347. Action.prototype._serialize = function (serializedAction, parent) {
  56348. var serializationObject = {
  56349. type: 1,
  56350. children: [],
  56351. name: serializedAction.name,
  56352. properties: serializedAction.properties || []
  56353. };
  56354. // Serialize child
  56355. if (this._child) {
  56356. this._child.serialize(serializationObject);
  56357. }
  56358. // Check if "this" has a condition
  56359. if (this._condition) {
  56360. var serializedCondition = this._condition.serialize();
  56361. serializedCondition.children.push(serializationObject);
  56362. if (parent) {
  56363. parent.children.push(serializedCondition);
  56364. }
  56365. return serializedCondition;
  56366. }
  56367. if (parent) {
  56368. parent.children.push(serializationObject);
  56369. }
  56370. return serializationObject;
  56371. };
  56372. /**
  56373. * Internal only
  56374. * @hidden
  56375. */
  56376. Action._SerializeValueAsString = function (value) {
  56377. if (typeof value === "number") {
  56378. return value.toString();
  56379. }
  56380. if (typeof value === "boolean") {
  56381. return value ? "true" : "false";
  56382. }
  56383. if (value instanceof BABYLON.Vector2) {
  56384. return value.x + ", " + value.y;
  56385. }
  56386. if (value instanceof BABYLON.Vector3) {
  56387. return value.x + ", " + value.y + ", " + value.z;
  56388. }
  56389. if (value instanceof BABYLON.Color3) {
  56390. return value.r + ", " + value.g + ", " + value.b;
  56391. }
  56392. if (value instanceof BABYLON.Color4) {
  56393. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56394. }
  56395. return value; // string
  56396. };
  56397. /**
  56398. * Internal only
  56399. * @hidden
  56400. */
  56401. Action._GetTargetProperty = function (target) {
  56402. return {
  56403. name: "target",
  56404. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56405. : target instanceof BABYLON.Light ? "LightProperties"
  56406. : target instanceof BABYLON.Camera ? "CameraProperties"
  56407. : "SceneProperties",
  56408. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56409. };
  56410. };
  56411. return Action;
  56412. }());
  56413. BABYLON.Action = Action;
  56414. })(BABYLON || (BABYLON = {}));
  56415. //# sourceMappingURL=babylon.action.js.map
  56416. var BABYLON;
  56417. (function (BABYLON) {
  56418. /**
  56419. * ActionEvent is the event being sent when an action is triggered.
  56420. */
  56421. var ActionEvent = /** @class */ (function () {
  56422. /**
  56423. * Creates a new ActionEvent
  56424. * @param source The mesh or sprite that triggered the action
  56425. * @param pointerX The X mouse cursor position at the time of the event
  56426. * @param pointerY The Y mouse cursor position at the time of the event
  56427. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56428. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56429. * @param additionalData additional data for the event
  56430. */
  56431. function ActionEvent(
  56432. /** The mesh or sprite that triggered the action */
  56433. source,
  56434. /** The X mouse cursor position at the time of the event */
  56435. pointerX,
  56436. /** The Y mouse cursor position at the time of the event */
  56437. pointerY,
  56438. /** The mesh that is currently pointed at (can be null) */
  56439. meshUnderPointer,
  56440. /** the original (browser) event that triggered the ActionEvent */
  56441. sourceEvent,
  56442. /** additional data for the event */
  56443. additionalData) {
  56444. this.source = source;
  56445. this.pointerX = pointerX;
  56446. this.pointerY = pointerY;
  56447. this.meshUnderPointer = meshUnderPointer;
  56448. this.sourceEvent = sourceEvent;
  56449. this.additionalData = additionalData;
  56450. }
  56451. /**
  56452. * Helper function to auto-create an ActionEvent from a source mesh.
  56453. * @param source The source mesh that triggered the event
  56454. * @param evt The original (browser) event
  56455. * @param additionalData additional data for the event
  56456. * @returns the new ActionEvent
  56457. */
  56458. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56459. var scene = source.getScene();
  56460. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56461. };
  56462. /**
  56463. * Helper function to auto-create an ActionEvent from a source sprite
  56464. * @param source The source sprite that triggered the event
  56465. * @param scene Scene associated with the sprite
  56466. * @param evt The original (browser) event
  56467. * @param additionalData additional data for the event
  56468. * @returns the new ActionEvent
  56469. */
  56470. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56471. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56472. };
  56473. /**
  56474. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56475. * @param scene the scene where the event occurred
  56476. * @param evt The original (browser) event
  56477. * @returns the new ActionEvent
  56478. */
  56479. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56480. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56481. };
  56482. /**
  56483. * Helper function to auto-create an ActionEvent from a primitive
  56484. * @param prim defines the target primitive
  56485. * @param pointerPos defines the pointer position
  56486. * @param evt The original (browser) event
  56487. * @param additionalData additional data for the event
  56488. * @returns the new ActionEvent
  56489. */
  56490. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56491. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56492. };
  56493. return ActionEvent;
  56494. }());
  56495. BABYLON.ActionEvent = ActionEvent;
  56496. /**
  56497. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56498. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56499. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56500. */
  56501. var ActionManager = /** @class */ (function () {
  56502. /**
  56503. * Creates a new action manager
  56504. * @param scene defines the hosting scene
  56505. */
  56506. function ActionManager(scene) {
  56507. // Members
  56508. /** Gets the list of actions */
  56509. this.actions = new Array();
  56510. /** Gets the cursor to use when hovering items */
  56511. this.hoverCursor = '';
  56512. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56513. scene.actionManagers.push(this);
  56514. }
  56515. // Methods
  56516. /**
  56517. * Releases all associated resources
  56518. */
  56519. ActionManager.prototype.dispose = function () {
  56520. var index = this._scene.actionManagers.indexOf(this);
  56521. for (var i = 0; i < this.actions.length; i++) {
  56522. var action = this.actions[i];
  56523. ActionManager.Triggers[action.trigger]--;
  56524. if (ActionManager.Triggers[action.trigger] === 0) {
  56525. delete ActionManager.Triggers[action.trigger];
  56526. }
  56527. }
  56528. if (index > -1) {
  56529. this._scene.actionManagers.splice(index, 1);
  56530. }
  56531. };
  56532. /**
  56533. * Gets hosting scene
  56534. * @returns the hosting scene
  56535. */
  56536. ActionManager.prototype.getScene = function () {
  56537. return this._scene;
  56538. };
  56539. /**
  56540. * Does this action manager handles actions of any of the given triggers
  56541. * @param triggers defines the triggers to be tested
  56542. * @return a boolean indicating whether one (or more) of the triggers is handled
  56543. */
  56544. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56545. for (var index = 0; index < this.actions.length; index++) {
  56546. var action = this.actions[index];
  56547. if (triggers.indexOf(action.trigger) > -1) {
  56548. return true;
  56549. }
  56550. }
  56551. return false;
  56552. };
  56553. /**
  56554. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56555. * speed.
  56556. * @param triggerA defines the trigger to be tested
  56557. * @param triggerB defines the trigger to be tested
  56558. * @return a boolean indicating whether one (or more) of the triggers is handled
  56559. */
  56560. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56561. for (var index = 0; index < this.actions.length; index++) {
  56562. var action = this.actions[index];
  56563. if (triggerA == action.trigger || triggerB == action.trigger) {
  56564. return true;
  56565. }
  56566. }
  56567. return false;
  56568. };
  56569. /**
  56570. * Does this action manager handles actions of a given trigger
  56571. * @param trigger defines the trigger to be tested
  56572. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56573. * @return whether the trigger is handled
  56574. */
  56575. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56576. for (var index = 0; index < this.actions.length; index++) {
  56577. var action = this.actions[index];
  56578. if (action.trigger === trigger) {
  56579. if (parameterPredicate) {
  56580. if (parameterPredicate(action.getTriggerParameter())) {
  56581. return true;
  56582. }
  56583. }
  56584. else {
  56585. return true;
  56586. }
  56587. }
  56588. }
  56589. return false;
  56590. };
  56591. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56592. /**
  56593. * Does this action manager has pointer triggers
  56594. */
  56595. get: function () {
  56596. for (var index = 0; index < this.actions.length; index++) {
  56597. var action = this.actions[index];
  56598. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56599. return true;
  56600. }
  56601. }
  56602. return false;
  56603. },
  56604. enumerable: true,
  56605. configurable: true
  56606. });
  56607. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56608. /**
  56609. * Does this action manager has pick triggers
  56610. */
  56611. get: function () {
  56612. for (var index = 0; index < this.actions.length; index++) {
  56613. var action = this.actions[index];
  56614. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56615. return true;
  56616. }
  56617. }
  56618. return false;
  56619. },
  56620. enumerable: true,
  56621. configurable: true
  56622. });
  56623. Object.defineProperty(ActionManager, "HasTriggers", {
  56624. /**
  56625. * Does exist one action manager with at least one trigger
  56626. **/
  56627. get: function () {
  56628. for (var t in ActionManager.Triggers) {
  56629. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56630. return true;
  56631. }
  56632. }
  56633. return false;
  56634. },
  56635. enumerable: true,
  56636. configurable: true
  56637. });
  56638. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56639. /**
  56640. * Does exist one action manager with at least one pick trigger
  56641. **/
  56642. get: function () {
  56643. for (var t in ActionManager.Triggers) {
  56644. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56645. var t_int = parseInt(t);
  56646. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56647. return true;
  56648. }
  56649. }
  56650. }
  56651. return false;
  56652. },
  56653. enumerable: true,
  56654. configurable: true
  56655. });
  56656. /**
  56657. * Does exist one action manager that handles actions of a given trigger
  56658. * @param trigger defines the trigger to be tested
  56659. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56660. **/
  56661. ActionManager.HasSpecificTrigger = function (trigger) {
  56662. for (var t in ActionManager.Triggers) {
  56663. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56664. var t_int = parseInt(t);
  56665. if (t_int === trigger) {
  56666. return true;
  56667. }
  56668. }
  56669. }
  56670. return false;
  56671. };
  56672. /**
  56673. * Registers an action to this action manager
  56674. * @param action defines the action to be registered
  56675. * @return the action amended (prepared) after registration
  56676. */
  56677. ActionManager.prototype.registerAction = function (action) {
  56678. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56679. if (this.getScene().actionManager !== this) {
  56680. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56681. return null;
  56682. }
  56683. }
  56684. this.actions.push(action);
  56685. if (ActionManager.Triggers[action.trigger]) {
  56686. ActionManager.Triggers[action.trigger]++;
  56687. }
  56688. else {
  56689. ActionManager.Triggers[action.trigger] = 1;
  56690. }
  56691. action._actionManager = this;
  56692. action._prepare();
  56693. return action;
  56694. };
  56695. /**
  56696. * Unregisters an action to this action manager
  56697. * @param action defines the action to be unregistered
  56698. * @return a boolean indicating whether the action has been unregistered
  56699. */
  56700. ActionManager.prototype.unregisterAction = function (action) {
  56701. var index = this.actions.indexOf(action);
  56702. if (index !== -1) {
  56703. this.actions.splice(index, 1);
  56704. ActionManager.Triggers[action.trigger] -= 1;
  56705. if (ActionManager.Triggers[action.trigger] === 0) {
  56706. delete ActionManager.Triggers[action.trigger];
  56707. }
  56708. delete action._actionManager;
  56709. return true;
  56710. }
  56711. return false;
  56712. };
  56713. /**
  56714. * Process a specific trigger
  56715. * @param trigger defines the trigger to process
  56716. * @param evt defines the event details to be processed
  56717. */
  56718. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56719. for (var index = 0; index < this.actions.length; index++) {
  56720. var action = this.actions[index];
  56721. if (action.trigger === trigger) {
  56722. if (evt) {
  56723. if (trigger === ActionManager.OnKeyUpTrigger
  56724. || trigger === ActionManager.OnKeyDownTrigger) {
  56725. var parameter = action.getTriggerParameter();
  56726. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56727. if (!parameter.toLowerCase) {
  56728. continue;
  56729. }
  56730. var lowerCase = parameter.toLowerCase();
  56731. if (lowerCase !== evt.sourceEvent.key) {
  56732. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56733. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56734. if (actualkey !== lowerCase) {
  56735. continue;
  56736. }
  56737. }
  56738. }
  56739. }
  56740. }
  56741. action._executeCurrent(evt);
  56742. }
  56743. }
  56744. };
  56745. /** @hidden */
  56746. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56747. var properties = propertyPath.split(".");
  56748. for (var index = 0; index < properties.length - 1; index++) {
  56749. target = target[properties[index]];
  56750. }
  56751. return target;
  56752. };
  56753. /** @hidden */
  56754. ActionManager.prototype._getProperty = function (propertyPath) {
  56755. var properties = propertyPath.split(".");
  56756. return properties[properties.length - 1];
  56757. };
  56758. /**
  56759. * Serialize this manager to a JSON object
  56760. * @param name defines the property name to store this manager
  56761. * @returns a JSON representation of this manager
  56762. */
  56763. ActionManager.prototype.serialize = function (name) {
  56764. var root = {
  56765. children: new Array(),
  56766. name: name,
  56767. type: 3,
  56768. properties: new Array() // Empty for root but required
  56769. };
  56770. for (var i = 0; i < this.actions.length; i++) {
  56771. var triggerObject = {
  56772. type: 0,
  56773. children: new Array(),
  56774. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56775. properties: new Array()
  56776. };
  56777. var triggerOptions = this.actions[i].triggerOptions;
  56778. if (triggerOptions && typeof triggerOptions !== "number") {
  56779. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56780. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56781. }
  56782. else {
  56783. var parameter = {};
  56784. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  56785. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  56786. parameter._meshId = triggerOptions.parameter.mesh.id;
  56787. }
  56788. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  56789. }
  56790. }
  56791. // Serialize child action, recursively
  56792. this.actions[i].serialize(triggerObject);
  56793. // Add serialized trigger
  56794. root.children.push(triggerObject);
  56795. }
  56796. return root;
  56797. };
  56798. /**
  56799. * Creates a new ActionManager from a JSON data
  56800. * @param parsedActions defines the JSON data to read from
  56801. * @param object defines the hosting mesh
  56802. * @param scene defines the hosting scene
  56803. */
  56804. ActionManager.Parse = function (parsedActions, object, scene) {
  56805. var actionManager = new ActionManager(scene);
  56806. if (object === null) {
  56807. scene.actionManager = actionManager;
  56808. }
  56809. else {
  56810. object.actionManager = actionManager;
  56811. }
  56812. // instanciate a new object
  56813. var instanciate = function (name, params) {
  56814. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  56815. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  56816. newInstance.constructor.apply(newInstance, params);
  56817. return newInstance;
  56818. };
  56819. var parseParameter = function (name, value, target, propertyPath) {
  56820. if (propertyPath === null) {
  56821. // String, boolean or float
  56822. var floatValue = parseFloat(value);
  56823. if (value === "true" || value === "false") {
  56824. return value === "true";
  56825. }
  56826. else {
  56827. return isNaN(floatValue) ? value : floatValue;
  56828. }
  56829. }
  56830. var effectiveTarget = propertyPath.split(".");
  56831. var values = value.split(",");
  56832. // Get effective Target
  56833. for (var i = 0; i < effectiveTarget.length; i++) {
  56834. target = target[effectiveTarget[i]];
  56835. }
  56836. // Return appropriate value with its type
  56837. if (typeof (target) === "boolean") {
  56838. return values[0] === "true";
  56839. }
  56840. if (typeof (target) === "string") {
  56841. return values[0];
  56842. }
  56843. // Parameters with multiple values such as Vector3 etc.
  56844. var split = new Array();
  56845. for (var i = 0; i < values.length; i++) {
  56846. split.push(parseFloat(values[i]));
  56847. }
  56848. if (target instanceof BABYLON.Vector3) {
  56849. return BABYLON.Vector3.FromArray(split);
  56850. }
  56851. if (target instanceof BABYLON.Vector4) {
  56852. return BABYLON.Vector4.FromArray(split);
  56853. }
  56854. if (target instanceof BABYLON.Color3) {
  56855. return BABYLON.Color3.FromArray(split);
  56856. }
  56857. if (target instanceof BABYLON.Color4) {
  56858. return BABYLON.Color4.FromArray(split);
  56859. }
  56860. return parseFloat(values[0]);
  56861. };
  56862. // traverse graph per trigger
  56863. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  56864. if (combineArray === void 0) { combineArray = null; }
  56865. if (parsedAction.detached) {
  56866. return;
  56867. }
  56868. var parameters = new Array();
  56869. var target = null;
  56870. var propertyPath = null;
  56871. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  56872. // Parameters
  56873. if (parsedAction.type === 2) {
  56874. parameters.push(actionManager);
  56875. }
  56876. else {
  56877. parameters.push(trigger);
  56878. }
  56879. if (combine) {
  56880. var actions = new Array();
  56881. for (var j = 0; j < parsedAction.combine.length; j++) {
  56882. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  56883. }
  56884. parameters.push(actions);
  56885. }
  56886. else {
  56887. for (var i = 0; i < parsedAction.properties.length; i++) {
  56888. var value = parsedAction.properties[i].value;
  56889. var name = parsedAction.properties[i].name;
  56890. var targetType = parsedAction.properties[i].targetType;
  56891. if (name === "target") {
  56892. if (targetType !== null && targetType === "SceneProperties") {
  56893. value = target = scene;
  56894. }
  56895. else {
  56896. value = target = scene.getNodeByName(value);
  56897. }
  56898. }
  56899. else if (name === "parent") {
  56900. value = scene.getNodeByName(value);
  56901. }
  56902. else if (name === "sound") {
  56903. // Can not externalize to component, so only checks for the presence off the API.
  56904. if (scene.getSoundByName) {
  56905. value = scene.getSoundByName(value);
  56906. }
  56907. }
  56908. else if (name !== "propertyPath") {
  56909. if (parsedAction.type === 2 && name === "operator") {
  56910. value = BABYLON.ValueCondition[value];
  56911. }
  56912. else {
  56913. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  56914. }
  56915. }
  56916. else {
  56917. propertyPath = value;
  56918. }
  56919. parameters.push(value);
  56920. }
  56921. }
  56922. if (combineArray === null) {
  56923. parameters.push(condition);
  56924. }
  56925. else {
  56926. parameters.push(null);
  56927. }
  56928. // If interpolate value action
  56929. if (parsedAction.name === "InterpolateValueAction") {
  56930. var param = parameters[parameters.length - 2];
  56931. parameters[parameters.length - 1] = param;
  56932. parameters[parameters.length - 2] = condition;
  56933. }
  56934. // Action or condition(s) and not CombineAction
  56935. var newAction = instanciate(parsedAction.name, parameters);
  56936. if (newAction instanceof BABYLON.Condition && condition !== null) {
  56937. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  56938. if (action) {
  56939. action.then(nothing);
  56940. }
  56941. else {
  56942. actionManager.registerAction(nothing);
  56943. }
  56944. action = nothing;
  56945. }
  56946. if (combineArray === null) {
  56947. if (newAction instanceof BABYLON.Condition) {
  56948. condition = newAction;
  56949. newAction = action;
  56950. }
  56951. else {
  56952. condition = null;
  56953. if (action) {
  56954. action.then(newAction);
  56955. }
  56956. else {
  56957. actionManager.registerAction(newAction);
  56958. }
  56959. }
  56960. }
  56961. else {
  56962. combineArray.push(newAction);
  56963. }
  56964. for (var i = 0; i < parsedAction.children.length; i++) {
  56965. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  56966. }
  56967. };
  56968. // triggers
  56969. for (var i = 0; i < parsedActions.children.length; i++) {
  56970. var triggerParams;
  56971. var trigger = parsedActions.children[i];
  56972. if (trigger.properties.length > 0) {
  56973. var param = trigger.properties[0].value;
  56974. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  56975. if (value._meshId) {
  56976. value.mesh = scene.getMeshByID(value._meshId);
  56977. }
  56978. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  56979. }
  56980. else {
  56981. triggerParams = ActionManager[trigger.name];
  56982. }
  56983. for (var j = 0; j < trigger.children.length; j++) {
  56984. if (!trigger.detached) {
  56985. traverse(trigger.children[j], triggerParams, null, null);
  56986. }
  56987. }
  56988. }
  56989. };
  56990. /**
  56991. * Get a trigger name by index
  56992. * @param trigger defines the trigger index
  56993. * @returns a trigger name
  56994. */
  56995. ActionManager.GetTriggerName = function (trigger) {
  56996. switch (trigger) {
  56997. case 0: return "NothingTrigger";
  56998. case 1: return "OnPickTrigger";
  56999. case 2: return "OnLeftPickTrigger";
  57000. case 3: return "OnRightPickTrigger";
  57001. case 4: return "OnCenterPickTrigger";
  57002. case 5: return "OnPickDownTrigger";
  57003. case 6: return "OnPickUpTrigger";
  57004. case 7: return "OnLongPressTrigger";
  57005. case 8: return "OnPointerOverTrigger";
  57006. case 9: return "OnPointerOutTrigger";
  57007. case 10: return "OnEveryFrameTrigger";
  57008. case 11: return "OnIntersectionEnterTrigger";
  57009. case 12: return "OnIntersectionExitTrigger";
  57010. case 13: return "OnKeyDownTrigger";
  57011. case 14: return "OnKeyUpTrigger";
  57012. case 15: return "OnPickOutTrigger";
  57013. default: return "";
  57014. }
  57015. };
  57016. /**
  57017. * Nothing
  57018. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57019. */
  57020. ActionManager.NothingTrigger = 0;
  57021. /**
  57022. * On pick
  57023. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57024. */
  57025. ActionManager.OnPickTrigger = 1;
  57026. /**
  57027. * On left pick
  57028. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57029. */
  57030. ActionManager.OnLeftPickTrigger = 2;
  57031. /**
  57032. * On right pick
  57033. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57034. */
  57035. ActionManager.OnRightPickTrigger = 3;
  57036. /**
  57037. * On center pick
  57038. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57039. */
  57040. ActionManager.OnCenterPickTrigger = 4;
  57041. /**
  57042. * On pick down
  57043. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57044. */
  57045. ActionManager.OnPickDownTrigger = 5;
  57046. /**
  57047. * On double pick
  57048. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57049. */
  57050. ActionManager.OnDoublePickTrigger = 6;
  57051. /**
  57052. * On pick up
  57053. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57054. */
  57055. ActionManager.OnPickUpTrigger = 7;
  57056. /**
  57057. * On pick out.
  57058. * This trigger will only be raised if you also declared a OnPickDown
  57059. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57060. */
  57061. ActionManager.OnPickOutTrigger = 16;
  57062. /**
  57063. * On long press
  57064. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57065. */
  57066. ActionManager.OnLongPressTrigger = 8;
  57067. /**
  57068. * On pointer over
  57069. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57070. */
  57071. ActionManager.OnPointerOverTrigger = 9;
  57072. /**
  57073. * On pointer out
  57074. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57075. */
  57076. ActionManager.OnPointerOutTrigger = 10;
  57077. /**
  57078. * On every frame
  57079. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57080. */
  57081. ActionManager.OnEveryFrameTrigger = 11;
  57082. /**
  57083. * On intersection enter
  57084. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57085. */
  57086. ActionManager.OnIntersectionEnterTrigger = 12;
  57087. /**
  57088. * On intersection exit
  57089. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57090. */
  57091. ActionManager.OnIntersectionExitTrigger = 13;
  57092. /**
  57093. * On key down
  57094. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57095. */
  57096. ActionManager.OnKeyDownTrigger = 14;
  57097. /**
  57098. * On key up
  57099. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57100. */
  57101. ActionManager.OnKeyUpTrigger = 15;
  57102. /** Gets the list of active triggers */
  57103. ActionManager.Triggers = {};
  57104. return ActionManager;
  57105. }());
  57106. BABYLON.ActionManager = ActionManager;
  57107. })(BABYLON || (BABYLON = {}));
  57108. //# sourceMappingURL=babylon.actionManager.js.map
  57109. var BABYLON;
  57110. (function (BABYLON) {
  57111. /**
  57112. * This defines an action responsible to change the value of a property
  57113. * by interpolating between its current value and the newly set one once triggered.
  57114. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57115. */
  57116. var InterpolateValueAction = /** @class */ (function (_super) {
  57117. __extends(InterpolateValueAction, _super);
  57118. /**
  57119. * Instantiate the action
  57120. * @param triggerOptions defines the trigger options
  57121. * @param target defines the object containing the value to interpolate
  57122. * @param propertyPath defines the path to the property in the target object
  57123. * @param value defines the target value at the end of the interpolation
  57124. * @param duration deines the time it will take for the property to interpolate to the value.
  57125. * @param condition defines the trigger related conditions
  57126. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57127. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57128. */
  57129. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57130. if (duration === void 0) { duration = 1000; }
  57131. var _this = _super.call(this, triggerOptions, condition) || this;
  57132. /**
  57133. * Defines the time it will take for the property to interpolate to the value.
  57134. */
  57135. _this.duration = 1000;
  57136. /**
  57137. * Observable triggered once the interpolation animation has been done.
  57138. */
  57139. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57140. _this.propertyPath = propertyPath;
  57141. _this.value = value;
  57142. _this.duration = duration;
  57143. _this.stopOtherAnimations = stopOtherAnimations;
  57144. _this.onInterpolationDone = onInterpolationDone;
  57145. _this._target = _this._effectiveTarget = target;
  57146. return _this;
  57147. }
  57148. /** @hidden */
  57149. InterpolateValueAction.prototype._prepare = function () {
  57150. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57151. this._property = this._getProperty(this.propertyPath);
  57152. };
  57153. /**
  57154. * Execute the action starts the value interpolation.
  57155. */
  57156. InterpolateValueAction.prototype.execute = function () {
  57157. var _this = this;
  57158. var scene = this._actionManager.getScene();
  57159. var keys = [
  57160. {
  57161. frame: 0,
  57162. value: this._effectiveTarget[this._property]
  57163. }, {
  57164. frame: 100,
  57165. value: this.value
  57166. }
  57167. ];
  57168. var dataType;
  57169. if (typeof this.value === "number") {
  57170. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57171. }
  57172. else if (this.value instanceof BABYLON.Color3) {
  57173. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57174. }
  57175. else if (this.value instanceof BABYLON.Vector3) {
  57176. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57177. }
  57178. else if (this.value instanceof BABYLON.Matrix) {
  57179. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57180. }
  57181. else if (this.value instanceof BABYLON.Quaternion) {
  57182. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57183. }
  57184. else {
  57185. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57186. return;
  57187. }
  57188. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57189. animation.setKeys(keys);
  57190. if (this.stopOtherAnimations) {
  57191. scene.stopAnimation(this._effectiveTarget);
  57192. }
  57193. var wrapper = function () {
  57194. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57195. if (_this.onInterpolationDone) {
  57196. _this.onInterpolationDone();
  57197. }
  57198. };
  57199. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57200. };
  57201. /**
  57202. * Serializes the actions and its related information.
  57203. * @param parent defines the object to serialize in
  57204. * @returns the serialized object
  57205. */
  57206. InterpolateValueAction.prototype.serialize = function (parent) {
  57207. return _super.prototype._serialize.call(this, {
  57208. name: "InterpolateValueAction",
  57209. properties: [
  57210. BABYLON.Action._GetTargetProperty(this._target),
  57211. { name: "propertyPath", value: this.propertyPath },
  57212. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57213. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57214. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57215. ]
  57216. }, parent);
  57217. };
  57218. return InterpolateValueAction;
  57219. }(BABYLON.Action));
  57220. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57221. })(BABYLON || (BABYLON = {}));
  57222. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57223. var BABYLON;
  57224. (function (BABYLON) {
  57225. /**
  57226. * This defines an action responsible to toggle a boolean once triggered.
  57227. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57228. */
  57229. var SwitchBooleanAction = /** @class */ (function (_super) {
  57230. __extends(SwitchBooleanAction, _super);
  57231. /**
  57232. * Instantiate the action
  57233. * @param triggerOptions defines the trigger options
  57234. * @param target defines the object containing the boolean
  57235. * @param propertyPath defines the path to the boolean property in the target object
  57236. * @param condition defines the trigger related conditions
  57237. */
  57238. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57239. var _this = _super.call(this, triggerOptions, condition) || this;
  57240. _this.propertyPath = propertyPath;
  57241. _this._target = _this._effectiveTarget = target;
  57242. return _this;
  57243. }
  57244. /** @hidden */
  57245. SwitchBooleanAction.prototype._prepare = function () {
  57246. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57247. this._property = this._getProperty(this.propertyPath);
  57248. };
  57249. /**
  57250. * Execute the action toggle the boolean value.
  57251. */
  57252. SwitchBooleanAction.prototype.execute = function () {
  57253. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57254. };
  57255. /**
  57256. * Serializes the actions and its related information.
  57257. * @param parent defines the object to serialize in
  57258. * @returns the serialized object
  57259. */
  57260. SwitchBooleanAction.prototype.serialize = function (parent) {
  57261. return _super.prototype._serialize.call(this, {
  57262. name: "SwitchBooleanAction",
  57263. properties: [
  57264. BABYLON.Action._GetTargetProperty(this._target),
  57265. { name: "propertyPath", value: this.propertyPath }
  57266. ]
  57267. }, parent);
  57268. };
  57269. return SwitchBooleanAction;
  57270. }(BABYLON.Action));
  57271. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57272. /**
  57273. * This defines an action responsible to set a the state field of the target
  57274. * to a desired value once triggered.
  57275. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57276. */
  57277. var SetStateAction = /** @class */ (function (_super) {
  57278. __extends(SetStateAction, _super);
  57279. /**
  57280. * Instantiate the action
  57281. * @param triggerOptions defines the trigger options
  57282. * @param target defines the object containing the state property
  57283. * @param value defines the value to store in the state field
  57284. * @param condition defines the trigger related conditions
  57285. */
  57286. function SetStateAction(triggerOptions, target, value, condition) {
  57287. var _this = _super.call(this, triggerOptions, condition) || this;
  57288. _this.value = value;
  57289. _this._target = target;
  57290. return _this;
  57291. }
  57292. /**
  57293. * Execute the action and store the value on the target state property.
  57294. */
  57295. SetStateAction.prototype.execute = function () {
  57296. this._target.state = this.value;
  57297. };
  57298. /**
  57299. * Serializes the actions and its related information.
  57300. * @param parent defines the object to serialize in
  57301. * @returns the serialized object
  57302. */
  57303. SetStateAction.prototype.serialize = function (parent) {
  57304. return _super.prototype._serialize.call(this, {
  57305. name: "SetStateAction",
  57306. properties: [
  57307. BABYLON.Action._GetTargetProperty(this._target),
  57308. { name: "value", value: this.value }
  57309. ]
  57310. }, parent);
  57311. };
  57312. return SetStateAction;
  57313. }(BABYLON.Action));
  57314. BABYLON.SetStateAction = SetStateAction;
  57315. /**
  57316. * This defines an action responsible to set a property of the target
  57317. * to a desired value once triggered.
  57318. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57319. */
  57320. var SetValueAction = /** @class */ (function (_super) {
  57321. __extends(SetValueAction, _super);
  57322. /**
  57323. * Instantiate the action
  57324. * @param triggerOptions defines the trigger options
  57325. * @param target defines the object containing the property
  57326. * @param propertyPath defines the path of the property to set in the target
  57327. * @param value defines the value to set in the property
  57328. * @param condition defines the trigger related conditions
  57329. */
  57330. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57331. var _this = _super.call(this, triggerOptions, condition) || this;
  57332. _this.propertyPath = propertyPath;
  57333. _this.value = value;
  57334. _this._target = _this._effectiveTarget = target;
  57335. return _this;
  57336. }
  57337. /** @hidden */
  57338. SetValueAction.prototype._prepare = function () {
  57339. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57340. this._property = this._getProperty(this.propertyPath);
  57341. };
  57342. /**
  57343. * Execute the action and set the targetted property to the desired value.
  57344. */
  57345. SetValueAction.prototype.execute = function () {
  57346. this._effectiveTarget[this._property] = this.value;
  57347. if (this._target.markAsDirty) {
  57348. this._target.markAsDirty(this._property);
  57349. }
  57350. };
  57351. /**
  57352. * Serializes the actions and its related information.
  57353. * @param parent defines the object to serialize in
  57354. * @returns the serialized object
  57355. */
  57356. SetValueAction.prototype.serialize = function (parent) {
  57357. return _super.prototype._serialize.call(this, {
  57358. name: "SetValueAction",
  57359. properties: [
  57360. BABYLON.Action._GetTargetProperty(this._target),
  57361. { name: "propertyPath", value: this.propertyPath },
  57362. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57363. ]
  57364. }, parent);
  57365. };
  57366. return SetValueAction;
  57367. }(BABYLON.Action));
  57368. BABYLON.SetValueAction = SetValueAction;
  57369. /**
  57370. * This defines an action responsible to increment the target value
  57371. * to a desired value once triggered.
  57372. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57373. */
  57374. var IncrementValueAction = /** @class */ (function (_super) {
  57375. __extends(IncrementValueAction, _super);
  57376. /**
  57377. * Instantiate the action
  57378. * @param triggerOptions defines the trigger options
  57379. * @param target defines the object containing the property
  57380. * @param propertyPath defines the path of the property to increment in the target
  57381. * @param value defines the value value we should increment the property by
  57382. * @param condition defines the trigger related conditions
  57383. */
  57384. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57385. var _this = _super.call(this, triggerOptions, condition) || this;
  57386. _this.propertyPath = propertyPath;
  57387. _this.value = value;
  57388. _this._target = _this._effectiveTarget = target;
  57389. return _this;
  57390. }
  57391. /** @hidden */
  57392. IncrementValueAction.prototype._prepare = function () {
  57393. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57394. this._property = this._getProperty(this.propertyPath);
  57395. if (typeof this._effectiveTarget[this._property] !== "number") {
  57396. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57397. }
  57398. };
  57399. /**
  57400. * Execute the action and increment the target of the value amount.
  57401. */
  57402. IncrementValueAction.prototype.execute = function () {
  57403. this._effectiveTarget[this._property] += this.value;
  57404. if (this._target.markAsDirty) {
  57405. this._target.markAsDirty(this._property);
  57406. }
  57407. };
  57408. /**
  57409. * Serializes the actions and its related information.
  57410. * @param parent defines the object to serialize in
  57411. * @returns the serialized object
  57412. */
  57413. IncrementValueAction.prototype.serialize = function (parent) {
  57414. return _super.prototype._serialize.call(this, {
  57415. name: "IncrementValueAction",
  57416. properties: [
  57417. BABYLON.Action._GetTargetProperty(this._target),
  57418. { name: "propertyPath", value: this.propertyPath },
  57419. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57420. ]
  57421. }, parent);
  57422. };
  57423. return IncrementValueAction;
  57424. }(BABYLON.Action));
  57425. BABYLON.IncrementValueAction = IncrementValueAction;
  57426. /**
  57427. * This defines an action responsible to start an animation once triggered.
  57428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57429. */
  57430. var PlayAnimationAction = /** @class */ (function (_super) {
  57431. __extends(PlayAnimationAction, _super);
  57432. /**
  57433. * Instantiate the action
  57434. * @param triggerOptions defines the trigger options
  57435. * @param target defines the target animation or animation name
  57436. * @param from defines from where the animation should start (animation frame)
  57437. * @param end defines where the animation should stop (animation frame)
  57438. * @param loop defines if the animation should loop or stop after the first play
  57439. * @param condition defines the trigger related conditions
  57440. */
  57441. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57442. var _this = _super.call(this, triggerOptions, condition) || this;
  57443. _this.from = from;
  57444. _this.to = to;
  57445. _this.loop = loop;
  57446. _this._target = target;
  57447. return _this;
  57448. }
  57449. /** @hidden */
  57450. PlayAnimationAction.prototype._prepare = function () {
  57451. };
  57452. /**
  57453. * Execute the action and play the animation.
  57454. */
  57455. PlayAnimationAction.prototype.execute = function () {
  57456. var scene = this._actionManager.getScene();
  57457. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57458. };
  57459. /**
  57460. * Serializes the actions and its related information.
  57461. * @param parent defines the object to serialize in
  57462. * @returns the serialized object
  57463. */
  57464. PlayAnimationAction.prototype.serialize = function (parent) {
  57465. return _super.prototype._serialize.call(this, {
  57466. name: "PlayAnimationAction",
  57467. properties: [
  57468. BABYLON.Action._GetTargetProperty(this._target),
  57469. { name: "from", value: String(this.from) },
  57470. { name: "to", value: String(this.to) },
  57471. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57472. ]
  57473. }, parent);
  57474. };
  57475. return PlayAnimationAction;
  57476. }(BABYLON.Action));
  57477. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57478. /**
  57479. * This defines an action responsible to stop an animation once triggered.
  57480. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57481. */
  57482. var StopAnimationAction = /** @class */ (function (_super) {
  57483. __extends(StopAnimationAction, _super);
  57484. /**
  57485. * Instantiate the action
  57486. * @param triggerOptions defines the trigger options
  57487. * @param target defines the target animation or animation name
  57488. * @param condition defines the trigger related conditions
  57489. */
  57490. function StopAnimationAction(triggerOptions, target, condition) {
  57491. var _this = _super.call(this, triggerOptions, condition) || this;
  57492. _this._target = target;
  57493. return _this;
  57494. }
  57495. /** @hidden */
  57496. StopAnimationAction.prototype._prepare = function () {
  57497. };
  57498. /**
  57499. * Execute the action and stop the animation.
  57500. */
  57501. StopAnimationAction.prototype.execute = function () {
  57502. var scene = this._actionManager.getScene();
  57503. scene.stopAnimation(this._target);
  57504. };
  57505. /**
  57506. * Serializes the actions and its related information.
  57507. * @param parent defines the object to serialize in
  57508. * @returns the serialized object
  57509. */
  57510. StopAnimationAction.prototype.serialize = function (parent) {
  57511. return _super.prototype._serialize.call(this, {
  57512. name: "StopAnimationAction",
  57513. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57514. }, parent);
  57515. };
  57516. return StopAnimationAction;
  57517. }(BABYLON.Action));
  57518. BABYLON.StopAnimationAction = StopAnimationAction;
  57519. /**
  57520. * This defines an action responsible that does nothing once triggered.
  57521. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57522. */
  57523. var DoNothingAction = /** @class */ (function (_super) {
  57524. __extends(DoNothingAction, _super);
  57525. /**
  57526. * Instantiate the action
  57527. * @param triggerOptions defines the trigger options
  57528. * @param condition defines the trigger related conditions
  57529. */
  57530. function DoNothingAction(triggerOptions, condition) {
  57531. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57532. return _super.call(this, triggerOptions, condition) || this;
  57533. }
  57534. /**
  57535. * Execute the action and do nothing.
  57536. */
  57537. DoNothingAction.prototype.execute = function () {
  57538. };
  57539. /**
  57540. * Serializes the actions and its related information.
  57541. * @param parent defines the object to serialize in
  57542. * @returns the serialized object
  57543. */
  57544. DoNothingAction.prototype.serialize = function (parent) {
  57545. return _super.prototype._serialize.call(this, {
  57546. name: "DoNothingAction",
  57547. properties: []
  57548. }, parent);
  57549. };
  57550. return DoNothingAction;
  57551. }(BABYLON.Action));
  57552. BABYLON.DoNothingAction = DoNothingAction;
  57553. /**
  57554. * This defines an action responsible to trigger several actions once triggered.
  57555. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57556. */
  57557. var CombineAction = /** @class */ (function (_super) {
  57558. __extends(CombineAction, _super);
  57559. /**
  57560. * Instantiate the action
  57561. * @param triggerOptions defines the trigger options
  57562. * @param children defines the list of aggregated animations to run
  57563. * @param condition defines the trigger related conditions
  57564. */
  57565. function CombineAction(triggerOptions, children, condition) {
  57566. var _this = _super.call(this, triggerOptions, condition) || this;
  57567. _this.children = children;
  57568. return _this;
  57569. }
  57570. /** @hidden */
  57571. CombineAction.prototype._prepare = function () {
  57572. for (var index = 0; index < this.children.length; index++) {
  57573. this.children[index]._actionManager = this._actionManager;
  57574. this.children[index]._prepare();
  57575. }
  57576. };
  57577. /**
  57578. * Execute the action and executes all the aggregated actions.
  57579. */
  57580. CombineAction.prototype.execute = function (evt) {
  57581. for (var index = 0; index < this.children.length; index++) {
  57582. this.children[index].execute(evt);
  57583. }
  57584. };
  57585. /**
  57586. * Serializes the actions and its related information.
  57587. * @param parent defines the object to serialize in
  57588. * @returns the serialized object
  57589. */
  57590. CombineAction.prototype.serialize = function (parent) {
  57591. var serializationObject = _super.prototype._serialize.call(this, {
  57592. name: "CombineAction",
  57593. properties: [],
  57594. combine: []
  57595. }, parent);
  57596. for (var i = 0; i < this.children.length; i++) {
  57597. serializationObject.combine.push(this.children[i].serialize(null));
  57598. }
  57599. return serializationObject;
  57600. };
  57601. return CombineAction;
  57602. }(BABYLON.Action));
  57603. BABYLON.CombineAction = CombineAction;
  57604. /**
  57605. * This defines an action responsible to run code (external event) once triggered.
  57606. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57607. */
  57608. var ExecuteCodeAction = /** @class */ (function (_super) {
  57609. __extends(ExecuteCodeAction, _super);
  57610. /**
  57611. * Instantiate the action
  57612. * @param triggerOptions defines the trigger options
  57613. * @param func defines the callback function to run
  57614. * @param condition defines the trigger related conditions
  57615. */
  57616. function ExecuteCodeAction(triggerOptions, func, condition) {
  57617. var _this = _super.call(this, triggerOptions, condition) || this;
  57618. _this.func = func;
  57619. return _this;
  57620. }
  57621. /**
  57622. * Execute the action and run the attached code.
  57623. */
  57624. ExecuteCodeAction.prototype.execute = function (evt) {
  57625. this.func(evt);
  57626. };
  57627. return ExecuteCodeAction;
  57628. }(BABYLON.Action));
  57629. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57630. /**
  57631. * This defines an action responsible to set the parent property of the target once triggered.
  57632. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57633. */
  57634. var SetParentAction = /** @class */ (function (_super) {
  57635. __extends(SetParentAction, _super);
  57636. /**
  57637. * Instantiate the action
  57638. * @param triggerOptions defines the trigger options
  57639. * @param target defines the target containing the parent property
  57640. * @param parent defines from where the animation should start (animation frame)
  57641. * @param condition defines the trigger related conditions
  57642. */
  57643. function SetParentAction(triggerOptions, target, parent, condition) {
  57644. var _this = _super.call(this, triggerOptions, condition) || this;
  57645. _this._target = target;
  57646. _this._parent = parent;
  57647. return _this;
  57648. }
  57649. /** @hidden */
  57650. SetParentAction.prototype._prepare = function () {
  57651. };
  57652. /**
  57653. * Execute the action and set the parent property.
  57654. */
  57655. SetParentAction.prototype.execute = function () {
  57656. if (this._target.parent === this._parent) {
  57657. return;
  57658. }
  57659. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57660. invertParentWorldMatrix.invert();
  57661. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57662. this._target.parent = this._parent;
  57663. };
  57664. /**
  57665. * Serializes the actions and its related information.
  57666. * @param parent defines the object to serialize in
  57667. * @returns the serialized object
  57668. */
  57669. SetParentAction.prototype.serialize = function (parent) {
  57670. return _super.prototype._serialize.call(this, {
  57671. name: "SetParentAction",
  57672. properties: [
  57673. BABYLON.Action._GetTargetProperty(this._target),
  57674. BABYLON.Action._GetTargetProperty(this._parent),
  57675. ]
  57676. }, parent);
  57677. };
  57678. return SetParentAction;
  57679. }(BABYLON.Action));
  57680. BABYLON.SetParentAction = SetParentAction;
  57681. })(BABYLON || (BABYLON = {}));
  57682. //# sourceMappingURL=babylon.directActions.js.map
  57683. var BABYLON;
  57684. (function (BABYLON) {
  57685. /**
  57686. * Class used to manage multiple sprites on the same spritesheet
  57687. * @see http://doc.babylonjs.com/babylon101/sprites
  57688. */
  57689. var SpriteManager = /** @class */ (function () {
  57690. /**
  57691. * Creates a new sprite manager
  57692. * @param name defines the manager's name
  57693. * @param imgUrl defines the sprite sheet url
  57694. * @param capacity defines the maximum allowed number of sprites
  57695. * @param cellSize defines the size of a sprite cell
  57696. * @param scene defines the hosting scene
  57697. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57698. * @param samplingMode defines the smapling mode to use with spritesheet
  57699. */
  57700. function SpriteManager(
  57701. /** defines the manager's name */
  57702. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57703. if (epsilon === void 0) { epsilon = 0.01; }
  57704. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57705. this.name = name;
  57706. /** Gets the list of sprites */
  57707. this.sprites = new Array();
  57708. /** Gets or sets the rendering group id (0 by default) */
  57709. this.renderingGroupId = 0;
  57710. /** Gets or sets camera layer mask */
  57711. this.layerMask = 0x0FFFFFFF;
  57712. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57713. this.fogEnabled = true;
  57714. /** Gets or sets a boolean indicating if the sprites are pickable */
  57715. this.isPickable = false;
  57716. /**
  57717. * An event triggered when the manager is disposed.
  57718. */
  57719. this.onDisposeObservable = new BABYLON.Observable();
  57720. this._vertexBuffers = {};
  57721. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57722. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57723. }
  57724. this._capacity = capacity;
  57725. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57726. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57727. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57728. if (cellSize.width && cellSize.height) {
  57729. this.cellWidth = cellSize.width;
  57730. this.cellHeight = cellSize.height;
  57731. }
  57732. else if (cellSize !== undefined) {
  57733. this.cellWidth = cellSize;
  57734. this.cellHeight = cellSize;
  57735. }
  57736. else {
  57737. return;
  57738. }
  57739. this._epsilon = epsilon;
  57740. this._scene = scene;
  57741. this._scene.spriteManagers.push(this);
  57742. var indices = [];
  57743. var index = 0;
  57744. for (var count = 0; count < capacity; count++) {
  57745. indices.push(index);
  57746. indices.push(index + 1);
  57747. indices.push(index + 2);
  57748. indices.push(index);
  57749. indices.push(index + 2);
  57750. indices.push(index + 3);
  57751. index += 4;
  57752. }
  57753. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57754. // VBO
  57755. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57756. this._vertexData = new Float32Array(capacity * 16 * 4);
  57757. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57758. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57759. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57760. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57761. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57762. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57763. this._vertexBuffers["options"] = options;
  57764. this._vertexBuffers["cellInfo"] = cellInfo;
  57765. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57766. // Effects
  57767. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57768. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57769. }
  57770. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57771. /**
  57772. * Callback called when the manager is disposed
  57773. */
  57774. set: function (callback) {
  57775. if (this._onDisposeObserver) {
  57776. this.onDisposeObservable.remove(this._onDisposeObserver);
  57777. }
  57778. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57779. },
  57780. enumerable: true,
  57781. configurable: true
  57782. });
  57783. Object.defineProperty(SpriteManager.prototype, "texture", {
  57784. /**
  57785. * Gets or sets the spritesheet texture
  57786. */
  57787. get: function () {
  57788. return this._spriteTexture;
  57789. },
  57790. set: function (value) {
  57791. this._spriteTexture = value;
  57792. },
  57793. enumerable: true,
  57794. configurable: true
  57795. });
  57796. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  57797. var arrayOffset = index * 16;
  57798. if (offsetX === 0) {
  57799. offsetX = this._epsilon;
  57800. }
  57801. else if (offsetX === 1) {
  57802. offsetX = 1 - this._epsilon;
  57803. }
  57804. if (offsetY === 0) {
  57805. offsetY = this._epsilon;
  57806. }
  57807. else if (offsetY === 1) {
  57808. offsetY = 1 - this._epsilon;
  57809. }
  57810. this._vertexData[arrayOffset] = sprite.position.x;
  57811. this._vertexData[arrayOffset + 1] = sprite.position.y;
  57812. this._vertexData[arrayOffset + 2] = sprite.position.z;
  57813. this._vertexData[arrayOffset + 3] = sprite.angle;
  57814. this._vertexData[arrayOffset + 4] = sprite.width;
  57815. this._vertexData[arrayOffset + 5] = sprite.height;
  57816. this._vertexData[arrayOffset + 6] = offsetX;
  57817. this._vertexData[arrayOffset + 7] = offsetY;
  57818. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  57819. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  57820. var offset = (sprite.cellIndex / rowSize) >> 0;
  57821. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  57822. this._vertexData[arrayOffset + 11] = offset;
  57823. // Color
  57824. this._vertexData[arrayOffset + 12] = sprite.color.r;
  57825. this._vertexData[arrayOffset + 13] = sprite.color.g;
  57826. this._vertexData[arrayOffset + 14] = sprite.color.b;
  57827. this._vertexData[arrayOffset + 15] = sprite.color.a;
  57828. };
  57829. /**
  57830. * Intersects the sprites with a ray
  57831. * @param ray defines the ray to intersect with
  57832. * @param camera defines the current active camera
  57833. * @param predicate defines a predicate used to select candidate sprites
  57834. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  57835. * @returns null if no hit or a PickingInfo
  57836. */
  57837. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  57838. var count = Math.min(this._capacity, this.sprites.length);
  57839. var min = BABYLON.Vector3.Zero();
  57840. var max = BABYLON.Vector3.Zero();
  57841. var distance = Number.MAX_VALUE;
  57842. var currentSprite = null;
  57843. var cameraSpacePosition = BABYLON.Vector3.Zero();
  57844. var cameraView = camera.getViewMatrix();
  57845. for (var index = 0; index < count; index++) {
  57846. var sprite = this.sprites[index];
  57847. if (!sprite) {
  57848. continue;
  57849. }
  57850. if (predicate) {
  57851. if (!predicate(sprite)) {
  57852. continue;
  57853. }
  57854. }
  57855. else if (!sprite.isPickable) {
  57856. continue;
  57857. }
  57858. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  57859. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  57860. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  57861. if (ray.intersectsBoxMinMax(min, max)) {
  57862. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  57863. if (distance > currentDistance) {
  57864. distance = currentDistance;
  57865. currentSprite = sprite;
  57866. if (fastCheck) {
  57867. break;
  57868. }
  57869. }
  57870. }
  57871. }
  57872. if (currentSprite) {
  57873. var result = new BABYLON.PickingInfo();
  57874. result.hit = true;
  57875. result.pickedSprite = currentSprite;
  57876. result.distance = distance;
  57877. return result;
  57878. }
  57879. return null;
  57880. };
  57881. /**
  57882. * Render all child sprites
  57883. */
  57884. SpriteManager.prototype.render = function () {
  57885. // Check
  57886. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  57887. return;
  57888. }
  57889. var engine = this._scene.getEngine();
  57890. var baseSize = this._spriteTexture.getBaseSize();
  57891. // Sprites
  57892. var deltaTime = engine.getDeltaTime();
  57893. var max = Math.min(this._capacity, this.sprites.length);
  57894. var rowSize = baseSize.width / this.cellWidth;
  57895. var offset = 0;
  57896. for (var index = 0; index < max; index++) {
  57897. var sprite = this.sprites[index];
  57898. if (!sprite || !sprite.isVisible) {
  57899. continue;
  57900. }
  57901. sprite._animate(deltaTime);
  57902. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  57903. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  57904. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  57905. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  57906. }
  57907. this._buffer.update(this._vertexData);
  57908. // Render
  57909. var effect = this._effectBase;
  57910. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57911. effect = this._effectFog;
  57912. }
  57913. engine.enableEffect(effect);
  57914. var viewMatrix = this._scene.getViewMatrix();
  57915. effect.setTexture("diffuseSampler", this._spriteTexture);
  57916. effect.setMatrix("view", viewMatrix);
  57917. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  57918. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  57919. // Fog
  57920. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  57921. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  57922. effect.setColor3("vFogColor", this._scene.fogColor);
  57923. }
  57924. // VBOs
  57925. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  57926. // Draw order
  57927. engine.setDepthFunctionToLessOrEqual();
  57928. effect.setBool("alphaTest", true);
  57929. engine.setColorWrite(false);
  57930. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57931. engine.setColorWrite(true);
  57932. effect.setBool("alphaTest", false);
  57933. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  57934. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  57935. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  57936. };
  57937. /**
  57938. * Release associated resources
  57939. */
  57940. SpriteManager.prototype.dispose = function () {
  57941. if (this._buffer) {
  57942. this._buffer.dispose();
  57943. this._buffer = null;
  57944. }
  57945. if (this._indexBuffer) {
  57946. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  57947. this._indexBuffer = null;
  57948. }
  57949. if (this._spriteTexture) {
  57950. this._spriteTexture.dispose();
  57951. this._spriteTexture = null;
  57952. }
  57953. // Remove from scene
  57954. var index = this._scene.spriteManagers.indexOf(this);
  57955. this._scene.spriteManagers.splice(index, 1);
  57956. // Callback
  57957. this.onDisposeObservable.notifyObservers(this);
  57958. this.onDisposeObservable.clear();
  57959. };
  57960. return SpriteManager;
  57961. }());
  57962. BABYLON.SpriteManager = SpriteManager;
  57963. })(BABYLON || (BABYLON = {}));
  57964. //# sourceMappingURL=babylon.spriteManager.js.map
  57965. var BABYLON;
  57966. (function (BABYLON) {
  57967. /**
  57968. * Class used to represent a sprite
  57969. * @see http://doc.babylonjs.com/babylon101/sprites
  57970. */
  57971. var Sprite = /** @class */ (function () {
  57972. /**
  57973. * Creates a new Sprite
  57974. * @param name defines the name
  57975. * @param manager defines the manager
  57976. */
  57977. function Sprite(
  57978. /** defines the name */
  57979. name, manager) {
  57980. this.name = name;
  57981. /** Gets or sets the main color */
  57982. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  57983. /** Gets or sets the width */
  57984. this.width = 1.0;
  57985. /** Gets or sets the height */
  57986. this.height = 1.0;
  57987. /** Gets or sets rotation angle */
  57988. this.angle = 0;
  57989. /** Gets or sets the cell index in the sprite sheet */
  57990. this.cellIndex = 0;
  57991. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  57992. this.invertU = 0;
  57993. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  57994. this.invertV = 0;
  57995. /** Gets the list of attached animations */
  57996. this.animations = new Array();
  57997. /** Gets or sets a boolean indicating if the sprite can be picked */
  57998. this.isPickable = false;
  57999. this._animationStarted = false;
  58000. this._loopAnimation = false;
  58001. this._fromIndex = 0;
  58002. this._toIndex = 0;
  58003. this._delay = 0;
  58004. this._direction = 1;
  58005. this._time = 0;
  58006. /**
  58007. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58008. */
  58009. this.isVisible = true;
  58010. this._manager = manager;
  58011. this._manager.sprites.push(this);
  58012. this.position = BABYLON.Vector3.Zero();
  58013. }
  58014. Object.defineProperty(Sprite.prototype, "size", {
  58015. /**
  58016. * Gets or sets the sprite size
  58017. */
  58018. get: function () {
  58019. return this.width;
  58020. },
  58021. set: function (value) {
  58022. this.width = value;
  58023. this.height = value;
  58024. },
  58025. enumerable: true,
  58026. configurable: true
  58027. });
  58028. /**
  58029. * Starts an animation
  58030. * @param from defines the initial key
  58031. * @param to defines the end key
  58032. * @param loop defines if the animation must loop
  58033. * @param delay defines the start delay (in ms)
  58034. * @param onAnimationEnd defines a callback to call when animation ends
  58035. */
  58036. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58037. this._fromIndex = from;
  58038. this._toIndex = to;
  58039. this._loopAnimation = loop;
  58040. this._delay = delay;
  58041. this._animationStarted = true;
  58042. this._direction = from < to ? 1 : -1;
  58043. this.cellIndex = from;
  58044. this._time = 0;
  58045. this._onAnimationEnd = onAnimationEnd;
  58046. };
  58047. /** Stops current animation (if any) */
  58048. Sprite.prototype.stopAnimation = function () {
  58049. this._animationStarted = false;
  58050. };
  58051. /** @hidden */
  58052. Sprite.prototype._animate = function (deltaTime) {
  58053. if (!this._animationStarted) {
  58054. return;
  58055. }
  58056. this._time += deltaTime;
  58057. if (this._time > this._delay) {
  58058. this._time = this._time % this._delay;
  58059. this.cellIndex += this._direction;
  58060. if (this.cellIndex > this._toIndex) {
  58061. if (this._loopAnimation) {
  58062. this.cellIndex = this._fromIndex;
  58063. }
  58064. else {
  58065. this.cellIndex = this._toIndex;
  58066. this._animationStarted = false;
  58067. if (this._onAnimationEnd) {
  58068. this._onAnimationEnd();
  58069. }
  58070. if (this.disposeWhenFinishedAnimating) {
  58071. this.dispose();
  58072. }
  58073. }
  58074. }
  58075. }
  58076. };
  58077. /** Release associated resources */
  58078. Sprite.prototype.dispose = function () {
  58079. for (var i = 0; i < this._manager.sprites.length; i++) {
  58080. if (this._manager.sprites[i] == this) {
  58081. this._manager.sprites.splice(i, 1);
  58082. }
  58083. }
  58084. };
  58085. return Sprite;
  58086. }());
  58087. BABYLON.Sprite = Sprite;
  58088. })(BABYLON || (BABYLON = {}));
  58089. //# sourceMappingURL=babylon.sprite.js.map
  58090. var BABYLON;
  58091. (function (BABYLON) {
  58092. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58093. if (!BABYLON.PickingInfo) {
  58094. return null;
  58095. }
  58096. var pickingInfo = null;
  58097. if (!camera) {
  58098. if (!this.activeCamera) {
  58099. return null;
  58100. }
  58101. camera = this.activeCamera;
  58102. }
  58103. if (this.spriteManagers.length > 0) {
  58104. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58105. var spriteManager = this.spriteManagers[spriteIndex];
  58106. if (!spriteManager.isPickable) {
  58107. continue;
  58108. }
  58109. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58110. if (!result || !result.hit) {
  58111. continue;
  58112. }
  58113. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58114. continue;
  58115. }
  58116. pickingInfo = result;
  58117. if (fastCheck) {
  58118. break;
  58119. }
  58120. }
  58121. }
  58122. return pickingInfo || new BABYLON.PickingInfo();
  58123. };
  58124. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58125. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58126. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58127. };
  58128. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58129. if (!this._tempSpritePickingRay) {
  58130. return null;
  58131. }
  58132. if (!camera) {
  58133. if (!this.activeCamera) {
  58134. return null;
  58135. }
  58136. camera = this.activeCamera;
  58137. }
  58138. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58139. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58140. };
  58141. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58142. if (this._pointerOverSprite === sprite) {
  58143. return;
  58144. }
  58145. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58146. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58147. }
  58148. this._pointerOverSprite = sprite;
  58149. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58150. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58151. }
  58152. };
  58153. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58154. return this._pointerOverSprite;
  58155. };
  58156. /**
  58157. * Defines the sprite scene component responsible to manage sprites
  58158. * in a given scene.
  58159. */
  58160. var SpriteSceneComponent = /** @class */ (function () {
  58161. /**
  58162. * Creates a new instance of the component for the given scene
  58163. * @param scene Defines the scene to register the component in
  58164. */
  58165. function SpriteSceneComponent(scene) {
  58166. /**
  58167. * The component name helpfull to identify the component in the list of scene components.
  58168. */
  58169. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58170. this.scene = scene;
  58171. this.scene.spriteManagers = new Array();
  58172. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58173. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58174. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58175. this._spritePredicate = function (sprite) {
  58176. if (!sprite.actionManager) {
  58177. return false;
  58178. }
  58179. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58180. };
  58181. }
  58182. /**
  58183. * Registers the component in a given scene
  58184. */
  58185. SpriteSceneComponent.prototype.register = function () {
  58186. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58187. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58188. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58189. };
  58190. /**
  58191. * Rebuilds the elements related to this component in case of
  58192. * context lost for instance.
  58193. */
  58194. SpriteSceneComponent.prototype.rebuild = function () {
  58195. /** Nothing to do for sprites */
  58196. };
  58197. /**
  58198. * Disposes the component and the associated ressources.
  58199. */
  58200. SpriteSceneComponent.prototype.dispose = function () {
  58201. this.scene.onBeforeSpritesRenderingObservable.clear();
  58202. this.scene.onAfterSpritesRenderingObservable.clear();
  58203. var spriteManagers = this.scene.spriteManagers;
  58204. while (spriteManagers.length) {
  58205. spriteManagers[0].dispose();
  58206. }
  58207. };
  58208. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58209. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58210. if (result) {
  58211. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58212. }
  58213. return result;
  58214. };
  58215. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58216. var scene = this.scene;
  58217. if (isMeshPicked) {
  58218. scene.setPointerOverSprite(null);
  58219. }
  58220. else {
  58221. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58222. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58223. scene.setPointerOverSprite(pickResult.pickedSprite);
  58224. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58225. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58226. }
  58227. else {
  58228. canvas.style.cursor = scene.hoverCursor;
  58229. }
  58230. }
  58231. else {
  58232. scene.setPointerOverSprite(null);
  58233. }
  58234. }
  58235. return pickResult;
  58236. };
  58237. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58238. var scene = this.scene;
  58239. scene._pickedDownSprite = null;
  58240. if (scene.spriteManagers.length > 0) {
  58241. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58242. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58243. if (pickResult.pickedSprite.actionManager) {
  58244. scene._pickedDownSprite = pickResult.pickedSprite;
  58245. switch (evt.button) {
  58246. case 0:
  58247. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58248. break;
  58249. case 1:
  58250. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58251. break;
  58252. case 2:
  58253. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58254. break;
  58255. }
  58256. if (pickResult.pickedSprite.actionManager) {
  58257. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58258. }
  58259. }
  58260. }
  58261. }
  58262. return pickResult;
  58263. };
  58264. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58265. var scene = this.scene;
  58266. if (scene.spriteManagers.length > 0) {
  58267. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58268. if (spritePickResult) {
  58269. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58270. if (spritePickResult.pickedSprite.actionManager) {
  58271. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58272. if (spritePickResult.pickedSprite.actionManager) {
  58273. if (!this.scene._isPointerSwiping()) {
  58274. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58275. }
  58276. }
  58277. }
  58278. }
  58279. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58280. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58281. }
  58282. }
  58283. }
  58284. return pickResult;
  58285. };
  58286. return SpriteSceneComponent;
  58287. }());
  58288. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58289. })(BABYLON || (BABYLON = {}));
  58290. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58291. var BABYLON;
  58292. (function (BABYLON) {
  58293. /**
  58294. * @hidden
  58295. */
  58296. var IntersectionInfo = /** @class */ (function () {
  58297. function IntersectionInfo(bu, bv, distance) {
  58298. this.bu = bu;
  58299. this.bv = bv;
  58300. this.distance = distance;
  58301. this.faceId = 0;
  58302. this.subMeshId = 0;
  58303. }
  58304. return IntersectionInfo;
  58305. }());
  58306. BABYLON.IntersectionInfo = IntersectionInfo;
  58307. /**
  58308. * Information about the result of picking within a scene
  58309. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58310. */
  58311. var PickingInfo = /** @class */ (function () {
  58312. function PickingInfo() {
  58313. /**
  58314. * If the pick collided with an object
  58315. */
  58316. this.hit = false;
  58317. /**
  58318. * Distance away where the pick collided
  58319. */
  58320. this.distance = 0;
  58321. /**
  58322. * The location of pick collision
  58323. */
  58324. this.pickedPoint = null;
  58325. /**
  58326. * The mesh corresponding the the pick collision
  58327. */
  58328. this.pickedMesh = null;
  58329. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58330. this.bu = 0;
  58331. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58332. this.bv = 0;
  58333. /** The id of the face on the mesh that was picked */
  58334. this.faceId = -1;
  58335. /** Id of the the submesh that was picked */
  58336. this.subMeshId = 0;
  58337. /** If a sprite was picked, this will be the sprite the pick collided with */
  58338. this.pickedSprite = null;
  58339. /**
  58340. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58341. */
  58342. this.originMesh = null;
  58343. /**
  58344. * The ray that was used to perform the picking.
  58345. */
  58346. this.ray = null;
  58347. }
  58348. /**
  58349. * Gets the normal correspodning to the face the pick collided with
  58350. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58351. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58352. * @returns The normal correspodning to the face the pick collided with
  58353. */
  58354. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58355. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58356. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58357. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58358. return null;
  58359. }
  58360. var indices = this.pickedMesh.getIndices();
  58361. if (!indices) {
  58362. return null;
  58363. }
  58364. var result;
  58365. if (useVerticesNormals) {
  58366. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58367. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58368. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58369. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58370. normal0 = normal0.scale(this.bu);
  58371. normal1 = normal1.scale(this.bv);
  58372. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58373. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58374. }
  58375. else {
  58376. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58377. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58378. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58379. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58380. var p1p2 = vertex1.subtract(vertex2);
  58381. var p3p2 = vertex3.subtract(vertex2);
  58382. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58383. }
  58384. if (useWorldCoordinates) {
  58385. var wm = this.pickedMesh.getWorldMatrix();
  58386. if (this.pickedMesh.nonUniformScaling) {
  58387. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58388. wm = BABYLON.Tmp.Matrix[0];
  58389. wm.setTranslationFromFloats(0, 0, 0);
  58390. wm.invert();
  58391. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58392. wm = BABYLON.Tmp.Matrix[1];
  58393. }
  58394. result = BABYLON.Vector3.TransformNormal(result, wm);
  58395. }
  58396. result.normalize();
  58397. return result;
  58398. };
  58399. /**
  58400. * Gets the texture coordinates of where the pick occured
  58401. * @returns the vector containing the coordnates of the texture
  58402. */
  58403. PickingInfo.prototype.getTextureCoordinates = function () {
  58404. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58405. return null;
  58406. }
  58407. var indices = this.pickedMesh.getIndices();
  58408. if (!indices) {
  58409. return null;
  58410. }
  58411. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58412. if (!uvs) {
  58413. return null;
  58414. }
  58415. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58416. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58417. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58418. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58419. uv1 = uv1.scale(this.bu);
  58420. uv2 = uv2.scale(this.bv);
  58421. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58422. };
  58423. return PickingInfo;
  58424. }());
  58425. BABYLON.PickingInfo = PickingInfo;
  58426. })(BABYLON || (BABYLON = {}));
  58427. //# sourceMappingURL=babylon.pickingInfo.js.map
  58428. var BABYLON;
  58429. (function (BABYLON) {
  58430. /**
  58431. * Class representing a ray with position and direction
  58432. */
  58433. var Ray = /** @class */ (function () {
  58434. /**
  58435. * Creates a new ray
  58436. * @param origin origin point
  58437. * @param direction direction
  58438. * @param length length of the ray
  58439. */
  58440. function Ray(
  58441. /** origin point */
  58442. origin,
  58443. /** direction */
  58444. direction,
  58445. /** length of the ray */
  58446. length) {
  58447. if (length === void 0) { length = Number.MAX_VALUE; }
  58448. this.origin = origin;
  58449. this.direction = direction;
  58450. this.length = length;
  58451. }
  58452. // Methods
  58453. /**
  58454. * Checks if the ray intersects a box
  58455. * @param minimum bound of the box
  58456. * @param maximum bound of the box
  58457. * @returns if the box was hit
  58458. */
  58459. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  58460. var d = 0.0;
  58461. var maxValue = Number.MAX_VALUE;
  58462. var inv;
  58463. var min;
  58464. var max;
  58465. var temp;
  58466. if (Math.abs(this.direction.x) < 0.0000001) {
  58467. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  58468. return false;
  58469. }
  58470. }
  58471. else {
  58472. inv = 1.0 / this.direction.x;
  58473. min = (minimum.x - this.origin.x) * inv;
  58474. max = (maximum.x - this.origin.x) * inv;
  58475. if (max === -Infinity) {
  58476. max = Infinity;
  58477. }
  58478. if (min > max) {
  58479. temp = min;
  58480. min = max;
  58481. max = temp;
  58482. }
  58483. d = Math.max(min, d);
  58484. maxValue = Math.min(max, maxValue);
  58485. if (d > maxValue) {
  58486. return false;
  58487. }
  58488. }
  58489. if (Math.abs(this.direction.y) < 0.0000001) {
  58490. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  58491. return false;
  58492. }
  58493. }
  58494. else {
  58495. inv = 1.0 / this.direction.y;
  58496. min = (minimum.y - this.origin.y) * inv;
  58497. max = (maximum.y - this.origin.y) * inv;
  58498. if (max === -Infinity) {
  58499. max = Infinity;
  58500. }
  58501. if (min > max) {
  58502. temp = min;
  58503. min = max;
  58504. max = temp;
  58505. }
  58506. d = Math.max(min, d);
  58507. maxValue = Math.min(max, maxValue);
  58508. if (d > maxValue) {
  58509. return false;
  58510. }
  58511. }
  58512. if (Math.abs(this.direction.z) < 0.0000001) {
  58513. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  58514. return false;
  58515. }
  58516. }
  58517. else {
  58518. inv = 1.0 / this.direction.z;
  58519. min = (minimum.z - this.origin.z) * inv;
  58520. max = (maximum.z - this.origin.z) * inv;
  58521. if (max === -Infinity) {
  58522. max = Infinity;
  58523. }
  58524. if (min > max) {
  58525. temp = min;
  58526. min = max;
  58527. max = temp;
  58528. }
  58529. d = Math.max(min, d);
  58530. maxValue = Math.min(max, maxValue);
  58531. if (d > maxValue) {
  58532. return false;
  58533. }
  58534. }
  58535. return true;
  58536. };
  58537. /**
  58538. * Checks if the ray intersects a box
  58539. * @param box the bounding box to check
  58540. * @returns if the box was hit
  58541. */
  58542. Ray.prototype.intersectsBox = function (box) {
  58543. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  58544. };
  58545. /**
  58546. * If the ray hits a sphere
  58547. * @param sphere the bounding sphere to check
  58548. * @returns true if it hits the sphere
  58549. */
  58550. Ray.prototype.intersectsSphere = function (sphere) {
  58551. var x = sphere.center.x - this.origin.x;
  58552. var y = sphere.center.y - this.origin.y;
  58553. var z = sphere.center.z - this.origin.z;
  58554. var pyth = (x * x) + (y * y) + (z * z);
  58555. var rr = sphere.radius * sphere.radius;
  58556. if (pyth <= rr) {
  58557. return true;
  58558. }
  58559. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58560. if (dot < 0.0) {
  58561. return false;
  58562. }
  58563. var temp = pyth - (dot * dot);
  58564. return temp <= rr;
  58565. };
  58566. /**
  58567. * If the ray hits a triange
  58568. * @param vertex0 triangle vertex
  58569. * @param vertex1 triangle vertex
  58570. * @param vertex2 triangle vertex
  58571. * @returns intersection information if hit
  58572. */
  58573. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58574. if (!this._edge1) {
  58575. this._edge1 = BABYLON.Vector3.Zero();
  58576. this._edge2 = BABYLON.Vector3.Zero();
  58577. this._pvec = BABYLON.Vector3.Zero();
  58578. this._tvec = BABYLON.Vector3.Zero();
  58579. this._qvec = BABYLON.Vector3.Zero();
  58580. }
  58581. vertex1.subtractToRef(vertex0, this._edge1);
  58582. vertex2.subtractToRef(vertex0, this._edge2);
  58583. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  58584. var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
  58585. if (det === 0) {
  58586. return null;
  58587. }
  58588. var invdet = 1 / det;
  58589. this.origin.subtractToRef(vertex0, this._tvec);
  58590. var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
  58591. if (bu < 0 || bu > 1.0) {
  58592. return null;
  58593. }
  58594. BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  58595. var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
  58596. if (bv < 0 || bu + bv > 1.0) {
  58597. return null;
  58598. }
  58599. //check if the distance is longer than the predefined length.
  58600. var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
  58601. if (distance > this.length) {
  58602. return null;
  58603. }
  58604. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58605. };
  58606. /**
  58607. * Checks if ray intersects a plane
  58608. * @param plane the plane to check
  58609. * @returns the distance away it was hit
  58610. */
  58611. Ray.prototype.intersectsPlane = function (plane) {
  58612. var distance;
  58613. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58614. if (Math.abs(result1) < 9.99999997475243E-07) {
  58615. return null;
  58616. }
  58617. else {
  58618. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58619. distance = (-plane.d - result2) / result1;
  58620. if (distance < 0.0) {
  58621. if (distance < -9.99999997475243E-07) {
  58622. return null;
  58623. }
  58624. else {
  58625. return 0;
  58626. }
  58627. }
  58628. return distance;
  58629. }
  58630. };
  58631. /**
  58632. * Checks if ray intersects a mesh
  58633. * @param mesh the mesh to check
  58634. * @param fastCheck if only the bounding box should checked
  58635. * @returns picking info of the intersecton
  58636. */
  58637. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58638. var tm = BABYLON.Tmp.Matrix[0];
  58639. mesh.getWorldMatrix().invertToRef(tm);
  58640. if (this._tmpRay) {
  58641. Ray.TransformToRef(this, tm, this._tmpRay);
  58642. }
  58643. else {
  58644. this._tmpRay = Ray.Transform(this, tm);
  58645. }
  58646. return mesh.intersects(this._tmpRay, fastCheck);
  58647. };
  58648. /**
  58649. * Checks if ray intersects a mesh
  58650. * @param meshes the meshes to check
  58651. * @param fastCheck if only the bounding box should checked
  58652. * @param results array to store result in
  58653. * @returns Array of picking infos
  58654. */
  58655. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58656. if (results) {
  58657. results.length = 0;
  58658. }
  58659. else {
  58660. results = [];
  58661. }
  58662. for (var i = 0; i < meshes.length; i++) {
  58663. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58664. if (pickInfo.hit) {
  58665. results.push(pickInfo);
  58666. }
  58667. }
  58668. results.sort(this._comparePickingInfo);
  58669. return results;
  58670. };
  58671. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58672. if (pickingInfoA.distance < pickingInfoB.distance) {
  58673. return -1;
  58674. }
  58675. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58676. return 1;
  58677. }
  58678. else {
  58679. return 0;
  58680. }
  58681. };
  58682. /**
  58683. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58684. * @param sega the first point of the segment to test the intersection against
  58685. * @param segb the second point of the segment to test the intersection against
  58686. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58687. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58688. */
  58689. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58690. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  58691. var u = segb.subtract(sega);
  58692. var v = rsegb.subtract(this.origin);
  58693. var w = sega.subtract(this.origin);
  58694. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58695. var b = BABYLON.Vector3.Dot(u, v);
  58696. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58697. var d = BABYLON.Vector3.Dot(u, w);
  58698. var e = BABYLON.Vector3.Dot(v, w);
  58699. var D = a * c - b * b; // always >= 0
  58700. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58701. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58702. // compute the line parameters of the two closest points
  58703. if (D < Ray.smallnum) { // the lines are almost parallel
  58704. sN = 0.0; // force using point P0 on segment S1
  58705. sD = 1.0; // to prevent possible division by 0.0 later
  58706. tN = e;
  58707. tD = c;
  58708. }
  58709. else { // get the closest points on the infinite lines
  58710. sN = (b * e - c * d);
  58711. tN = (a * e - b * d);
  58712. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58713. sN = 0.0;
  58714. tN = e;
  58715. tD = c;
  58716. }
  58717. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58718. sN = sD;
  58719. tN = e + b;
  58720. tD = c;
  58721. }
  58722. }
  58723. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58724. tN = 0.0;
  58725. // recompute sc for this edge
  58726. if (-d < 0.0) {
  58727. sN = 0.0;
  58728. }
  58729. else if (-d > a) {
  58730. sN = sD;
  58731. }
  58732. else {
  58733. sN = -d;
  58734. sD = a;
  58735. }
  58736. }
  58737. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58738. tN = tD;
  58739. // recompute sc for this edge
  58740. if ((-d + b) < 0.0) {
  58741. sN = 0;
  58742. }
  58743. else if ((-d + b) > a) {
  58744. sN = sD;
  58745. }
  58746. else {
  58747. sN = (-d + b);
  58748. sD = a;
  58749. }
  58750. }
  58751. // finally do the division to get sc and tc
  58752. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58753. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58754. // get the difference of the two closest points
  58755. var qtc = v.multiplyByFloats(tc, tc, tc);
  58756. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  58757. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58758. if (isIntersected) {
  58759. return qtc.length();
  58760. }
  58761. return -1;
  58762. };
  58763. /**
  58764. * Update the ray from viewport position
  58765. * @param x position
  58766. * @param y y position
  58767. * @param viewportWidth viewport width
  58768. * @param viewportHeight viewport height
  58769. * @param world world matrix
  58770. * @param view view matrix
  58771. * @param projection projection matrix
  58772. * @returns this ray updated
  58773. */
  58774. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58775. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  58776. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  58777. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  58778. this.direction.normalize();
  58779. return this;
  58780. };
  58781. // Statics
  58782. /**
  58783. * Creates a ray with origin and direction of 0,0,0
  58784. * @returns the new ray
  58785. */
  58786. Ray.Zero = function () {
  58787. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  58788. };
  58789. /**
  58790. * Creates a new ray from screen space and viewport
  58791. * @param x position
  58792. * @param y y position
  58793. * @param viewportWidth viewport width
  58794. * @param viewportHeight viewport height
  58795. * @param world world matrix
  58796. * @param view view matrix
  58797. * @param projection projection matrix
  58798. * @returns new ray
  58799. */
  58800. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58801. var result = Ray.Zero();
  58802. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  58803. };
  58804. /**
  58805. * 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
  58806. * transformed to the given world matrix.
  58807. * @param origin The origin point
  58808. * @param end The end point
  58809. * @param world a matrix to transform the ray to. Default is the identity matrix.
  58810. * @returns the new ray
  58811. */
  58812. Ray.CreateNewFromTo = function (origin, end, world) {
  58813. if (world === void 0) { world = BABYLON.Matrix.Identity(); }
  58814. var direction = end.subtract(origin);
  58815. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  58816. direction.normalize();
  58817. return Ray.Transform(new Ray(origin, direction, length), world);
  58818. };
  58819. /**
  58820. * Transforms a ray by a matrix
  58821. * @param ray ray to transform
  58822. * @param matrix matrix to apply
  58823. * @returns the resulting new ray
  58824. */
  58825. Ray.Transform = function (ray, matrix) {
  58826. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  58827. Ray.TransformToRef(ray, matrix, result);
  58828. return result;
  58829. };
  58830. /**
  58831. * Transforms a ray by a matrix
  58832. * @param ray ray to transform
  58833. * @param matrix matrix to apply
  58834. * @param result ray to store result in
  58835. */
  58836. Ray.TransformToRef = function (ray, matrix, result) {
  58837. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  58838. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  58839. result.length = ray.length;
  58840. var dir = result.direction;
  58841. var len = dir.length();
  58842. if (!(len === 0 || len === 1)) {
  58843. var num = 1.0 / len;
  58844. dir.x *= num;
  58845. dir.y *= num;
  58846. dir.z *= num;
  58847. result.length *= len;
  58848. }
  58849. };
  58850. Ray.smallnum = 0.00000001;
  58851. Ray.rayl = 10e8;
  58852. return Ray;
  58853. }());
  58854. BABYLON.Ray = Ray;
  58855. })(BABYLON || (BABYLON = {}));
  58856. //# sourceMappingURL=babylon.ray.js.map
  58857. var BABYLON;
  58858. (function (BABYLON) {
  58859. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  58860. if (boxMin.x > sphereCenter.x + sphereRadius) {
  58861. return false;
  58862. }
  58863. if (sphereCenter.x - sphereRadius > boxMax.x) {
  58864. return false;
  58865. }
  58866. if (boxMin.y > sphereCenter.y + sphereRadius) {
  58867. return false;
  58868. }
  58869. if (sphereCenter.y - sphereRadius > boxMax.y) {
  58870. return false;
  58871. }
  58872. if (boxMin.z > sphereCenter.z + sphereRadius) {
  58873. return false;
  58874. }
  58875. if (sphereCenter.z - sphereRadius > boxMax.z) {
  58876. return false;
  58877. }
  58878. return true;
  58879. };
  58880. var getLowestRoot = (function () {
  58881. var result = { root: 0, found: false };
  58882. return function (a, b, c, maxR) {
  58883. result.root = 0;
  58884. result.found = false;
  58885. var determinant = b * b - 4.0 * a * c;
  58886. if (determinant < 0) {
  58887. return result;
  58888. }
  58889. var sqrtD = Math.sqrt(determinant);
  58890. var r1 = (-b - sqrtD) / (2.0 * a);
  58891. var r2 = (-b + sqrtD) / (2.0 * a);
  58892. if (r1 > r2) {
  58893. var temp = r2;
  58894. r2 = r1;
  58895. r1 = temp;
  58896. }
  58897. if (r1 > 0 && r1 < maxR) {
  58898. result.root = r1;
  58899. result.found = true;
  58900. return result;
  58901. }
  58902. if (r2 > 0 && r2 < maxR) {
  58903. result.root = r2;
  58904. result.found = true;
  58905. return result;
  58906. }
  58907. return result;
  58908. };
  58909. })();
  58910. /** @hidden */
  58911. var Collider = /** @class */ (function () {
  58912. function Collider() {
  58913. this._collisionPoint = BABYLON.Vector3.Zero();
  58914. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  58915. this._tempVector = BABYLON.Vector3.Zero();
  58916. this._tempVector2 = BABYLON.Vector3.Zero();
  58917. this._tempVector3 = BABYLON.Vector3.Zero();
  58918. this._tempVector4 = BABYLON.Vector3.Zero();
  58919. this._edge = BABYLON.Vector3.Zero();
  58920. this._baseToVertex = BABYLON.Vector3.Zero();
  58921. this._destinationPoint = BABYLON.Vector3.Zero();
  58922. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  58923. this._displacementVector = BABYLON.Vector3.Zero();
  58924. /** @hidden */
  58925. this._radius = BABYLON.Vector3.One();
  58926. /** @hidden */
  58927. this._retry = 0;
  58928. /** @hidden */
  58929. this._basePointWorld = BABYLON.Vector3.Zero();
  58930. this._velocityWorld = BABYLON.Vector3.Zero();
  58931. this._normalizedVelocity = BABYLON.Vector3.Zero();
  58932. this._collisionMask = -1;
  58933. }
  58934. Object.defineProperty(Collider.prototype, "collisionMask", {
  58935. get: function () {
  58936. return this._collisionMask;
  58937. },
  58938. set: function (mask) {
  58939. this._collisionMask = !isNaN(mask) ? mask : -1;
  58940. },
  58941. enumerable: true,
  58942. configurable: true
  58943. });
  58944. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  58945. /**
  58946. * Gets the plane normal used to compute the sliding response (in local space)
  58947. */
  58948. get: function () {
  58949. return this._slidePlaneNormal;
  58950. },
  58951. enumerable: true,
  58952. configurable: true
  58953. });
  58954. // Methods
  58955. /** @hidden */
  58956. Collider.prototype._initialize = function (source, dir, e) {
  58957. this._velocity = dir;
  58958. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  58959. this._basePoint = source;
  58960. source.multiplyToRef(this._radius, this._basePointWorld);
  58961. dir.multiplyToRef(this._radius, this._velocityWorld);
  58962. this._velocityWorldLength = this._velocityWorld.length();
  58963. this._epsilon = e;
  58964. this.collisionFound = false;
  58965. };
  58966. /** @hidden */
  58967. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  58968. pa.subtractToRef(point, this._tempVector);
  58969. pb.subtractToRef(point, this._tempVector2);
  58970. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  58971. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58972. if (d < 0) {
  58973. return false;
  58974. }
  58975. pc.subtractToRef(point, this._tempVector3);
  58976. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  58977. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58978. if (d < 0) {
  58979. return false;
  58980. }
  58981. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  58982. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  58983. return d >= 0;
  58984. };
  58985. /** @hidden */
  58986. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  58987. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  58988. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  58989. if (distance > this._velocityWorldLength + max + sphereRadius) {
  58990. return false;
  58991. }
  58992. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  58993. return false;
  58994. }
  58995. return true;
  58996. };
  58997. /** @hidden */
  58998. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  58999. var t0;
  59000. var embeddedInPlane = false;
  59001. //defensive programming, actually not needed.
  59002. if (!trianglePlaneArray) {
  59003. trianglePlaneArray = [];
  59004. }
  59005. if (!trianglePlaneArray[faceIndex]) {
  59006. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59007. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59008. }
  59009. var trianglePlane = trianglePlaneArray[faceIndex];
  59010. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59011. return;
  59012. }
  59013. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59014. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59015. if (normalDotVelocity == 0) {
  59016. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59017. return;
  59018. }
  59019. embeddedInPlane = true;
  59020. t0 = 0;
  59021. }
  59022. else {
  59023. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59024. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59025. if (t0 > t1) {
  59026. var temp = t1;
  59027. t1 = t0;
  59028. t0 = temp;
  59029. }
  59030. if (t0 > 1.0 || t1 < 0.0) {
  59031. return;
  59032. }
  59033. if (t0 < 0) {
  59034. t0 = 0;
  59035. }
  59036. if (t0 > 1.0) {
  59037. t0 = 1.0;
  59038. }
  59039. }
  59040. this._collisionPoint.copyFromFloats(0, 0, 0);
  59041. var found = false;
  59042. var t = 1.0;
  59043. if (!embeddedInPlane) {
  59044. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59045. this._velocity.scaleToRef(t0, this._tempVector);
  59046. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59047. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59048. found = true;
  59049. t = t0;
  59050. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59051. }
  59052. }
  59053. if (!found) {
  59054. var velocitySquaredLength = this._velocity.lengthSquared();
  59055. var a = velocitySquaredLength;
  59056. this._basePoint.subtractToRef(p1, this._tempVector);
  59057. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59058. var c = this._tempVector.lengthSquared() - 1.0;
  59059. var lowestRoot = getLowestRoot(a, b, c, t);
  59060. if (lowestRoot.found) {
  59061. t = lowestRoot.root;
  59062. found = true;
  59063. this._collisionPoint.copyFrom(p1);
  59064. }
  59065. this._basePoint.subtractToRef(p2, this._tempVector);
  59066. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59067. c = this._tempVector.lengthSquared() - 1.0;
  59068. lowestRoot = getLowestRoot(a, b, c, t);
  59069. if (lowestRoot.found) {
  59070. t = lowestRoot.root;
  59071. found = true;
  59072. this._collisionPoint.copyFrom(p2);
  59073. }
  59074. this._basePoint.subtractToRef(p3, this._tempVector);
  59075. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59076. c = this._tempVector.lengthSquared() - 1.0;
  59077. lowestRoot = getLowestRoot(a, b, c, t);
  59078. if (lowestRoot.found) {
  59079. t = lowestRoot.root;
  59080. found = true;
  59081. this._collisionPoint.copyFrom(p3);
  59082. }
  59083. p2.subtractToRef(p1, this._edge);
  59084. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59085. var edgeSquaredLength = this._edge.lengthSquared();
  59086. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59087. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59088. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59089. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59090. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59091. lowestRoot = getLowestRoot(a, b, c, t);
  59092. if (lowestRoot.found) {
  59093. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59094. if (f >= 0.0 && f <= 1.0) {
  59095. t = lowestRoot.root;
  59096. found = true;
  59097. this._edge.scaleInPlace(f);
  59098. p1.addToRef(this._edge, this._collisionPoint);
  59099. }
  59100. }
  59101. p3.subtractToRef(p2, this._edge);
  59102. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59103. edgeSquaredLength = this._edge.lengthSquared();
  59104. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59105. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59106. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59107. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59108. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59109. lowestRoot = getLowestRoot(a, b, c, t);
  59110. if (lowestRoot.found) {
  59111. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59112. if (f >= 0.0 && f <= 1.0) {
  59113. t = lowestRoot.root;
  59114. found = true;
  59115. this._edge.scaleInPlace(f);
  59116. p2.addToRef(this._edge, this._collisionPoint);
  59117. }
  59118. }
  59119. p1.subtractToRef(p3, this._edge);
  59120. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59121. edgeSquaredLength = this._edge.lengthSquared();
  59122. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59123. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59124. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59125. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59126. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59127. lowestRoot = getLowestRoot(a, b, c, t);
  59128. if (lowestRoot.found) {
  59129. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59130. if (f >= 0.0 && f <= 1.0) {
  59131. t = lowestRoot.root;
  59132. found = true;
  59133. this._edge.scaleInPlace(f);
  59134. p3.addToRef(this._edge, this._collisionPoint);
  59135. }
  59136. }
  59137. }
  59138. if (found) {
  59139. var distToCollision = t * this._velocity.length();
  59140. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59141. if (!this.intersectionPoint) {
  59142. this.intersectionPoint = this._collisionPoint.clone();
  59143. }
  59144. else {
  59145. this.intersectionPoint.copyFrom(this._collisionPoint);
  59146. }
  59147. this._nearestDistance = distToCollision;
  59148. this.collisionFound = true;
  59149. }
  59150. }
  59151. };
  59152. /** @hidden */
  59153. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59154. for (var i = indexStart; i < indexEnd; i += 3) {
  59155. var p1 = pts[indices[i] - decal];
  59156. var p2 = pts[indices[i + 1] - decal];
  59157. var p3 = pts[indices[i + 2] - decal];
  59158. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59159. }
  59160. };
  59161. /** @hidden */
  59162. Collider.prototype._getResponse = function (pos, vel) {
  59163. pos.addToRef(vel, this._destinationPoint);
  59164. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59165. this._basePoint.addToRef(vel, pos);
  59166. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59167. this._slidePlaneNormal.normalize();
  59168. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59169. pos.addInPlace(this._displacementVector);
  59170. this.intersectionPoint.addInPlace(this._displacementVector);
  59171. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59172. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59173. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59174. };
  59175. return Collider;
  59176. }());
  59177. BABYLON.Collider = Collider;
  59178. })(BABYLON || (BABYLON = {}));
  59179. //# sourceMappingURL=babylon.collider.js.map
  59180. var BABYLON;
  59181. (function (BABYLON) {
  59182. //WebWorker code will be inserted to this variable.
  59183. /** @hidden */
  59184. BABYLON.CollisionWorker = "";
  59185. /** Defines supported task for worker process */
  59186. var WorkerTaskType;
  59187. (function (WorkerTaskType) {
  59188. /** Initialization */
  59189. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59190. /** Update of geometry */
  59191. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59192. /** Evaluate collision */
  59193. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59194. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59195. /** Defines kind of replies returned by worker */
  59196. var WorkerReplyType;
  59197. (function (WorkerReplyType) {
  59198. /** Success */
  59199. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59200. /** Unkown error */
  59201. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59202. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59203. /** @hidden */
  59204. var CollisionCoordinatorWorker = /** @class */ (function () {
  59205. function CollisionCoordinatorWorker() {
  59206. var _this = this;
  59207. this._scaledPosition = BABYLON.Vector3.Zero();
  59208. this._scaledVelocity = BABYLON.Vector3.Zero();
  59209. this.onMeshUpdated = function (transformNode) {
  59210. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59211. };
  59212. this.onGeometryUpdated = function (geometry) {
  59213. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59214. };
  59215. this._afterRender = function () {
  59216. if (!_this._init) {
  59217. return;
  59218. }
  59219. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59220. return;
  59221. }
  59222. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59223. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59224. if (_this._runningUpdated > 4) {
  59225. return;
  59226. }
  59227. ++_this._runningUpdated;
  59228. var payload = {
  59229. updatedMeshes: _this._addUpdateMeshesList,
  59230. updatedGeometries: _this._addUpdateGeometriesList,
  59231. removedGeometries: _this._toRemoveGeometryArray,
  59232. removedMeshes: _this._toRemoveMeshesArray
  59233. };
  59234. var message = {
  59235. payload: payload,
  59236. taskType: WorkerTaskType.UPDATE
  59237. };
  59238. var serializable = [];
  59239. for (var id in payload.updatedGeometries) {
  59240. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59241. //prepare transferables
  59242. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59243. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59244. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59245. }
  59246. }
  59247. _this._worker.postMessage(message, serializable);
  59248. _this._addUpdateMeshesList = {};
  59249. _this._addUpdateGeometriesList = {};
  59250. _this._toRemoveGeometryArray = [];
  59251. _this._toRemoveMeshesArray = [];
  59252. };
  59253. this._onMessageFromWorker = function (e) {
  59254. var returnData = e.data;
  59255. if (returnData.error != WorkerReplyType.SUCCESS) {
  59256. //TODO what errors can be returned from the worker?
  59257. BABYLON.Tools.Warn("error returned from worker!");
  59258. return;
  59259. }
  59260. switch (returnData.taskType) {
  59261. case WorkerTaskType.INIT:
  59262. _this._init = true;
  59263. //Update the worked with ALL of the scene's current state
  59264. _this._scene.meshes.forEach(function (mesh) {
  59265. _this.onMeshAdded(mesh);
  59266. });
  59267. _this._scene.getGeometries().forEach(function (geometry) {
  59268. _this.onGeometryAdded(geometry);
  59269. });
  59270. break;
  59271. case WorkerTaskType.UPDATE:
  59272. _this._runningUpdated--;
  59273. break;
  59274. case WorkerTaskType.COLLIDE:
  59275. var returnPayload = returnData.payload;
  59276. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59277. return;
  59278. }
  59279. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59280. if (callback) {
  59281. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59282. if (mesh) {
  59283. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59284. }
  59285. }
  59286. //cleanup
  59287. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59288. break;
  59289. }
  59290. };
  59291. this._collisionsCallbackArray = [];
  59292. this._init = false;
  59293. this._runningUpdated = 0;
  59294. this._addUpdateMeshesList = {};
  59295. this._addUpdateGeometriesList = {};
  59296. this._toRemoveGeometryArray = [];
  59297. this._toRemoveMeshesArray = [];
  59298. }
  59299. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59300. if (!this._init) {
  59301. return;
  59302. }
  59303. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59304. return;
  59305. }
  59306. position.divideToRef(collider._radius, this._scaledPosition);
  59307. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59308. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59309. var payload = {
  59310. collider: {
  59311. position: this._scaledPosition.asArray(),
  59312. velocity: this._scaledVelocity.asArray(),
  59313. radius: collider._radius.asArray()
  59314. },
  59315. collisionId: collisionIndex,
  59316. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59317. maximumRetry: maximumRetry
  59318. };
  59319. var message = {
  59320. payload: payload,
  59321. taskType: WorkerTaskType.COLLIDE
  59322. };
  59323. this._worker.postMessage(message);
  59324. };
  59325. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59326. this._scene = scene;
  59327. this._scene.registerAfterRender(this._afterRender);
  59328. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59329. this._worker = new Worker(workerUrl);
  59330. this._worker.onmessage = this._onMessageFromWorker;
  59331. var message = {
  59332. payload: {},
  59333. taskType: WorkerTaskType.INIT
  59334. };
  59335. this._worker.postMessage(message);
  59336. };
  59337. CollisionCoordinatorWorker.prototype.destroy = function () {
  59338. this._scene.unregisterAfterRender(this._afterRender);
  59339. this._worker.terminate();
  59340. };
  59341. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59342. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59343. this.onMeshUpdated(mesh);
  59344. };
  59345. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59346. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59347. };
  59348. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59349. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59350. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59351. this.onGeometryUpdated(geometry);
  59352. };
  59353. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59354. this._toRemoveGeometryArray.push(geometry.id);
  59355. };
  59356. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59357. var submeshes = [];
  59358. if (mesh.subMeshes) {
  59359. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59360. var boundingInfo = sm.getBoundingInfo();
  59361. return {
  59362. position: idx,
  59363. verticesStart: sm.verticesStart,
  59364. verticesCount: sm.verticesCount,
  59365. indexStart: sm.indexStart,
  59366. indexCount: sm.indexCount,
  59367. hasMaterial: !!sm.getMaterial(),
  59368. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59369. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59370. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59371. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59372. };
  59373. });
  59374. }
  59375. var geometryId = null;
  59376. if (mesh instanceof BABYLON.Mesh) {
  59377. var geometry = mesh.geometry;
  59378. geometryId = geometry ? geometry.id : null;
  59379. }
  59380. else if (mesh instanceof BABYLON.InstancedMesh) {
  59381. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59382. geometryId = geometry ? geometry.id : null;
  59383. }
  59384. var boundingInfo = mesh.getBoundingInfo();
  59385. return {
  59386. uniqueId: mesh.uniqueId,
  59387. id: mesh.id,
  59388. name: mesh.name,
  59389. geometryId: geometryId,
  59390. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59391. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59392. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59393. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59394. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59395. subMeshes: submeshes,
  59396. checkCollisions: mesh.checkCollisions
  59397. };
  59398. };
  59399. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59400. return {
  59401. id: geometry.id,
  59402. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59403. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59404. indices: new Uint32Array(geometry.getIndices() || []),
  59405. };
  59406. };
  59407. return CollisionCoordinatorWorker;
  59408. }());
  59409. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59410. /** @hidden */
  59411. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59412. function CollisionCoordinatorLegacy() {
  59413. this._scaledPosition = BABYLON.Vector3.Zero();
  59414. this._scaledVelocity = BABYLON.Vector3.Zero();
  59415. this._finalPosition = BABYLON.Vector3.Zero();
  59416. }
  59417. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59418. position.divideToRef(collider._radius, this._scaledPosition);
  59419. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59420. collider.collidedMesh = null;
  59421. collider._retry = 0;
  59422. collider._initialVelocity = this._scaledVelocity;
  59423. collider._initialPosition = this._scaledPosition;
  59424. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59425. this._finalPosition.multiplyInPlace(collider._radius);
  59426. //run the callback
  59427. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59428. };
  59429. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59430. this._scene = scene;
  59431. };
  59432. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59433. //Legacy need no destruction method.
  59434. };
  59435. //No update in legacy mode
  59436. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59437. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59438. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59439. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59440. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59441. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59442. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59443. if (excludedMesh === void 0) { excludedMesh = null; }
  59444. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59445. if (collider._retry >= maximumRetry) {
  59446. finalPosition.copyFrom(position);
  59447. return;
  59448. }
  59449. // Check if this is a mesh else camera or -1
  59450. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59451. collider._initialize(position, velocity, closeDistance);
  59452. // Check all meshes
  59453. for (var index = 0; index < this._scene.meshes.length; index++) {
  59454. var mesh = this._scene.meshes[index];
  59455. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59456. mesh._checkCollision(collider);
  59457. }
  59458. }
  59459. if (!collider.collisionFound) {
  59460. position.addToRef(velocity, finalPosition);
  59461. return;
  59462. }
  59463. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59464. collider._getResponse(position, velocity);
  59465. }
  59466. if (velocity.length() <= closeDistance) {
  59467. finalPosition.copyFrom(position);
  59468. return;
  59469. }
  59470. collider._retry++;
  59471. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59472. };
  59473. return CollisionCoordinatorLegacy;
  59474. }());
  59475. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59476. })(BABYLON || (BABYLON = {}));
  59477. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59478. var BABYLON;
  59479. (function (BABYLON) {
  59480. /**
  59481. * A particle represents one of the element emitted by a particle system.
  59482. * This is mainly define by its coordinates, direction, velocity and age.
  59483. */
  59484. var Particle = /** @class */ (function () {
  59485. /**
  59486. * Creates a new instance Particle
  59487. * @param particleSystem the particle system the particle belongs to
  59488. */
  59489. function Particle(
  59490. /**
  59491. * The particle system the particle belongs to.
  59492. */
  59493. particleSystem) {
  59494. this.particleSystem = particleSystem;
  59495. /**
  59496. * The world position of the particle in the scene.
  59497. */
  59498. this.position = BABYLON.Vector3.Zero();
  59499. /**
  59500. * The world direction of the particle in the scene.
  59501. */
  59502. this.direction = BABYLON.Vector3.Zero();
  59503. /**
  59504. * The color of the particle.
  59505. */
  59506. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59507. /**
  59508. * The color change of the particle per step.
  59509. */
  59510. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59511. /**
  59512. * Defines how long will the life of the particle be.
  59513. */
  59514. this.lifeTime = 1.0;
  59515. /**
  59516. * The current age of the particle.
  59517. */
  59518. this.age = 0;
  59519. /**
  59520. * The current size of the particle.
  59521. */
  59522. this.size = 0;
  59523. /**
  59524. * The current scale of the particle.
  59525. */
  59526. this.scale = new BABYLON.Vector2(1, 1);
  59527. /**
  59528. * The current angle of the particle.
  59529. */
  59530. this.angle = 0;
  59531. /**
  59532. * Defines how fast is the angle changing.
  59533. */
  59534. this.angularSpeed = 0;
  59535. /**
  59536. * Defines the cell index used by the particle to be rendered from a sprite.
  59537. */
  59538. this.cellIndex = 0;
  59539. /** @hidden */
  59540. this._attachedSubEmitters = null;
  59541. /** @hidden */
  59542. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59543. /** @hidden */
  59544. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59545. /** @hidden */
  59546. this._currentSize1 = 0;
  59547. /** @hidden */
  59548. this._currentSize2 = 0;
  59549. /** @hidden */
  59550. this._currentAngularSpeed1 = 0;
  59551. /** @hidden */
  59552. this._currentAngularSpeed2 = 0;
  59553. /** @hidden */
  59554. this._currentVelocity1 = 0;
  59555. /** @hidden */
  59556. this._currentVelocity2 = 0;
  59557. /** @hidden */
  59558. this._currentLimitVelocity1 = 0;
  59559. /** @hidden */
  59560. this._currentLimitVelocity2 = 0;
  59561. /** @hidden */
  59562. this._currentDrag1 = 0;
  59563. /** @hidden */
  59564. this._currentDrag2 = 0;
  59565. this.id = Particle._Count++;
  59566. if (!this.particleSystem.isAnimationSheetEnabled) {
  59567. return;
  59568. }
  59569. this.updateCellInfoFromSystem();
  59570. }
  59571. Particle.prototype.updateCellInfoFromSystem = function () {
  59572. this.cellIndex = this.particleSystem.startSpriteCellID;
  59573. };
  59574. /**
  59575. * Defines how the sprite cell index is updated for the particle
  59576. */
  59577. Particle.prototype.updateCellIndex = function () {
  59578. var offsetAge = this.age;
  59579. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59580. if (this.particleSystem.spriteRandomStartCell) {
  59581. if (this._randomCellOffset === undefined) {
  59582. this._randomCellOffset = Math.random() * this.lifeTime;
  59583. }
  59584. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59585. changeSpeed = 1;
  59586. offsetAge = this._randomCellOffset;
  59587. }
  59588. else {
  59589. offsetAge += this._randomCellOffset;
  59590. }
  59591. }
  59592. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59593. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59594. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59595. };
  59596. /** @hidden */
  59597. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59598. if (subEmitter.particleSystem.emitter.position) {
  59599. var emitterMesh = subEmitter.particleSystem.emitter;
  59600. emitterMesh.position.copyFrom(this.position);
  59601. if (subEmitter.inheritDirection) {
  59602. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59603. // Look at using Y as forward
  59604. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59605. }
  59606. }
  59607. else {
  59608. var emitterPosition = subEmitter.particleSystem.emitter;
  59609. emitterPosition.copyFrom(this.position);
  59610. }
  59611. // Set inheritedVelocityOffset to be used when new particles are created
  59612. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59613. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59614. };
  59615. /** @hidden */
  59616. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59617. var _this = this;
  59618. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59619. this._attachedSubEmitters.forEach(function (subEmitter) {
  59620. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59621. });
  59622. }
  59623. };
  59624. /** @hidden */
  59625. Particle.prototype._reset = function () {
  59626. this.age = 0;
  59627. this._currentColorGradient = null;
  59628. this._currentSizeGradient = null;
  59629. this._currentAngularSpeedGradient = null;
  59630. this._currentVelocityGradient = null;
  59631. this._currentLimitVelocityGradient = null;
  59632. this._currentDragGradient = null;
  59633. this.cellIndex = this.particleSystem.startSpriteCellID;
  59634. this._randomCellOffset = undefined;
  59635. };
  59636. /**
  59637. * Copy the properties of particle to another one.
  59638. * @param other the particle to copy the information to.
  59639. */
  59640. Particle.prototype.copyTo = function (other) {
  59641. other.position.copyFrom(this.position);
  59642. if (this._initialDirection) {
  59643. if (other._initialDirection) {
  59644. other._initialDirection.copyFrom(this._initialDirection);
  59645. }
  59646. else {
  59647. other._initialDirection = this._initialDirection.clone();
  59648. }
  59649. }
  59650. else {
  59651. other._initialDirection = null;
  59652. }
  59653. other.direction.copyFrom(this.direction);
  59654. other.color.copyFrom(this.color);
  59655. other.colorStep.copyFrom(this.colorStep);
  59656. other.lifeTime = this.lifeTime;
  59657. other.age = this.age;
  59658. other._randomCellOffset = this._randomCellOffset;
  59659. other.size = this.size;
  59660. other.scale.copyFrom(this.scale);
  59661. other.angle = this.angle;
  59662. other.angularSpeed = this.angularSpeed;
  59663. other.particleSystem = this.particleSystem;
  59664. other.cellIndex = this.cellIndex;
  59665. other.id = this.id;
  59666. other._attachedSubEmitters = this._attachedSubEmitters;
  59667. if (this._currentColorGradient) {
  59668. other._currentColorGradient = this._currentColorGradient;
  59669. other._currentColor1.copyFrom(this._currentColor1);
  59670. other._currentColor2.copyFrom(this._currentColor2);
  59671. }
  59672. if (this._currentSizeGradient) {
  59673. other._currentSizeGradient = this._currentSizeGradient;
  59674. other._currentSize1 = this._currentSize1;
  59675. other._currentSize2 = this._currentSize2;
  59676. }
  59677. if (this._currentAngularSpeedGradient) {
  59678. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59679. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59680. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59681. }
  59682. if (this._currentVelocityGradient) {
  59683. other._currentVelocityGradient = this._currentVelocityGradient;
  59684. other._currentVelocity1 = this._currentVelocity1;
  59685. other._currentVelocity2 = this._currentVelocity2;
  59686. }
  59687. if (this._currentLimitVelocityGradient) {
  59688. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59689. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59690. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59691. }
  59692. if (this._currentDragGradient) {
  59693. other._currentDragGradient = this._currentDragGradient;
  59694. other._currentDrag1 = this._currentDrag1;
  59695. other._currentDrag2 = this._currentDrag2;
  59696. }
  59697. if (this.particleSystem.isAnimationSheetEnabled) {
  59698. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59699. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59700. }
  59701. if (this.particleSystem.useRampGradients) {
  59702. other.remapData.copyFrom(this.remapData);
  59703. }
  59704. if (this._randomNoiseCoordinates1) {
  59705. if (other._randomNoiseCoordinates1) {
  59706. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59707. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59708. }
  59709. else {
  59710. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59711. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59712. }
  59713. }
  59714. };
  59715. Particle._Count = 0;
  59716. return Particle;
  59717. }());
  59718. BABYLON.Particle = Particle;
  59719. })(BABYLON || (BABYLON = {}));
  59720. //# sourceMappingURL=babylon.particle.js.map
  59721. var BABYLON;
  59722. (function (BABYLON) {
  59723. /**
  59724. * This represents the base class for particle system in Babylon.
  59725. * 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.
  59726. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59727. * @example https://doc.babylonjs.com/babylon101/particles
  59728. */
  59729. var BaseParticleSystem = /** @class */ (function () {
  59730. /**
  59731. * Instantiates a particle system.
  59732. * 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.
  59733. * @param name The name of the particle system
  59734. */
  59735. function BaseParticleSystem(name) {
  59736. /**
  59737. * List of animations used by the particle system.
  59738. */
  59739. this.animations = [];
  59740. /**
  59741. * The rendering group used by the Particle system to chose when to render.
  59742. */
  59743. this.renderingGroupId = 0;
  59744. /**
  59745. * The emitter represents the Mesh or position we are attaching the particle system to.
  59746. */
  59747. this.emitter = null;
  59748. /**
  59749. * The maximum number of particles to emit per frame
  59750. */
  59751. this.emitRate = 10;
  59752. /**
  59753. * If you want to launch only a few particles at once, that can be done, as well.
  59754. */
  59755. this.manualEmitCount = -1;
  59756. /**
  59757. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59758. */
  59759. this.updateSpeed = 0.01;
  59760. /**
  59761. * The amount of time the particle system is running (depends of the overall update speed).
  59762. */
  59763. this.targetStopDuration = 0;
  59764. /**
  59765. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59766. */
  59767. this.disposeOnStop = false;
  59768. /**
  59769. * Minimum power of emitting particles.
  59770. */
  59771. this.minEmitPower = 1;
  59772. /**
  59773. * Maximum power of emitting particles.
  59774. */
  59775. this.maxEmitPower = 1;
  59776. /**
  59777. * Minimum life time of emitting particles.
  59778. */
  59779. this.minLifeTime = 1;
  59780. /**
  59781. * Maximum life time of emitting particles.
  59782. */
  59783. this.maxLifeTime = 1;
  59784. /**
  59785. * Minimum Size of emitting particles.
  59786. */
  59787. this.minSize = 1;
  59788. /**
  59789. * Maximum Size of emitting particles.
  59790. */
  59791. this.maxSize = 1;
  59792. /**
  59793. * Minimum scale of emitting particles on X axis.
  59794. */
  59795. this.minScaleX = 1;
  59796. /**
  59797. * Maximum scale of emitting particles on X axis.
  59798. */
  59799. this.maxScaleX = 1;
  59800. /**
  59801. * Minimum scale of emitting particles on Y axis.
  59802. */
  59803. this.minScaleY = 1;
  59804. /**
  59805. * Maximum scale of emitting particles on Y axis.
  59806. */
  59807. this.maxScaleY = 1;
  59808. /**
  59809. * Gets or sets the minimal initial rotation in radians.
  59810. */
  59811. this.minInitialRotation = 0;
  59812. /**
  59813. * Gets or sets the maximal initial rotation in radians.
  59814. */
  59815. this.maxInitialRotation = 0;
  59816. /**
  59817. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  59818. */
  59819. this.minAngularSpeed = 0;
  59820. /**
  59821. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  59822. */
  59823. this.maxAngularSpeed = 0;
  59824. /**
  59825. * The layer mask we are rendering the particles through.
  59826. */
  59827. this.layerMask = 0x0FFFFFFF;
  59828. /**
  59829. * This can help using your own shader to render the particle system.
  59830. * The according effect will be created
  59831. */
  59832. this.customShader = null;
  59833. /**
  59834. * By default particle system starts as soon as they are created. This prevents the
  59835. * automatic start to happen and let you decide when to start emitting particles.
  59836. */
  59837. this.preventAutoStart = false;
  59838. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  59839. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  59840. /**
  59841. * Callback triggered when the particle animation is ending.
  59842. */
  59843. this.onAnimationEnd = null;
  59844. /**
  59845. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  59846. */
  59847. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  59848. /**
  59849. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59850. * to override the particles.
  59851. */
  59852. this.forceDepthWrite = false;
  59853. /** 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 */
  59854. this.preWarmCycles = 0;
  59855. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  59856. this.preWarmStepOffset = 1;
  59857. /**
  59858. * 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)
  59859. */
  59860. this.spriteCellChangeSpeed = 1;
  59861. /**
  59862. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  59863. */
  59864. this.startSpriteCellID = 0;
  59865. /**
  59866. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  59867. */
  59868. this.endSpriteCellID = 0;
  59869. /**
  59870. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  59871. */
  59872. this.spriteCellWidth = 0;
  59873. /**
  59874. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  59875. */
  59876. this.spriteCellHeight = 0;
  59877. /**
  59878. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  59879. */
  59880. this.spriteRandomStartCell = false;
  59881. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  59882. this.translationPivot = new BABYLON.Vector2(0, 0);
  59883. /**
  59884. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  59885. */
  59886. this.beginAnimationOnStart = false;
  59887. /**
  59888. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  59889. */
  59890. this.beginAnimationFrom = 0;
  59891. /**
  59892. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  59893. */
  59894. this.beginAnimationTo = 60;
  59895. /**
  59896. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  59897. */
  59898. this.beginAnimationLoop = false;
  59899. /**
  59900. * You can use gravity if you want to give an orientation to your particles.
  59901. */
  59902. this.gravity = BABYLON.Vector3.Zero();
  59903. this._colorGradients = null;
  59904. this._sizeGradients = null;
  59905. this._lifeTimeGradients = null;
  59906. this._angularSpeedGradients = null;
  59907. this._velocityGradients = null;
  59908. this._limitVelocityGradients = null;
  59909. this._dragGradients = null;
  59910. this._emitRateGradients = null;
  59911. this._startSizeGradients = null;
  59912. this._rampGradients = null;
  59913. this._colorRemapGradients = null;
  59914. this._alphaRemapGradients = null;
  59915. /**
  59916. * Defines the delay in milliseconds before starting the system (0 by default)
  59917. */
  59918. this.startDelay = 0;
  59919. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  59920. this.limitVelocityDamping = 0.4;
  59921. /**
  59922. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59923. */
  59924. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59925. /**
  59926. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  59927. */
  59928. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59929. /**
  59930. * Color the particle will have at the end of its lifetime
  59931. */
  59932. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  59933. /**
  59934. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  59935. */
  59936. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  59937. /** @hidden */
  59938. this._isSubEmitter = false;
  59939. /**
  59940. * Gets or sets the billboard mode to use when isBillboardBased = true.
  59941. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  59942. */
  59943. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  59944. this._isBillboardBased = true;
  59945. /**
  59946. * Local cache of defines for image processing.
  59947. */
  59948. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  59949. this.id = name;
  59950. this.name = name;
  59951. }
  59952. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  59953. /**
  59954. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  59955. */
  59956. get: function () {
  59957. return this._isAnimationSheetEnabled;
  59958. },
  59959. set: function (value) {
  59960. if (this._isAnimationSheetEnabled == value) {
  59961. return;
  59962. }
  59963. this._isAnimationSheetEnabled = value;
  59964. this._reset();
  59965. },
  59966. enumerable: true,
  59967. configurable: true
  59968. });
  59969. /**
  59970. * Get hosting scene
  59971. * @returns the scene
  59972. */
  59973. BaseParticleSystem.prototype.getScene = function () {
  59974. return this._scene;
  59975. };
  59976. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  59977. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  59978. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  59979. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  59980. };
  59981. /**
  59982. * Gets the current list of drag gradients.
  59983. * You must use addDragGradient and removeDragGradient to udpate this list
  59984. * @returns the list of drag gradients
  59985. */
  59986. BaseParticleSystem.prototype.getDragGradients = function () {
  59987. return this._dragGradients;
  59988. };
  59989. /**
  59990. * Gets the current list of limit velocity gradients.
  59991. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  59992. * @returns the list of limit velocity gradients
  59993. */
  59994. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  59995. return this._limitVelocityGradients;
  59996. };
  59997. /**
  59998. * Gets the current list of color gradients.
  59999. * You must use addColorGradient and removeColorGradient to udpate this list
  60000. * @returns the list of color gradients
  60001. */
  60002. BaseParticleSystem.prototype.getColorGradients = function () {
  60003. return this._colorGradients;
  60004. };
  60005. /**
  60006. * Gets the current list of size gradients.
  60007. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60008. * @returns the list of size gradients
  60009. */
  60010. BaseParticleSystem.prototype.getSizeGradients = function () {
  60011. return this._sizeGradients;
  60012. };
  60013. /**
  60014. * Gets the current list of color remap gradients.
  60015. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60016. * @returns the list of color remap gradients
  60017. */
  60018. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60019. return this._colorRemapGradients;
  60020. };
  60021. /**
  60022. * Gets the current list of alpha remap gradients.
  60023. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60024. * @returns the list of alpha remap gradients
  60025. */
  60026. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60027. return this._alphaRemapGradients;
  60028. };
  60029. /**
  60030. * Gets the current list of life time gradients.
  60031. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60032. * @returns the list of life time gradients
  60033. */
  60034. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60035. return this._lifeTimeGradients;
  60036. };
  60037. /**
  60038. * Gets the current list of angular speed gradients.
  60039. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60040. * @returns the list of angular speed gradients
  60041. */
  60042. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60043. return this._angularSpeedGradients;
  60044. };
  60045. /**
  60046. * Gets the current list of velocity gradients.
  60047. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60048. * @returns the list of velocity gradients
  60049. */
  60050. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60051. return this._velocityGradients;
  60052. };
  60053. /**
  60054. * Gets the current list of start size gradients.
  60055. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60056. * @returns the list of start size gradients
  60057. */
  60058. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60059. return this._startSizeGradients;
  60060. };
  60061. /**
  60062. * Gets the current list of emit rate gradients.
  60063. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60064. * @returns the list of emit rate gradients
  60065. */
  60066. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60067. return this._emitRateGradients;
  60068. };
  60069. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60070. /**
  60071. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60072. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60073. */
  60074. get: function () {
  60075. if (this.particleEmitterType.direction1) {
  60076. return this.particleEmitterType.direction1;
  60077. }
  60078. return BABYLON.Vector3.Zero();
  60079. },
  60080. set: function (value) {
  60081. if (this.particleEmitterType.direction1) {
  60082. this.particleEmitterType.direction1 = value;
  60083. }
  60084. },
  60085. enumerable: true,
  60086. configurable: true
  60087. });
  60088. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60089. /**
  60090. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60091. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60092. */
  60093. get: function () {
  60094. if (this.particleEmitterType.direction2) {
  60095. return this.particleEmitterType.direction2;
  60096. }
  60097. return BABYLON.Vector3.Zero();
  60098. },
  60099. set: function (value) {
  60100. if (this.particleEmitterType.direction2) {
  60101. this.particleEmitterType.direction2 = value;
  60102. }
  60103. },
  60104. enumerable: true,
  60105. configurable: true
  60106. });
  60107. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60108. /**
  60109. * 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.
  60110. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60111. */
  60112. get: function () {
  60113. if (this.particleEmitterType.minEmitBox) {
  60114. return this.particleEmitterType.minEmitBox;
  60115. }
  60116. return BABYLON.Vector3.Zero();
  60117. },
  60118. set: function (value) {
  60119. if (this.particleEmitterType.minEmitBox) {
  60120. this.particleEmitterType.minEmitBox = value;
  60121. }
  60122. },
  60123. enumerable: true,
  60124. configurable: true
  60125. });
  60126. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60127. /**
  60128. * 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.
  60129. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60130. */
  60131. get: function () {
  60132. if (this.particleEmitterType.maxEmitBox) {
  60133. return this.particleEmitterType.maxEmitBox;
  60134. }
  60135. return BABYLON.Vector3.Zero();
  60136. },
  60137. set: function (value) {
  60138. if (this.particleEmitterType.maxEmitBox) {
  60139. this.particleEmitterType.maxEmitBox = value;
  60140. }
  60141. },
  60142. enumerable: true,
  60143. configurable: true
  60144. });
  60145. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60146. /**
  60147. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60148. */
  60149. get: function () {
  60150. return this._isBillboardBased;
  60151. },
  60152. set: function (value) {
  60153. if (this._isBillboardBased === value) {
  60154. return;
  60155. }
  60156. this._isBillboardBased = value;
  60157. this._reset();
  60158. },
  60159. enumerable: true,
  60160. configurable: true
  60161. });
  60162. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60163. /**
  60164. * Gets the image processing configuration used either in this material.
  60165. */
  60166. get: function () {
  60167. return this._imageProcessingConfiguration;
  60168. },
  60169. /**
  60170. * Sets the Default image processing configuration used either in the this material.
  60171. *
  60172. * If sets to null, the scene one is in use.
  60173. */
  60174. set: function (value) {
  60175. this._attachImageProcessingConfiguration(value);
  60176. },
  60177. enumerable: true,
  60178. configurable: true
  60179. });
  60180. /**
  60181. * Attaches a new image processing configuration to the Standard Material.
  60182. * @param configuration
  60183. */
  60184. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60185. if (configuration === this._imageProcessingConfiguration) {
  60186. return;
  60187. }
  60188. // Pick the scene configuration if needed.
  60189. if (!configuration) {
  60190. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60191. }
  60192. else {
  60193. this._imageProcessingConfiguration = configuration;
  60194. }
  60195. };
  60196. /** @hidden */
  60197. BaseParticleSystem.prototype._reset = function () {
  60198. };
  60199. /** @hidden */
  60200. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60201. if (!gradients) {
  60202. return this;
  60203. }
  60204. var index = 0;
  60205. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60206. var valueGradient = gradients_1[_i];
  60207. if (valueGradient.gradient === gradient) {
  60208. gradients.splice(index, 1);
  60209. break;
  60210. }
  60211. index++;
  60212. }
  60213. if (texture) {
  60214. texture.dispose();
  60215. }
  60216. return this;
  60217. };
  60218. /**
  60219. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60220. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60221. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60222. * @returns the emitter
  60223. */
  60224. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60225. var particleEmitter = new BABYLON.PointParticleEmitter();
  60226. particleEmitter.direction1 = direction1;
  60227. particleEmitter.direction2 = direction2;
  60228. this.particleEmitterType = particleEmitter;
  60229. return particleEmitter;
  60230. };
  60231. /**
  60232. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60233. * @param radius The radius of the hemisphere to emit from
  60234. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60235. * @returns the emitter
  60236. */
  60237. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60238. if (radius === void 0) { radius = 1; }
  60239. if (radiusRange === void 0) { radiusRange = 1; }
  60240. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60241. this.particleEmitterType = particleEmitter;
  60242. return particleEmitter;
  60243. };
  60244. /**
  60245. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60246. * @param radius The radius of the sphere to emit from
  60247. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60248. * @returns the emitter
  60249. */
  60250. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60251. if (radius === void 0) { radius = 1; }
  60252. if (radiusRange === void 0) { radiusRange = 1; }
  60253. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60254. this.particleEmitterType = particleEmitter;
  60255. return particleEmitter;
  60256. };
  60257. /**
  60258. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60259. * @param radius The radius of the sphere to emit from
  60260. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60261. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60262. * @returns the emitter
  60263. */
  60264. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60265. if (radius === void 0) { radius = 1; }
  60266. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60267. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60268. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60269. this.particleEmitterType = particleEmitter;
  60270. return particleEmitter;
  60271. };
  60272. /**
  60273. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60274. * @param radius The radius of the emission cylinder
  60275. * @param height The height of the emission cylinder
  60276. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60277. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60278. * @returns the emitter
  60279. */
  60280. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60281. if (radius === void 0) { radius = 1; }
  60282. if (height === void 0) { height = 1; }
  60283. if (radiusRange === void 0) { radiusRange = 1; }
  60284. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60285. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60286. this.particleEmitterType = particleEmitter;
  60287. return particleEmitter;
  60288. };
  60289. /**
  60290. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60291. * @param radius The radius of the cylinder to emit from
  60292. * @param height The height of the emission cylinder
  60293. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60294. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60295. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60296. * @returns the emitter
  60297. */
  60298. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60299. if (radius === void 0) { radius = 1; }
  60300. if (height === void 0) { height = 1; }
  60301. if (radiusRange === void 0) { radiusRange = 1; }
  60302. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60303. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60304. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60305. this.particleEmitterType = particleEmitter;
  60306. return particleEmitter;
  60307. };
  60308. /**
  60309. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60310. * @param radius The radius of the cone to emit from
  60311. * @param angle The base angle of the cone
  60312. * @returns the emitter
  60313. */
  60314. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60315. if (radius === void 0) { radius = 1; }
  60316. if (angle === void 0) { angle = Math.PI / 4; }
  60317. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60318. this.particleEmitterType = particleEmitter;
  60319. return particleEmitter;
  60320. };
  60321. /**
  60322. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60323. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60324. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60325. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60326. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60327. * @returns the emitter
  60328. */
  60329. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60330. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60331. this.particleEmitterType = particleEmitter;
  60332. this.direction1 = direction1;
  60333. this.direction2 = direction2;
  60334. this.minEmitBox = minEmitBox;
  60335. this.maxEmitBox = maxEmitBox;
  60336. return particleEmitter;
  60337. };
  60338. /**
  60339. * Source color is added to the destination color without alpha affecting the result
  60340. */
  60341. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60342. /**
  60343. * Blend current color and particle color using particle’s alpha
  60344. */
  60345. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60346. /**
  60347. * Add current color and particle color multiplied by particle’s alpha
  60348. */
  60349. BaseParticleSystem.BLENDMODE_ADD = 2;
  60350. /**
  60351. * Multiply current color with particle color
  60352. */
  60353. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60354. /**
  60355. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60356. */
  60357. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60358. return BaseParticleSystem;
  60359. }());
  60360. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60361. })(BABYLON || (BABYLON = {}));
  60362. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60363. var BABYLON;
  60364. (function (BABYLON) {
  60365. /**
  60366. * This represents a particle system in Babylon.
  60367. * 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.
  60368. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60369. * @example https://doc.babylonjs.com/babylon101/particles
  60370. */
  60371. var ParticleSystem = /** @class */ (function (_super) {
  60372. __extends(ParticleSystem, _super);
  60373. /**
  60374. * Instantiates a particle system.
  60375. * 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.
  60376. * @param name The name of the particle system
  60377. * @param capacity The max number of particles alive at the same time
  60378. * @param scene The scene the particle system belongs to
  60379. * @param customEffect a custom effect used to change the way particles are rendered by default
  60380. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60381. * @param epsilon Offset used to render the particles
  60382. */
  60383. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60384. if (customEffect === void 0) { customEffect = null; }
  60385. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60386. if (epsilon === void 0) { epsilon = 0.01; }
  60387. var _this = _super.call(this, name) || this;
  60388. /**
  60389. * @hidden
  60390. */
  60391. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60392. /**
  60393. * An event triggered when the system is disposed
  60394. */
  60395. _this.onDisposeObservable = new BABYLON.Observable();
  60396. _this._particles = new Array();
  60397. _this._stockParticles = new Array();
  60398. _this._newPartsExcess = 0;
  60399. _this._vertexBuffers = {};
  60400. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60401. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60402. _this._scaledDirection = BABYLON.Vector3.Zero();
  60403. _this._scaledGravity = BABYLON.Vector3.Zero();
  60404. _this._currentRenderId = -1;
  60405. _this._useInstancing = false;
  60406. _this._started = false;
  60407. _this._stopped = false;
  60408. _this._actualFrame = 0;
  60409. /** @hidden */
  60410. _this._currentEmitRate1 = 0;
  60411. /** @hidden */
  60412. _this._currentEmitRate2 = 0;
  60413. /** @hidden */
  60414. _this._currentStartSize1 = 0;
  60415. /** @hidden */
  60416. _this._currentStartSize2 = 0;
  60417. _this._rawTextureWidth = 256;
  60418. _this._useRampGradients = false;
  60419. /**
  60420. * @hidden
  60421. * If the particle systems emitter should be disposed when the particle system is disposed
  60422. */
  60423. _this._disposeEmitterOnDispose = false;
  60424. // start of sub system methods
  60425. /**
  60426. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60427. * Its lifetime will start back at 0.
  60428. */
  60429. _this.recycleParticle = function (particle) {
  60430. // move particle from activeParticle list to stock particles
  60431. var lastParticle = _this._particles.pop();
  60432. if (lastParticle !== particle) {
  60433. lastParticle.copyTo(particle);
  60434. }
  60435. _this._stockParticles.push(lastParticle);
  60436. };
  60437. _this._createParticle = function () {
  60438. var particle;
  60439. if (_this._stockParticles.length !== 0) {
  60440. particle = _this._stockParticles.pop();
  60441. particle._reset();
  60442. }
  60443. else {
  60444. particle = new BABYLON.Particle(_this);
  60445. }
  60446. // Attach emitters
  60447. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60448. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60449. particle._attachedSubEmitters = [];
  60450. subEmitters.forEach(function (subEmitter) {
  60451. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60452. var newEmitter = subEmitter.clone();
  60453. particle._attachedSubEmitters.push(newEmitter);
  60454. newEmitter.particleSystem.start();
  60455. }
  60456. });
  60457. }
  60458. return particle;
  60459. };
  60460. _this._emitFromParticle = function (particle) {
  60461. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60462. return;
  60463. }
  60464. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60465. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60466. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60467. var subSystem = subEmitter.clone();
  60468. particle._inheritParticleInfoToSubEmitter(subSystem);
  60469. subSystem.particleSystem._rootParticleSystem = _this;
  60470. _this.activeSubSystems.push(subSystem.particleSystem);
  60471. subSystem.particleSystem.start();
  60472. }
  60473. });
  60474. };
  60475. _this._capacity = capacity;
  60476. _this._epsilon = epsilon;
  60477. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60478. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60479. // Setup the default processing configuration to the scene.
  60480. _this._attachImageProcessingConfiguration(null);
  60481. _this._customEffect = customEffect;
  60482. _this._scene.particleSystems.push(_this);
  60483. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60484. _this._createIndexBuffer();
  60485. _this._createVertexBuffers();
  60486. // Default emitter type
  60487. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60488. // Update
  60489. _this.updateFunction = function (particles) {
  60490. var noiseTextureSize = null;
  60491. var noiseTextureData = null;
  60492. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60493. noiseTextureSize = _this.noiseTexture.getSize();
  60494. noiseTextureData = (_this.noiseTexture.getContent());
  60495. }
  60496. var _loop_1 = function () {
  60497. particle = particles[index];
  60498. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60499. var previousAge = particle.age;
  60500. particle.age += scaledUpdateSpeed;
  60501. // Evaluate step to death
  60502. if (particle.age > particle.lifeTime) {
  60503. var diff = particle.age - previousAge;
  60504. var oldDiff = particle.lifeTime - previousAge;
  60505. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60506. particle.age = particle.lifeTime;
  60507. }
  60508. var ratio = particle.age / particle.lifeTime;
  60509. // Color
  60510. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60511. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60512. if (currentGradient !== particle._currentColorGradient) {
  60513. particle._currentColor1.copyFrom(particle._currentColor2);
  60514. nextGradient.getColorToRef(particle._currentColor2);
  60515. particle._currentColorGradient = currentGradient;
  60516. }
  60517. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60518. });
  60519. }
  60520. else {
  60521. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60522. particle.color.addInPlace(_this._scaledColorStep);
  60523. if (particle.color.a < 0) {
  60524. particle.color.a = 0;
  60525. }
  60526. }
  60527. // Angular speed
  60528. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60529. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60530. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60531. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60532. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60533. particle._currentAngularSpeedGradient = currentGradient;
  60534. }
  60535. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60536. });
  60537. }
  60538. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60539. // Direction
  60540. var directionScale = scaledUpdateSpeed;
  60541. /// Velocity
  60542. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60543. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60544. if (currentGradient !== particle._currentVelocityGradient) {
  60545. particle._currentVelocity1 = particle._currentVelocity2;
  60546. particle._currentVelocity2 = nextGradient.getFactor();
  60547. particle._currentVelocityGradient = currentGradient;
  60548. }
  60549. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60550. });
  60551. }
  60552. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60553. /// Limit velocity
  60554. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60555. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60556. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60557. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60558. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60559. particle._currentLimitVelocityGradient = currentGradient;
  60560. }
  60561. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60562. var currentVelocity = particle.direction.length();
  60563. if (currentVelocity > limitVelocity) {
  60564. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60565. }
  60566. });
  60567. }
  60568. /// Drag
  60569. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60570. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60571. if (currentGradient !== particle._currentDragGradient) {
  60572. particle._currentDrag1 = particle._currentDrag2;
  60573. particle._currentDrag2 = nextGradient.getFactor();
  60574. particle._currentDragGradient = currentGradient;
  60575. }
  60576. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60577. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60578. });
  60579. }
  60580. particle.position.addInPlace(_this._scaledDirection);
  60581. // Noise
  60582. if (noiseTextureData && noiseTextureSize) {
  60583. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60584. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60585. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60586. var force = BABYLON.Tmp.Vector3[0];
  60587. var scaledForce = BABYLON.Tmp.Vector3[1];
  60588. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60589. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60590. particle.direction.addInPlace(scaledForce);
  60591. }
  60592. // Gravity
  60593. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60594. particle.direction.addInPlace(_this._scaledGravity);
  60595. // Size
  60596. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60597. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60598. if (currentGradient !== particle._currentSizeGradient) {
  60599. particle._currentSize1 = particle._currentSize2;
  60600. particle._currentSize2 = nextGradient.getFactor();
  60601. particle._currentSizeGradient = currentGradient;
  60602. }
  60603. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60604. });
  60605. }
  60606. // Remap data
  60607. if (_this._useRampGradients) {
  60608. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60609. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60610. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60611. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60612. particle.remapData.x = min;
  60613. particle.remapData.y = max - min;
  60614. });
  60615. }
  60616. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60617. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60618. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60619. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60620. particle.remapData.z = min;
  60621. particle.remapData.w = max - min;
  60622. });
  60623. }
  60624. }
  60625. if (_this._isAnimationSheetEnabled) {
  60626. particle.updateCellIndex();
  60627. }
  60628. // Update the position of the attached sub-emitters to match their attached particle
  60629. particle._inheritParticleInfoToSubEmitters();
  60630. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60631. _this._emitFromParticle(particle);
  60632. if (particle._attachedSubEmitters) {
  60633. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60634. subEmitter.particleSystem.disposeOnStop = true;
  60635. subEmitter.particleSystem.stop();
  60636. });
  60637. particle._attachedSubEmitters = null;
  60638. }
  60639. _this.recycleParticle(particle);
  60640. index--;
  60641. return "continue";
  60642. }
  60643. };
  60644. var particle;
  60645. for (var index = 0; index < particles.length; index++) {
  60646. _loop_1();
  60647. }
  60648. };
  60649. return _this;
  60650. }
  60651. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60652. /**
  60653. * Sets a callback that will be triggered when the system is disposed
  60654. */
  60655. set: function (callback) {
  60656. if (this._onDisposeObserver) {
  60657. this.onDisposeObservable.remove(this._onDisposeObserver);
  60658. }
  60659. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60660. },
  60661. enumerable: true,
  60662. configurable: true
  60663. });
  60664. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60665. /** Gets or sets a boolean indicating that ramp gradients must be used
  60666. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60667. */
  60668. get: function () {
  60669. return this._useRampGradients;
  60670. },
  60671. set: function (value) {
  60672. if (this._useRampGradients === value) {
  60673. return;
  60674. }
  60675. this._useRampGradients = value;
  60676. this._resetEffect();
  60677. },
  60678. enumerable: true,
  60679. configurable: true
  60680. });
  60681. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60682. //end of Sub-emitter
  60683. /**
  60684. * Gets the current list of active particles
  60685. */
  60686. get: function () {
  60687. return this._particles;
  60688. },
  60689. enumerable: true,
  60690. configurable: true
  60691. });
  60692. /**
  60693. * Returns the string "ParticleSystem"
  60694. * @returns a string containing the class name
  60695. */
  60696. ParticleSystem.prototype.getClassName = function () {
  60697. return "ParticleSystem";
  60698. };
  60699. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60700. var newGradient = new BABYLON.FactorGradient();
  60701. newGradient.gradient = gradient;
  60702. newGradient.factor1 = factor;
  60703. newGradient.factor2 = factor2;
  60704. factorGradients.push(newGradient);
  60705. factorGradients.sort(function (a, b) {
  60706. if (a.gradient < b.gradient) {
  60707. return -1;
  60708. }
  60709. else if (a.gradient > b.gradient) {
  60710. return 1;
  60711. }
  60712. return 0;
  60713. });
  60714. };
  60715. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60716. if (!factorGradients) {
  60717. return;
  60718. }
  60719. var index = 0;
  60720. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60721. var factorGradient = factorGradients_1[_i];
  60722. if (factorGradient.gradient === gradient) {
  60723. factorGradients.splice(index, 1);
  60724. break;
  60725. }
  60726. index++;
  60727. }
  60728. };
  60729. /**
  60730. * Adds a new life time gradient
  60731. * @param gradient defines the gradient to use (between 0 and 1)
  60732. * @param factor defines the life time factor to affect to the specified gradient
  60733. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60734. * @returns the current particle system
  60735. */
  60736. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60737. if (!this._lifeTimeGradients) {
  60738. this._lifeTimeGradients = [];
  60739. }
  60740. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60741. return this;
  60742. };
  60743. /**
  60744. * Remove a specific life time gradient
  60745. * @param gradient defines the gradient to remove
  60746. * @returns the current particle system
  60747. */
  60748. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60749. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60750. return this;
  60751. };
  60752. /**
  60753. * Adds a new size gradient
  60754. * @param gradient defines the gradient to use (between 0 and 1)
  60755. * @param factor defines the size factor to affect to the specified gradient
  60756. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60757. * @returns the current particle system
  60758. */
  60759. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60760. if (!this._sizeGradients) {
  60761. this._sizeGradients = [];
  60762. }
  60763. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60764. return this;
  60765. };
  60766. /**
  60767. * Remove a specific size gradient
  60768. * @param gradient defines the gradient to remove
  60769. * @returns the current particle system
  60770. */
  60771. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  60772. this._removeFactorGradient(this._sizeGradients, gradient);
  60773. return this;
  60774. };
  60775. /**
  60776. * Adds a new color remap gradient
  60777. * @param gradient defines the gradient to use (between 0 and 1)
  60778. * @param min defines the color remap minimal range
  60779. * @param max defines the color remap maximal range
  60780. * @returns the current particle system
  60781. */
  60782. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  60783. if (!this._colorRemapGradients) {
  60784. this._colorRemapGradients = [];
  60785. }
  60786. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  60787. return this;
  60788. };
  60789. /**
  60790. * Remove a specific color remap gradient
  60791. * @param gradient defines the gradient to remove
  60792. * @returns the current particle system
  60793. */
  60794. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  60795. this._removeFactorGradient(this._colorRemapGradients, gradient);
  60796. return this;
  60797. };
  60798. /**
  60799. * Adds a new alpha remap gradient
  60800. * @param gradient defines the gradient to use (between 0 and 1)
  60801. * @param min defines the alpha remap minimal range
  60802. * @param max defines the alpha remap maximal range
  60803. * @returns the current particle system
  60804. */
  60805. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  60806. if (!this._alphaRemapGradients) {
  60807. this._alphaRemapGradients = [];
  60808. }
  60809. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  60810. return this;
  60811. };
  60812. /**
  60813. * Remove a specific alpha remap gradient
  60814. * @param gradient defines the gradient to remove
  60815. * @returns the current particle system
  60816. */
  60817. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  60818. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  60819. return this;
  60820. };
  60821. /**
  60822. * Adds a new angular speed gradient
  60823. * @param gradient defines the gradient to use (between 0 and 1)
  60824. * @param factor defines the angular speed to affect to the specified gradient
  60825. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60826. * @returns the current particle system
  60827. */
  60828. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  60829. if (!this._angularSpeedGradients) {
  60830. this._angularSpeedGradients = [];
  60831. }
  60832. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  60833. return this;
  60834. };
  60835. /**
  60836. * Remove a specific angular speed gradient
  60837. * @param gradient defines the gradient to remove
  60838. * @returns the current particle system
  60839. */
  60840. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  60841. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  60842. return this;
  60843. };
  60844. /**
  60845. * Adds a new velocity gradient
  60846. * @param gradient defines the gradient to use (between 0 and 1)
  60847. * @param factor defines the velocity to affect to the specified gradient
  60848. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60849. * @returns the current particle system
  60850. */
  60851. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  60852. if (!this._velocityGradients) {
  60853. this._velocityGradients = [];
  60854. }
  60855. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  60856. return this;
  60857. };
  60858. /**
  60859. * Remove a specific velocity gradient
  60860. * @param gradient defines the gradient to remove
  60861. * @returns the current particle system
  60862. */
  60863. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  60864. this._removeFactorGradient(this._velocityGradients, gradient);
  60865. return this;
  60866. };
  60867. /**
  60868. * Adds a new limit velocity gradient
  60869. * @param gradient defines the gradient to use (between 0 and 1)
  60870. * @param factor defines the limit velocity value to affect to the specified gradient
  60871. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60872. * @returns the current particle system
  60873. */
  60874. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  60875. if (!this._limitVelocityGradients) {
  60876. this._limitVelocityGradients = [];
  60877. }
  60878. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  60879. return this;
  60880. };
  60881. /**
  60882. * Remove a specific limit velocity gradient
  60883. * @param gradient defines the gradient to remove
  60884. * @returns the current particle system
  60885. */
  60886. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  60887. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  60888. return this;
  60889. };
  60890. /**
  60891. * Adds a new drag gradient
  60892. * @param gradient defines the gradient to use (between 0 and 1)
  60893. * @param factor defines the drag value to affect to the specified gradient
  60894. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60895. * @returns the current particle system
  60896. */
  60897. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  60898. if (!this._dragGradients) {
  60899. this._dragGradients = [];
  60900. }
  60901. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  60902. return this;
  60903. };
  60904. /**
  60905. * Remove a specific drag gradient
  60906. * @param gradient defines the gradient to remove
  60907. * @returns the current particle system
  60908. */
  60909. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  60910. this._removeFactorGradient(this._dragGradients, gradient);
  60911. return this;
  60912. };
  60913. /**
  60914. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  60915. * @param gradient defines the gradient to use (between 0 and 1)
  60916. * @param factor defines the emit rate value to affect to the specified gradient
  60917. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60918. * @returns the current particle system
  60919. */
  60920. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  60921. if (!this._emitRateGradients) {
  60922. this._emitRateGradients = [];
  60923. }
  60924. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  60925. return this;
  60926. };
  60927. /**
  60928. * Remove a specific emit rate gradient
  60929. * @param gradient defines the gradient to remove
  60930. * @returns the current particle system
  60931. */
  60932. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  60933. this._removeFactorGradient(this._emitRateGradients, gradient);
  60934. return this;
  60935. };
  60936. /**
  60937. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  60938. * @param gradient defines the gradient to use (between 0 and 1)
  60939. * @param factor defines the start size value to affect to the specified gradient
  60940. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60941. * @returns the current particle system
  60942. */
  60943. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  60944. if (!this._startSizeGradients) {
  60945. this._startSizeGradients = [];
  60946. }
  60947. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  60948. return this;
  60949. };
  60950. /**
  60951. * Remove a specific start size gradient
  60952. * @param gradient defines the gradient to remove
  60953. * @returns the current particle system
  60954. */
  60955. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  60956. this._removeFactorGradient(this._emitRateGradients, gradient);
  60957. return this;
  60958. };
  60959. ParticleSystem.prototype._createRampGradientTexture = function () {
  60960. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  60961. return;
  60962. }
  60963. var data = new Uint8Array(this._rawTextureWidth * 4);
  60964. var tmpColor = BABYLON.Tmp.Color3[0];
  60965. for (var x = 0; x < this._rawTextureWidth; x++) {
  60966. var ratio = x / this._rawTextureWidth;
  60967. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  60968. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  60969. data[x * 4] = tmpColor.r * 255;
  60970. data[x * 4 + 1] = tmpColor.g * 255;
  60971. data[x * 4 + 2] = tmpColor.b * 255;
  60972. data[x * 4 + 3] = 255;
  60973. });
  60974. }
  60975. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  60976. };
  60977. /**
  60978. * Gets the current list of ramp gradients.
  60979. * You must use addRampGradient and removeRampGradient to udpate this list
  60980. * @returns the list of ramp gradients
  60981. */
  60982. ParticleSystem.prototype.getRampGradients = function () {
  60983. return this._rampGradients;
  60984. };
  60985. /**
  60986. * Adds a new ramp gradient used to remap particle colors
  60987. * @param gradient defines the gradient to use (between 0 and 1)
  60988. * @param color defines the color to affect to the specified gradient
  60989. * @returns the current particle system
  60990. */
  60991. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  60992. if (!this._rampGradients) {
  60993. this._rampGradients = [];
  60994. }
  60995. var rampGradient = new BABYLON.Color3Gradient();
  60996. rampGradient.gradient = gradient;
  60997. rampGradient.color = color;
  60998. this._rampGradients.push(rampGradient);
  60999. this._rampGradients.sort(function (a, b) {
  61000. if (a.gradient < b.gradient) {
  61001. return -1;
  61002. }
  61003. else if (a.gradient > b.gradient) {
  61004. return 1;
  61005. }
  61006. return 0;
  61007. });
  61008. if (this._rampGradientsTexture) {
  61009. this._rampGradientsTexture.dispose();
  61010. this._rampGradientsTexture = null;
  61011. }
  61012. this._createRampGradientTexture();
  61013. return this;
  61014. };
  61015. /**
  61016. * Remove a specific ramp gradient
  61017. * @param gradient defines the gradient to remove
  61018. * @returns the current particle system
  61019. */
  61020. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61021. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61022. this._rampGradientsTexture = null;
  61023. if (this._rampGradients && this._rampGradients.length > 0) {
  61024. this._createRampGradientTexture();
  61025. }
  61026. return this;
  61027. };
  61028. /**
  61029. * Adds a new color gradient
  61030. * @param gradient defines the gradient to use (between 0 and 1)
  61031. * @param color1 defines the color to affect to the specified gradient
  61032. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61033. * @returns this particle system
  61034. */
  61035. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61036. if (!this._colorGradients) {
  61037. this._colorGradients = [];
  61038. }
  61039. var colorGradient = new BABYLON.ColorGradient();
  61040. colorGradient.gradient = gradient;
  61041. colorGradient.color1 = color1;
  61042. colorGradient.color2 = color2;
  61043. this._colorGradients.push(colorGradient);
  61044. this._colorGradients.sort(function (a, b) {
  61045. if (a.gradient < b.gradient) {
  61046. return -1;
  61047. }
  61048. else if (a.gradient > b.gradient) {
  61049. return 1;
  61050. }
  61051. return 0;
  61052. });
  61053. return this;
  61054. };
  61055. /**
  61056. * Remove a specific color gradient
  61057. * @param gradient defines the gradient to remove
  61058. * @returns this particle system
  61059. */
  61060. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61061. if (!this._colorGradients) {
  61062. return this;
  61063. }
  61064. var index = 0;
  61065. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61066. var colorGradient = _a[_i];
  61067. if (colorGradient.gradient === gradient) {
  61068. this._colorGradients.splice(index, 1);
  61069. break;
  61070. }
  61071. index++;
  61072. }
  61073. return this;
  61074. };
  61075. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61076. u = Math.abs(u) * 0.5 + 0.5;
  61077. v = Math.abs(v) * 0.5 + 0.5;
  61078. var wrappedU = ((u * width) % width) | 0;
  61079. var wrappedV = ((v * height) % height) | 0;
  61080. var position = (wrappedU + wrappedV * width) * 4;
  61081. return pixels[position] / 255;
  61082. };
  61083. ParticleSystem.prototype._reset = function () {
  61084. this._resetEffect();
  61085. };
  61086. ParticleSystem.prototype._resetEffect = function () {
  61087. if (this._vertexBuffer) {
  61088. this._vertexBuffer.dispose();
  61089. this._vertexBuffer = null;
  61090. }
  61091. if (this._spriteBuffer) {
  61092. this._spriteBuffer.dispose();
  61093. this._spriteBuffer = null;
  61094. }
  61095. this._createVertexBuffers();
  61096. };
  61097. ParticleSystem.prototype._createVertexBuffers = function () {
  61098. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61099. if (this._isAnimationSheetEnabled) {
  61100. this._vertexBufferSize += 1;
  61101. }
  61102. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61103. this._vertexBufferSize += 3;
  61104. }
  61105. if (this._useRampGradients) {
  61106. this._vertexBufferSize += 4;
  61107. }
  61108. var engine = this._scene.getEngine();
  61109. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61110. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61111. var dataOffset = 0;
  61112. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61113. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61114. dataOffset += 3;
  61115. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61116. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61117. dataOffset += 4;
  61118. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61119. this._vertexBuffers["angle"] = options;
  61120. dataOffset += 1;
  61121. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61122. this._vertexBuffers["size"] = size;
  61123. dataOffset += 2;
  61124. if (this._isAnimationSheetEnabled) {
  61125. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61126. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61127. dataOffset += 1;
  61128. }
  61129. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61130. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61131. this._vertexBuffers["direction"] = directionBuffer;
  61132. dataOffset += 3;
  61133. }
  61134. if (this._useRampGradients) {
  61135. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61136. this._vertexBuffers["remapData"] = rampDataBuffer;
  61137. dataOffset += 4;
  61138. }
  61139. var offsets;
  61140. if (this._useInstancing) {
  61141. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61142. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61143. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61144. }
  61145. else {
  61146. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61147. dataOffset += 2;
  61148. }
  61149. this._vertexBuffers["offset"] = offsets;
  61150. };
  61151. ParticleSystem.prototype._createIndexBuffer = function () {
  61152. if (this._useInstancing) {
  61153. return;
  61154. }
  61155. var indices = [];
  61156. var index = 0;
  61157. for (var count = 0; count < this._capacity; count++) {
  61158. indices.push(index);
  61159. indices.push(index + 1);
  61160. indices.push(index + 2);
  61161. indices.push(index);
  61162. indices.push(index + 2);
  61163. indices.push(index + 3);
  61164. index += 4;
  61165. }
  61166. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61167. };
  61168. /**
  61169. * Gets the maximum number of particles active at the same time.
  61170. * @returns The max number of active particles.
  61171. */
  61172. ParticleSystem.prototype.getCapacity = function () {
  61173. return this._capacity;
  61174. };
  61175. /**
  61176. * Gets whether there are still active particles in the system.
  61177. * @returns True if it is alive, otherwise false.
  61178. */
  61179. ParticleSystem.prototype.isAlive = function () {
  61180. return this._alive;
  61181. };
  61182. /**
  61183. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61184. * @returns True if it has been started, otherwise false.
  61185. */
  61186. ParticleSystem.prototype.isStarted = function () {
  61187. return this._started;
  61188. };
  61189. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61190. var _this = this;
  61191. this._subEmitters = new Array();
  61192. if (this.subEmitters) {
  61193. this.subEmitters.forEach(function (subEmitter) {
  61194. if (subEmitter instanceof ParticleSystem) {
  61195. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61196. }
  61197. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61198. _this._subEmitters.push([subEmitter]);
  61199. }
  61200. else if (subEmitter instanceof Array) {
  61201. _this._subEmitters.push(subEmitter);
  61202. }
  61203. });
  61204. }
  61205. };
  61206. /**
  61207. * Starts the particle system and begins to emit
  61208. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61209. */
  61210. ParticleSystem.prototype.start = function (delay) {
  61211. var _this = this;
  61212. if (delay === void 0) { delay = this.startDelay; }
  61213. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61214. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61215. }
  61216. if (delay) {
  61217. setTimeout(function () {
  61218. _this.start(0);
  61219. }, delay);
  61220. return;
  61221. }
  61222. // Convert the subEmitters field to the constant type field _subEmitters
  61223. this._prepareSubEmitterInternalArray();
  61224. this._started = true;
  61225. this._stopped = false;
  61226. this._actualFrame = 0;
  61227. if (this._subEmitters && this._subEmitters.length != 0) {
  61228. this.activeSubSystems = new Array();
  61229. }
  61230. // Reset emit gradient so it acts the same on every start
  61231. if (this._emitRateGradients) {
  61232. if (this._emitRateGradients.length > 0) {
  61233. this._currentEmitRateGradient = this._emitRateGradients[0];
  61234. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61235. this._currentEmitRate2 = this._currentEmitRate1;
  61236. }
  61237. if (this._emitRateGradients.length > 1) {
  61238. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61239. }
  61240. }
  61241. // Reset start size gradient so it acts the same on every start
  61242. if (this._startSizeGradients) {
  61243. if (this._startSizeGradients.length > 0) {
  61244. this._currentStartSizeGradient = this._startSizeGradients[0];
  61245. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61246. this._currentStartSize2 = this._currentStartSize1;
  61247. }
  61248. if (this._startSizeGradients.length > 1) {
  61249. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61250. }
  61251. }
  61252. if (this.preWarmCycles) {
  61253. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61254. this.emitter.computeWorldMatrix(true);
  61255. }
  61256. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61257. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61258. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61259. setTimeout(function () {
  61260. for (var index = 0; index < _this.preWarmCycles; index++) {
  61261. _this.animate(true);
  61262. noiseTextureAsProcedural_1.render();
  61263. }
  61264. });
  61265. });
  61266. }
  61267. else {
  61268. for (var index = 0; index < this.preWarmCycles; index++) {
  61269. this.animate(true);
  61270. }
  61271. }
  61272. }
  61273. // Animations
  61274. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61275. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61276. }
  61277. };
  61278. /**
  61279. * Stops the particle system.
  61280. * @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.
  61281. */
  61282. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61283. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61284. this._stopped = true;
  61285. if (stopSubEmitters) {
  61286. this._stopSubEmitters();
  61287. }
  61288. };
  61289. // animation sheet
  61290. /**
  61291. * Remove all active particles
  61292. */
  61293. ParticleSystem.prototype.reset = function () {
  61294. this._stockParticles = [];
  61295. this._particles = [];
  61296. };
  61297. /**
  61298. * @hidden (for internal use only)
  61299. */
  61300. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61301. var offset = index * this._vertexBufferSize;
  61302. this._vertexData[offset++] = particle.position.x;
  61303. this._vertexData[offset++] = particle.position.y;
  61304. this._vertexData[offset++] = particle.position.z;
  61305. this._vertexData[offset++] = particle.color.r;
  61306. this._vertexData[offset++] = particle.color.g;
  61307. this._vertexData[offset++] = particle.color.b;
  61308. this._vertexData[offset++] = particle.color.a;
  61309. this._vertexData[offset++] = particle.angle;
  61310. this._vertexData[offset++] = particle.scale.x * particle.size;
  61311. this._vertexData[offset++] = particle.scale.y * particle.size;
  61312. if (this._isAnimationSheetEnabled) {
  61313. this._vertexData[offset++] = particle.cellIndex;
  61314. }
  61315. if (!this._isBillboardBased) {
  61316. if (particle._initialDirection) {
  61317. this._vertexData[offset++] = particle._initialDirection.x;
  61318. this._vertexData[offset++] = particle._initialDirection.y;
  61319. this._vertexData[offset++] = particle._initialDirection.z;
  61320. }
  61321. else {
  61322. this._vertexData[offset++] = particle.direction.x;
  61323. this._vertexData[offset++] = particle.direction.y;
  61324. this._vertexData[offset++] = particle.direction.z;
  61325. }
  61326. }
  61327. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61328. this._vertexData[offset++] = particle.direction.x;
  61329. this._vertexData[offset++] = particle.direction.y;
  61330. this._vertexData[offset++] = particle.direction.z;
  61331. }
  61332. if (this._useRampGradients) {
  61333. this._vertexData[offset++] = particle.remapData.x;
  61334. this._vertexData[offset++] = particle.remapData.y;
  61335. this._vertexData[offset++] = particle.remapData.z;
  61336. this._vertexData[offset++] = particle.remapData.w;
  61337. }
  61338. if (!this._useInstancing) {
  61339. if (this._isAnimationSheetEnabled) {
  61340. if (offsetX === 0) {
  61341. offsetX = this._epsilon;
  61342. }
  61343. else if (offsetX === 1) {
  61344. offsetX = 1 - this._epsilon;
  61345. }
  61346. if (offsetY === 0) {
  61347. offsetY = this._epsilon;
  61348. }
  61349. else if (offsetY === 1) {
  61350. offsetY = 1 - this._epsilon;
  61351. }
  61352. }
  61353. this._vertexData[offset++] = offsetX;
  61354. this._vertexData[offset++] = offsetY;
  61355. }
  61356. };
  61357. ParticleSystem.prototype._stopSubEmitters = function () {
  61358. if (!this.activeSubSystems) {
  61359. return;
  61360. }
  61361. this.activeSubSystems.forEach(function (subSystem) {
  61362. subSystem.stop(true);
  61363. });
  61364. this.activeSubSystems = new Array();
  61365. };
  61366. ParticleSystem.prototype._removeFromRoot = function () {
  61367. if (!this._rootParticleSystem) {
  61368. return;
  61369. }
  61370. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61371. if (index !== -1) {
  61372. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61373. }
  61374. this._rootParticleSystem = null;
  61375. };
  61376. // End of sub system methods
  61377. ParticleSystem.prototype._update = function (newParticles) {
  61378. var _this = this;
  61379. // Update current
  61380. this._alive = this._particles.length > 0;
  61381. if (this.emitter.position) {
  61382. var emitterMesh = this.emitter;
  61383. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61384. }
  61385. else {
  61386. var emitterPosition = this.emitter;
  61387. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61388. }
  61389. this.updateFunction(this._particles);
  61390. // Add new ones
  61391. var particle;
  61392. var _loop_2 = function () {
  61393. if (this_1._particles.length === this_1._capacity) {
  61394. return "break";
  61395. }
  61396. particle = this_1._createParticle();
  61397. this_1._particles.push(particle);
  61398. // Emitter
  61399. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61400. if (this_1.startPositionFunction) {
  61401. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61402. }
  61403. else {
  61404. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61405. }
  61406. if (this_1.startDirectionFunction) {
  61407. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61408. }
  61409. else {
  61410. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61411. }
  61412. if (emitPower === 0) {
  61413. if (!particle._initialDirection) {
  61414. particle._initialDirection = particle.direction.clone();
  61415. }
  61416. else {
  61417. particle._initialDirection.copyFrom(particle.direction);
  61418. }
  61419. }
  61420. else {
  61421. particle._initialDirection = null;
  61422. }
  61423. particle.direction.scaleInPlace(emitPower);
  61424. // Life time
  61425. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61426. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61427. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61428. var factorGradient1 = currentGradient;
  61429. var factorGradient2 = nextGradient;
  61430. var lifeTime1 = factorGradient1.getFactor();
  61431. var lifeTime2 = factorGradient2.getFactor();
  61432. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61433. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61434. });
  61435. }
  61436. else {
  61437. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61438. }
  61439. // Size
  61440. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61441. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61442. }
  61443. else {
  61444. particle._currentSizeGradient = this_1._sizeGradients[0];
  61445. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61446. particle.size = particle._currentSize1;
  61447. if (this_1._sizeGradients.length > 1) {
  61448. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61449. }
  61450. else {
  61451. particle._currentSize2 = particle._currentSize1;
  61452. }
  61453. }
  61454. // Size and scale
  61455. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61456. // Adjust scale by start size
  61457. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61458. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61459. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61460. if (currentGradient !== _this._currentStartSizeGradient) {
  61461. _this._currentStartSize1 = _this._currentStartSize2;
  61462. _this._currentStartSize2 = nextGradient.getFactor();
  61463. _this._currentStartSizeGradient = currentGradient;
  61464. }
  61465. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61466. particle.scale.scaleInPlace(value);
  61467. });
  61468. }
  61469. // Angle
  61470. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61471. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61472. }
  61473. else {
  61474. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61475. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61476. particle._currentAngularSpeed1 = particle.angularSpeed;
  61477. if (this_1._angularSpeedGradients.length > 1) {
  61478. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61479. }
  61480. else {
  61481. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61482. }
  61483. }
  61484. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61485. // Velocity
  61486. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61487. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61488. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61489. if (this_1._velocityGradients.length > 1) {
  61490. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61491. }
  61492. else {
  61493. particle._currentVelocity2 = particle._currentVelocity1;
  61494. }
  61495. }
  61496. // Limit velocity
  61497. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61498. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61499. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61500. if (this_1._limitVelocityGradients.length > 1) {
  61501. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61502. }
  61503. else {
  61504. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61505. }
  61506. }
  61507. // Drag
  61508. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61509. particle._currentDragGradient = this_1._dragGradients[0];
  61510. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61511. if (this_1._dragGradients.length > 1) {
  61512. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61513. }
  61514. else {
  61515. particle._currentDrag2 = particle._currentDrag1;
  61516. }
  61517. }
  61518. // Color
  61519. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61520. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61521. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61522. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61523. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61524. }
  61525. else {
  61526. particle._currentColorGradient = this_1._colorGradients[0];
  61527. particle._currentColorGradient.getColorToRef(particle.color);
  61528. particle._currentColor1.copyFrom(particle.color);
  61529. if (this_1._colorGradients.length > 1) {
  61530. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61531. }
  61532. else {
  61533. particle._currentColor2.copyFrom(particle.color);
  61534. }
  61535. }
  61536. // Sheet
  61537. if (this_1._isAnimationSheetEnabled) {
  61538. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61539. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61540. }
  61541. // Inherited Velocity
  61542. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61543. // Ramp
  61544. if (this_1._useRampGradients) {
  61545. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61546. }
  61547. // Noise texture coordinates
  61548. if (this_1.noiseTexture) {
  61549. if (particle._randomNoiseCoordinates1) {
  61550. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61551. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61552. }
  61553. else {
  61554. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61555. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61556. }
  61557. }
  61558. // Update the position of the attached sub-emitters to match their attached particle
  61559. particle._inheritParticleInfoToSubEmitters();
  61560. };
  61561. var this_1 = this, step;
  61562. for (var index = 0; index < newParticles; index++) {
  61563. var state_1 = _loop_2();
  61564. if (state_1 === "break")
  61565. break;
  61566. }
  61567. };
  61568. /** @hidden */
  61569. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61570. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61571. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61572. if (useRampGradients === void 0) { useRampGradients = false; }
  61573. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61574. if (isAnimationSheetEnabled) {
  61575. attributeNamesOrOptions.push("cellIndex");
  61576. }
  61577. if (!isBillboardBased) {
  61578. attributeNamesOrOptions.push("direction");
  61579. }
  61580. if (useRampGradients) {
  61581. attributeNamesOrOptions.push("remapData");
  61582. }
  61583. return attributeNamesOrOptions;
  61584. };
  61585. /** @hidden */
  61586. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61587. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61588. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61589. if (isAnimationSheetEnabled) {
  61590. effectCreationOption.push("particlesInfos");
  61591. }
  61592. return effectCreationOption;
  61593. };
  61594. /** @hidden */
  61595. ParticleSystem.prototype._getEffect = function (blendMode) {
  61596. if (this._customEffect) {
  61597. return this._customEffect;
  61598. }
  61599. var defines = [];
  61600. if (this._scene.clipPlane) {
  61601. defines.push("#define CLIPPLANE");
  61602. }
  61603. if (this._scene.clipPlane2) {
  61604. defines.push("#define CLIPPLANE2");
  61605. }
  61606. if (this._scene.clipPlane3) {
  61607. defines.push("#define CLIPPLANE3");
  61608. }
  61609. if (this._scene.clipPlane4) {
  61610. defines.push("#define CLIPPLANE4");
  61611. }
  61612. if (this._isAnimationSheetEnabled) {
  61613. defines.push("#define ANIMATESHEET");
  61614. }
  61615. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61616. defines.push("#define BLENDMULTIPLYMODE");
  61617. }
  61618. if (this._useRampGradients) {
  61619. defines.push("#define RAMPGRADIENT");
  61620. }
  61621. if (this._isBillboardBased) {
  61622. defines.push("#define BILLBOARD");
  61623. switch (this.billboardMode) {
  61624. case ParticleSystem.BILLBOARDMODE_Y:
  61625. defines.push("#define BILLBOARDY");
  61626. break;
  61627. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61628. defines.push("#define BILLBOARDSTRETCHED");
  61629. break;
  61630. case ParticleSystem.BILLBOARDMODE_ALL:
  61631. default:
  61632. break;
  61633. }
  61634. }
  61635. if (this._imageProcessingConfiguration) {
  61636. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61637. defines.push(this._imageProcessingConfigurationDefines.toString());
  61638. }
  61639. // Effect
  61640. var join = defines.join("\n");
  61641. if (this._cachedDefines !== join) {
  61642. this._cachedDefines = join;
  61643. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61644. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61645. var samplers = ["diffuseSampler", "rampSampler"];
  61646. if (BABYLON.ImageProcessingConfiguration) {
  61647. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61648. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61649. }
  61650. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61651. }
  61652. return this._effect;
  61653. };
  61654. /**
  61655. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61656. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61657. */
  61658. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61659. var _this = this;
  61660. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61661. if (!this._started) {
  61662. return;
  61663. }
  61664. if (!preWarmOnly) {
  61665. // Check
  61666. if (!this.isReady()) {
  61667. return;
  61668. }
  61669. if (this._currentRenderId === this._scene.getFrameId()) {
  61670. return;
  61671. }
  61672. this._currentRenderId = this._scene.getFrameId();
  61673. }
  61674. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61675. // Determine the number of particles we need to create
  61676. var newParticles;
  61677. if (this.manualEmitCount > -1) {
  61678. newParticles = this.manualEmitCount;
  61679. this._newPartsExcess = 0;
  61680. this.manualEmitCount = 0;
  61681. }
  61682. else {
  61683. var rate_1 = this.emitRate;
  61684. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61685. var ratio = this._actualFrame / this.targetStopDuration;
  61686. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61687. if (currentGradient !== _this._currentEmitRateGradient) {
  61688. _this._currentEmitRate1 = _this._currentEmitRate2;
  61689. _this._currentEmitRate2 = nextGradient.getFactor();
  61690. _this._currentEmitRateGradient = currentGradient;
  61691. }
  61692. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61693. });
  61694. }
  61695. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61696. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61697. }
  61698. if (this._newPartsExcess > 1.0) {
  61699. newParticles += this._newPartsExcess >> 0;
  61700. this._newPartsExcess -= this._newPartsExcess >> 0;
  61701. }
  61702. this._alive = false;
  61703. if (!this._stopped) {
  61704. this._actualFrame += this._scaledUpdateSpeed;
  61705. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61706. this.stop();
  61707. }
  61708. }
  61709. else {
  61710. newParticles = 0;
  61711. }
  61712. this._update(newParticles);
  61713. // Stopped?
  61714. if (this._stopped) {
  61715. if (!this._alive) {
  61716. this._started = false;
  61717. if (this.onAnimationEnd) {
  61718. this.onAnimationEnd();
  61719. }
  61720. if (this.disposeOnStop) {
  61721. this._scene._toBeDisposed.push(this);
  61722. }
  61723. }
  61724. }
  61725. if (!preWarmOnly) {
  61726. // Update VBO
  61727. var offset = 0;
  61728. for (var index = 0; index < this._particles.length; index++) {
  61729. var particle = this._particles[index];
  61730. this._appendParticleVertices(offset, particle);
  61731. offset += this._useInstancing ? 1 : 4;
  61732. }
  61733. if (this._vertexBuffer) {
  61734. this._vertexBuffer.update(this._vertexData);
  61735. }
  61736. }
  61737. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61738. this.stop();
  61739. }
  61740. };
  61741. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61742. this._appendParticleVertex(offset++, particle, 0, 0);
  61743. if (!this._useInstancing) {
  61744. this._appendParticleVertex(offset++, particle, 1, 0);
  61745. this._appendParticleVertex(offset++, particle, 1, 1);
  61746. this._appendParticleVertex(offset++, particle, 0, 1);
  61747. }
  61748. };
  61749. /**
  61750. * Rebuilds the particle system.
  61751. */
  61752. ParticleSystem.prototype.rebuild = function () {
  61753. this._createIndexBuffer();
  61754. if (this._vertexBuffer) {
  61755. this._vertexBuffer._rebuild();
  61756. }
  61757. };
  61758. /**
  61759. * Is this system ready to be used/rendered
  61760. * @return true if the system is ready
  61761. */
  61762. ParticleSystem.prototype.isReady = function () {
  61763. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61764. return false;
  61765. }
  61766. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61767. if (!this._getEffect(this.blendMode).isReady()) {
  61768. return false;
  61769. }
  61770. }
  61771. else {
  61772. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  61773. return false;
  61774. }
  61775. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  61776. return false;
  61777. }
  61778. }
  61779. return true;
  61780. };
  61781. ParticleSystem.prototype._render = function (blendMode) {
  61782. var effect = this._getEffect(blendMode);
  61783. var engine = this._scene.getEngine();
  61784. // Render
  61785. engine.enableEffect(effect);
  61786. var viewMatrix = this._scene.getViewMatrix();
  61787. effect.setTexture("diffuseSampler", this.particleTexture);
  61788. effect.setMatrix("view", viewMatrix);
  61789. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  61790. if (this._isAnimationSheetEnabled && this.particleTexture) {
  61791. var baseSize = this.particleTexture.getBaseSize();
  61792. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  61793. }
  61794. effect.setVector2("translationPivot", this.translationPivot);
  61795. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  61796. if (this._isBillboardBased) {
  61797. var camera = this._scene.activeCamera;
  61798. effect.setVector3("eyePosition", camera.globalPosition);
  61799. }
  61800. if (this._rampGradientsTexture) {
  61801. effect.setTexture("rampSampler", this._rampGradientsTexture);
  61802. }
  61803. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  61804. var invView = viewMatrix.clone();
  61805. invView.invert();
  61806. effect.setMatrix("invView", invView);
  61807. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  61808. }
  61809. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  61810. // image processing
  61811. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  61812. this._imageProcessingConfiguration.bind(effect);
  61813. }
  61814. // Draw order
  61815. switch (blendMode) {
  61816. case ParticleSystem.BLENDMODE_ADD:
  61817. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  61818. break;
  61819. case ParticleSystem.BLENDMODE_ONEONE:
  61820. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  61821. break;
  61822. case ParticleSystem.BLENDMODE_STANDARD:
  61823. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  61824. break;
  61825. case ParticleSystem.BLENDMODE_MULTIPLY:
  61826. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  61827. break;
  61828. }
  61829. if (this._useInstancing) {
  61830. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  61831. }
  61832. else {
  61833. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  61834. }
  61835. return this._particles.length;
  61836. };
  61837. /**
  61838. * Renders the particle system in its current state.
  61839. * @returns the current number of particles
  61840. */
  61841. ParticleSystem.prototype.render = function () {
  61842. // Check
  61843. if (!this.isReady() || !this._particles.length) {
  61844. return 0;
  61845. }
  61846. var engine = this._scene.getEngine();
  61847. engine.setState(false);
  61848. if (this.forceDepthWrite) {
  61849. engine.setDepthWrite(true);
  61850. }
  61851. var outparticles = 0;
  61852. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61853. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  61854. }
  61855. outparticles = this._render(this.blendMode);
  61856. engine.unbindInstanceAttributes();
  61857. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  61858. return outparticles;
  61859. };
  61860. /**
  61861. * Disposes the particle system and free the associated resources
  61862. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61863. */
  61864. ParticleSystem.prototype.dispose = function (disposeTexture) {
  61865. if (disposeTexture === void 0) { disposeTexture = true; }
  61866. if (this._vertexBuffer) {
  61867. this._vertexBuffer.dispose();
  61868. this._vertexBuffer = null;
  61869. }
  61870. if (this._spriteBuffer) {
  61871. this._spriteBuffer.dispose();
  61872. this._spriteBuffer = null;
  61873. }
  61874. if (this._indexBuffer) {
  61875. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  61876. this._indexBuffer = null;
  61877. }
  61878. if (disposeTexture && this.particleTexture) {
  61879. this.particleTexture.dispose();
  61880. this.particleTexture = null;
  61881. }
  61882. if (disposeTexture && this.noiseTexture) {
  61883. this.noiseTexture.dispose();
  61884. this.noiseTexture = null;
  61885. }
  61886. if (this._rampGradientsTexture) {
  61887. this._rampGradientsTexture.dispose();
  61888. this._rampGradientsTexture = null;
  61889. }
  61890. this._removeFromRoot();
  61891. if (this._subEmitters && this._subEmitters.length) {
  61892. for (var index = 0; index < this._subEmitters.length; index++) {
  61893. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  61894. var subEmitter = _a[_i];
  61895. subEmitter.dispose();
  61896. }
  61897. }
  61898. this._subEmitters = [];
  61899. this.subEmitters = [];
  61900. }
  61901. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  61902. this.emitter.dispose(true);
  61903. }
  61904. // Remove from scene
  61905. var index = this._scene.particleSystems.indexOf(this);
  61906. if (index > -1) {
  61907. this._scene.particleSystems.splice(index, 1);
  61908. }
  61909. this._scene._activeParticleSystems.dispose();
  61910. // Callback
  61911. this.onDisposeObservable.notifyObservers(this);
  61912. this.onDisposeObservable.clear();
  61913. this.reset();
  61914. };
  61915. // Clone
  61916. /**
  61917. * Clones the particle system.
  61918. * @param name The name of the cloned object
  61919. * @param newEmitter The new emitter to use
  61920. * @returns the cloned particle system
  61921. */
  61922. ParticleSystem.prototype.clone = function (name, newEmitter) {
  61923. var custom = null;
  61924. var program = null;
  61925. if (this.customShader != null) {
  61926. program = this.customShader;
  61927. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  61928. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  61929. }
  61930. else if (this._customEffect) {
  61931. custom = this._customEffect;
  61932. }
  61933. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  61934. result.customShader = program;
  61935. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  61936. if (newEmitter === undefined) {
  61937. newEmitter = this.emitter;
  61938. }
  61939. result.noiseTexture = this.noiseTexture;
  61940. result.emitter = newEmitter;
  61941. if (this.particleTexture) {
  61942. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  61943. }
  61944. // Clone gradients
  61945. if (this._colorGradients) {
  61946. this._colorGradients.forEach(function (v) {
  61947. result.addColorGradient(v.gradient, v.color1, v.color2);
  61948. });
  61949. }
  61950. if (this._dragGradients) {
  61951. this._dragGradients.forEach(function (v) {
  61952. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  61953. });
  61954. }
  61955. if (this._angularSpeedGradients) {
  61956. this._angularSpeedGradients.forEach(function (v) {
  61957. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  61958. });
  61959. }
  61960. if (this._emitRateGradients) {
  61961. this._emitRateGradients.forEach(function (v) {
  61962. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  61963. });
  61964. }
  61965. if (this._lifeTimeGradients) {
  61966. this._lifeTimeGradients.forEach(function (v) {
  61967. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  61968. });
  61969. }
  61970. if (this._limitVelocityGradients) {
  61971. this._limitVelocityGradients.forEach(function (v) {
  61972. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  61973. });
  61974. }
  61975. if (this._sizeGradients) {
  61976. this._sizeGradients.forEach(function (v) {
  61977. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  61978. });
  61979. }
  61980. if (this._startSizeGradients) {
  61981. this._startSizeGradients.forEach(function (v) {
  61982. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  61983. });
  61984. }
  61985. if (this._velocityGradients) {
  61986. this._velocityGradients.forEach(function (v) {
  61987. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  61988. });
  61989. }
  61990. if (this._rampGradients) {
  61991. this._rampGradients.forEach(function (v) {
  61992. result.addRampGradient(v.gradient, v.color);
  61993. });
  61994. }
  61995. if (this._colorRemapGradients) {
  61996. this._colorRemapGradients.forEach(function (v) {
  61997. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  61998. });
  61999. }
  62000. if (this._alphaRemapGradients) {
  62001. this._alphaRemapGradients.forEach(function (v) {
  62002. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62003. });
  62004. }
  62005. if (!this.preventAutoStart) {
  62006. result.start();
  62007. }
  62008. return result;
  62009. };
  62010. /**
  62011. * Serializes the particle system to a JSON object.
  62012. * @returns the JSON object
  62013. */
  62014. ParticleSystem.prototype.serialize = function () {
  62015. var serializationObject = {};
  62016. ParticleSystem._Serialize(serializationObject, this);
  62017. serializationObject.textureMask = this.textureMask.asArray();
  62018. serializationObject.customShader = this.customShader;
  62019. serializationObject.preventAutoStart = this.preventAutoStart;
  62020. // SubEmitters
  62021. if (this.subEmitters) {
  62022. serializationObject.subEmitters = [];
  62023. if (!this._subEmitters) {
  62024. this._prepareSubEmitterInternalArray();
  62025. }
  62026. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62027. var subs = _a[_i];
  62028. var cell = [];
  62029. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62030. var sub = subs_1[_b];
  62031. cell.push(sub.serialize());
  62032. }
  62033. serializationObject.subEmitters.push(cell);
  62034. }
  62035. }
  62036. return serializationObject;
  62037. };
  62038. /** @hidden */
  62039. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62040. serializationObject.name = particleSystem.name;
  62041. serializationObject.id = particleSystem.id;
  62042. serializationObject.capacity = particleSystem.getCapacity();
  62043. // Emitter
  62044. if (particleSystem.emitter.position) {
  62045. var emitterMesh = particleSystem.emitter;
  62046. serializationObject.emitterId = emitterMesh.id;
  62047. }
  62048. else {
  62049. var emitterPosition = particleSystem.emitter;
  62050. serializationObject.emitter = emitterPosition.asArray();
  62051. }
  62052. // Emitter
  62053. if (particleSystem.particleEmitterType) {
  62054. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62055. }
  62056. if (particleSystem.particleTexture) {
  62057. serializationObject.textureName = particleSystem.particleTexture.name;
  62058. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62059. }
  62060. // Animations
  62061. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62062. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62063. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62064. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62065. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62066. // Particle system
  62067. serializationObject.startDelay = particleSystem.startDelay;
  62068. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62069. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62070. serializationObject.billboardMode = particleSystem.billboardMode;
  62071. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62072. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62073. serializationObject.minSize = particleSystem.minSize;
  62074. serializationObject.maxSize = particleSystem.maxSize;
  62075. serializationObject.minScaleX = particleSystem.minScaleX;
  62076. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62077. serializationObject.minScaleY = particleSystem.minScaleY;
  62078. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62079. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62080. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62081. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62082. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62083. serializationObject.emitRate = particleSystem.emitRate;
  62084. serializationObject.gravity = particleSystem.gravity.asArray();
  62085. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62086. serializationObject.color1 = particleSystem.color1.asArray();
  62087. serializationObject.color2 = particleSystem.color2.asArray();
  62088. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62089. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62090. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62091. serializationObject.blendMode = particleSystem.blendMode;
  62092. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62093. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62094. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62095. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62096. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62097. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62098. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62099. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62100. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62101. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62102. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62103. var colorGradients = particleSystem.getColorGradients();
  62104. if (colorGradients) {
  62105. serializationObject.colorGradients = [];
  62106. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62107. var colorGradient = colorGradients_1[_i];
  62108. var serializedGradient = {
  62109. gradient: colorGradient.gradient,
  62110. color1: colorGradient.color1.asArray()
  62111. };
  62112. if (colorGradient.color2) {
  62113. serializedGradient.color2 = colorGradient.color2.asArray();
  62114. }
  62115. serializationObject.colorGradients.push(serializedGradient);
  62116. }
  62117. }
  62118. var rampGradients = particleSystem.getRampGradients();
  62119. if (rampGradients) {
  62120. serializationObject.rampGradients = [];
  62121. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62122. var rampGradient = rampGradients_1[_a];
  62123. var serializedGradient = {
  62124. gradient: rampGradient.gradient,
  62125. color: rampGradient.color.asArray()
  62126. };
  62127. serializationObject.rampGradients.push(serializedGradient);
  62128. }
  62129. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62130. }
  62131. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62132. if (colorRemapGradients) {
  62133. serializationObject.colorRemapGradients = [];
  62134. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62135. var colorRemapGradient = colorRemapGradients_1[_b];
  62136. var serializedGradient = {
  62137. gradient: colorRemapGradient.gradient,
  62138. factor1: colorRemapGradient.factor1
  62139. };
  62140. if (colorRemapGradient.factor2 !== undefined) {
  62141. serializedGradient.factor2 = colorRemapGradient.factor2;
  62142. }
  62143. serializationObject.colorRemapGradients.push(serializedGradient);
  62144. }
  62145. }
  62146. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62147. if (alphaRemapGradients) {
  62148. serializationObject.alphaRemapGradients = [];
  62149. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62150. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62151. var serializedGradient = {
  62152. gradient: alphaRemapGradient.gradient,
  62153. factor1: alphaRemapGradient.factor1
  62154. };
  62155. if (alphaRemapGradient.factor2 !== undefined) {
  62156. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62157. }
  62158. serializationObject.alphaRemapGradients.push(serializedGradient);
  62159. }
  62160. }
  62161. var sizeGradients = particleSystem.getSizeGradients();
  62162. if (sizeGradients) {
  62163. serializationObject.sizeGradients = [];
  62164. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62165. var sizeGradient = sizeGradients_1[_d];
  62166. var serializedGradient = {
  62167. gradient: sizeGradient.gradient,
  62168. factor1: sizeGradient.factor1
  62169. };
  62170. if (sizeGradient.factor2 !== undefined) {
  62171. serializedGradient.factor2 = sizeGradient.factor2;
  62172. }
  62173. serializationObject.sizeGradients.push(serializedGradient);
  62174. }
  62175. }
  62176. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62177. if (angularSpeedGradients) {
  62178. serializationObject.angularSpeedGradients = [];
  62179. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62180. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62181. var serializedGradient = {
  62182. gradient: angularSpeedGradient.gradient,
  62183. factor1: angularSpeedGradient.factor1
  62184. };
  62185. if (angularSpeedGradient.factor2 !== undefined) {
  62186. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62187. }
  62188. serializationObject.angularSpeedGradients.push(serializedGradient);
  62189. }
  62190. }
  62191. var velocityGradients = particleSystem.getVelocityGradients();
  62192. if (velocityGradients) {
  62193. serializationObject.velocityGradients = [];
  62194. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62195. var velocityGradient = velocityGradients_1[_f];
  62196. var serializedGradient = {
  62197. gradient: velocityGradient.gradient,
  62198. factor1: velocityGradient.factor1
  62199. };
  62200. if (velocityGradient.factor2 !== undefined) {
  62201. serializedGradient.factor2 = velocityGradient.factor2;
  62202. }
  62203. serializationObject.velocityGradients.push(serializedGradient);
  62204. }
  62205. }
  62206. var dragGradients = particleSystem.getDragGradients();
  62207. if (dragGradients) {
  62208. serializationObject.dragyGradients = [];
  62209. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62210. var dragGradient = dragGradients_1[_g];
  62211. var serializedGradient = {
  62212. gradient: dragGradient.gradient,
  62213. factor1: dragGradient.factor1
  62214. };
  62215. if (dragGradient.factor2 !== undefined) {
  62216. serializedGradient.factor2 = dragGradient.factor2;
  62217. }
  62218. serializationObject.dragGradients.push(serializedGradient);
  62219. }
  62220. }
  62221. var emitRateGradients = particleSystem.getEmitRateGradients();
  62222. if (emitRateGradients) {
  62223. serializationObject.emitRateGradients = [];
  62224. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62225. var emitRateGradient = emitRateGradients_1[_h];
  62226. var serializedGradient = {
  62227. gradient: emitRateGradient.gradient,
  62228. factor1: emitRateGradient.factor1
  62229. };
  62230. if (emitRateGradient.factor2 !== undefined) {
  62231. serializedGradient.factor2 = emitRateGradient.factor2;
  62232. }
  62233. serializationObject.emitRateGradients.push(serializedGradient);
  62234. }
  62235. }
  62236. var startSizeGradients = particleSystem.getStartSizeGradients();
  62237. if (startSizeGradients) {
  62238. serializationObject.startSizeGradients = [];
  62239. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62240. var startSizeGradient = startSizeGradients_1[_j];
  62241. var serializedGradient = {
  62242. gradient: startSizeGradient.gradient,
  62243. factor1: startSizeGradient.factor1
  62244. };
  62245. if (startSizeGradient.factor2 !== undefined) {
  62246. serializedGradient.factor2 = startSizeGradient.factor2;
  62247. }
  62248. serializationObject.startSizeGradients.push(serializedGradient);
  62249. }
  62250. }
  62251. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62252. if (lifeTimeGradients) {
  62253. serializationObject.lifeTimeGradients = [];
  62254. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62255. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62256. var serializedGradient = {
  62257. gradient: lifeTimeGradient.gradient,
  62258. factor1: lifeTimeGradient.factor1
  62259. };
  62260. if (lifeTimeGradient.factor2 !== undefined) {
  62261. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62262. }
  62263. serializationObject.lifeTimeGradients.push(serializedGradient);
  62264. }
  62265. }
  62266. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62267. if (limitVelocityGradients) {
  62268. serializationObject.limitVelocityGradients = [];
  62269. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62270. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62271. var serializedGradient = {
  62272. gradient: limitVelocityGradient.gradient,
  62273. factor1: limitVelocityGradient.factor1
  62274. };
  62275. if (limitVelocityGradient.factor2 !== undefined) {
  62276. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62277. }
  62278. serializationObject.limitVelocityGradients.push(serializedGradient);
  62279. }
  62280. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62281. }
  62282. if (particleSystem.noiseTexture) {
  62283. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62284. }
  62285. };
  62286. /** @hidden */
  62287. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62288. // Texture
  62289. if (parsedParticleSystem.textureName) {
  62290. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62291. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62292. }
  62293. // Emitter
  62294. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62295. particleSystem.emitter = BABYLON.Vector3.Zero();
  62296. }
  62297. else if (parsedParticleSystem.emitterId) {
  62298. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62299. }
  62300. else {
  62301. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62302. }
  62303. // Misc.
  62304. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62305. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62306. }
  62307. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62308. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62309. }
  62310. if (parsedParticleSystem.billboardMode !== undefined) {
  62311. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62312. }
  62313. // Animations
  62314. if (parsedParticleSystem.animations) {
  62315. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62316. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62317. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62318. }
  62319. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62320. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62321. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62322. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62323. }
  62324. if (parsedParticleSystem.autoAnimate) {
  62325. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62326. }
  62327. // Particle system
  62328. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62329. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62330. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62331. particleSystem.minSize = parsedParticleSystem.minSize;
  62332. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62333. if (parsedParticleSystem.minScaleX) {
  62334. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62335. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62336. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62337. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62338. }
  62339. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62340. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62341. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62342. }
  62343. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62344. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62345. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62346. }
  62347. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62348. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62349. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62350. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62351. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62352. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62353. if (parsedParticleSystem.noiseStrength) {
  62354. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62355. }
  62356. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62357. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62358. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62359. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62360. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62361. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62362. if (parsedParticleSystem.colorGradients) {
  62363. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62364. var colorGradient = _a[_i];
  62365. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62366. }
  62367. }
  62368. if (parsedParticleSystem.rampGradients) {
  62369. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62370. var rampGradient = _c[_b];
  62371. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62372. }
  62373. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62374. }
  62375. if (parsedParticleSystem.colorRemapGradients) {
  62376. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62377. var colorRemapGradient = _e[_d];
  62378. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62379. }
  62380. }
  62381. if (parsedParticleSystem.alphaRemapGradients) {
  62382. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62383. var alphaRemapGradient = _g[_f];
  62384. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62385. }
  62386. }
  62387. if (parsedParticleSystem.sizeGradients) {
  62388. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62389. var sizeGradient = _j[_h];
  62390. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62391. }
  62392. }
  62393. if (parsedParticleSystem.sizeGradients) {
  62394. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62395. var sizeGradient = _l[_k];
  62396. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62397. }
  62398. }
  62399. if (parsedParticleSystem.angularSpeedGradients) {
  62400. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62401. var angularSpeedGradient = _o[_m];
  62402. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62403. }
  62404. }
  62405. if (parsedParticleSystem.velocityGradients) {
  62406. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62407. var velocityGradient = _q[_p];
  62408. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62409. }
  62410. }
  62411. if (parsedParticleSystem.dragGradients) {
  62412. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62413. var dragGradient = _s[_r];
  62414. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62415. }
  62416. }
  62417. if (parsedParticleSystem.emitRateGradients) {
  62418. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62419. var emitRateGradient = _u[_t];
  62420. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62421. }
  62422. }
  62423. if (parsedParticleSystem.startSizeGradients) {
  62424. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62425. var startSizeGradient = _w[_v];
  62426. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62427. }
  62428. }
  62429. if (parsedParticleSystem.lifeTimeGradients) {
  62430. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62431. var lifeTimeGradient = _y[_x];
  62432. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62433. }
  62434. }
  62435. if (parsedParticleSystem.limitVelocityGradients) {
  62436. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62437. var limitVelocityGradient = _0[_z];
  62438. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62439. }
  62440. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62441. }
  62442. if (parsedParticleSystem.noiseTexture) {
  62443. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62444. }
  62445. // Emitter
  62446. var emitterType;
  62447. if (parsedParticleSystem.particleEmitterType) {
  62448. switch (parsedParticleSystem.particleEmitterType.type) {
  62449. case "SphereParticleEmitter":
  62450. emitterType = new BABYLON.SphereParticleEmitter();
  62451. break;
  62452. case "SphereDirectedParticleEmitter":
  62453. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62454. break;
  62455. case "ConeEmitter":
  62456. case "ConeParticleEmitter":
  62457. emitterType = new BABYLON.ConeParticleEmitter();
  62458. break;
  62459. case "CylinderParticleEmitter":
  62460. emitterType = new BABYLON.CylinderParticleEmitter();
  62461. break;
  62462. case "HemisphericParticleEmitter":
  62463. emitterType = new BABYLON.HemisphericParticleEmitter();
  62464. break;
  62465. case "BoxEmitter":
  62466. case "BoxParticleEmitter":
  62467. default:
  62468. emitterType = new BABYLON.BoxParticleEmitter();
  62469. break;
  62470. }
  62471. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62472. }
  62473. else {
  62474. emitterType = new BABYLON.BoxParticleEmitter();
  62475. emitterType.parse(parsedParticleSystem);
  62476. }
  62477. particleSystem.particleEmitterType = emitterType;
  62478. // Animation sheet
  62479. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62480. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62481. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62482. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62483. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62484. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62485. };
  62486. /**
  62487. * Parses a JSON object to create a particle system.
  62488. * @param parsedParticleSystem The JSON object to parse
  62489. * @param scene The scene to create the particle system in
  62490. * @param rootUrl The root url to use to load external dependencies like texture
  62491. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62492. * @returns the Parsed particle system
  62493. */
  62494. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62495. if (doNotStart === void 0) { doNotStart = false; }
  62496. var name = parsedParticleSystem.name;
  62497. var custom = null;
  62498. var program = null;
  62499. if (parsedParticleSystem.customShader) {
  62500. program = parsedParticleSystem.customShader;
  62501. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62502. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62503. }
  62504. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62505. particleSystem.customShader = program;
  62506. if (parsedParticleSystem.id) {
  62507. particleSystem.id = parsedParticleSystem.id;
  62508. }
  62509. // SubEmitters
  62510. if (parsedParticleSystem.subEmitters) {
  62511. particleSystem.subEmitters = [];
  62512. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62513. var cell = _a[_i];
  62514. var cellArray = [];
  62515. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62516. var sub = cell_1[_b];
  62517. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62518. }
  62519. particleSystem.subEmitters.push(cellArray);
  62520. }
  62521. }
  62522. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62523. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62524. // Auto start
  62525. if (parsedParticleSystem.preventAutoStart) {
  62526. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62527. }
  62528. if (!doNotStart && !particleSystem.preventAutoStart) {
  62529. particleSystem.start();
  62530. }
  62531. return particleSystem;
  62532. };
  62533. /**
  62534. * Billboard mode will only apply to Y axis
  62535. */
  62536. ParticleSystem.BILLBOARDMODE_Y = 2;
  62537. /**
  62538. * Billboard mode will apply to all axes
  62539. */
  62540. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62541. /**
  62542. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62543. */
  62544. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62545. return ParticleSystem;
  62546. }(BABYLON.BaseParticleSystem));
  62547. BABYLON.ParticleSystem = ParticleSystem;
  62548. })(BABYLON || (BABYLON = {}));
  62549. //# sourceMappingURL=babylon.particleSystem.js.map
  62550. var BABYLON;
  62551. (function (BABYLON) {
  62552. /**
  62553. * Particle emitter emitting particles from the inside of a box.
  62554. * It emits the particles randomly between 2 given directions.
  62555. */
  62556. var BoxParticleEmitter = /** @class */ (function () {
  62557. /**
  62558. * Creates a new instance BoxParticleEmitter
  62559. */
  62560. function BoxParticleEmitter() {
  62561. /**
  62562. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62563. */
  62564. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62565. /**
  62566. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62567. */
  62568. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62569. /**
  62570. * 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.
  62571. */
  62572. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62573. /**
  62574. * 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.
  62575. */
  62576. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62577. }
  62578. /**
  62579. * Called by the particle System when the direction is computed for the created particle.
  62580. * @param worldMatrix is the world matrix of the particle system
  62581. * @param directionToUpdate is the direction vector to update with the result
  62582. * @param particle is the particle we are computed the direction for
  62583. */
  62584. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62585. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62586. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62587. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62588. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62589. };
  62590. /**
  62591. * Called by the particle System when the position is computed for the created particle.
  62592. * @param worldMatrix is the world matrix of the particle system
  62593. * @param positionToUpdate is the position vector to update with the result
  62594. * @param particle is the particle we are computed the position for
  62595. */
  62596. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62597. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62598. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62599. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62600. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62601. };
  62602. /**
  62603. * Clones the current emitter and returns a copy of it
  62604. * @returns the new emitter
  62605. */
  62606. BoxParticleEmitter.prototype.clone = function () {
  62607. var newOne = new BoxParticleEmitter();
  62608. BABYLON.Tools.DeepCopy(this, newOne);
  62609. return newOne;
  62610. };
  62611. /**
  62612. * Called by the GPUParticleSystem to setup the update shader
  62613. * @param effect defines the update shader
  62614. */
  62615. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62616. effect.setVector3("direction1", this.direction1);
  62617. effect.setVector3("direction2", this.direction2);
  62618. effect.setVector3("minEmitBox", this.minEmitBox);
  62619. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62620. };
  62621. /**
  62622. * Returns a string to use to update the GPU particles update shader
  62623. * @returns a string containng the defines string
  62624. */
  62625. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62626. return "#define BOXEMITTER";
  62627. };
  62628. /**
  62629. * Returns the string "BoxParticleEmitter"
  62630. * @returns a string containing the class name
  62631. */
  62632. BoxParticleEmitter.prototype.getClassName = function () {
  62633. return "BoxParticleEmitter";
  62634. };
  62635. /**
  62636. * Serializes the particle system to a JSON object.
  62637. * @returns the JSON object
  62638. */
  62639. BoxParticleEmitter.prototype.serialize = function () {
  62640. var serializationObject = {};
  62641. serializationObject.type = this.getClassName();
  62642. serializationObject.direction1 = this.direction1.asArray();
  62643. serializationObject.direction2 = this.direction2.asArray();
  62644. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62645. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62646. return serializationObject;
  62647. };
  62648. /**
  62649. * Parse properties from a JSON object
  62650. * @param serializationObject defines the JSON object
  62651. */
  62652. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62653. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62654. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62655. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62656. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62657. };
  62658. return BoxParticleEmitter;
  62659. }());
  62660. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62661. })(BABYLON || (BABYLON = {}));
  62662. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62663. var BABYLON;
  62664. (function (BABYLON) {
  62665. /**
  62666. * Particle emitter emitting particles from the inside of a cylinder.
  62667. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62668. */
  62669. var CylinderParticleEmitter = /** @class */ (function () {
  62670. /**
  62671. * Creates a new instance CylinderParticleEmitter
  62672. * @param radius the radius of the emission cylinder (1 by default)
  62673. * @param height the height of the emission cylinder (1 by default)
  62674. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62675. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62676. */
  62677. function CylinderParticleEmitter(
  62678. /**
  62679. * The radius of the emission cylinder.
  62680. */
  62681. radius,
  62682. /**
  62683. * The height of the emission cylinder.
  62684. */
  62685. height,
  62686. /**
  62687. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62688. */
  62689. radiusRange,
  62690. /**
  62691. * How much to randomize the particle direction [0-1].
  62692. */
  62693. directionRandomizer) {
  62694. if (radius === void 0) { radius = 1; }
  62695. if (height === void 0) { height = 1; }
  62696. if (radiusRange === void 0) { radiusRange = 1; }
  62697. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62698. this.radius = radius;
  62699. this.height = height;
  62700. this.radiusRange = radiusRange;
  62701. this.directionRandomizer = directionRandomizer;
  62702. }
  62703. /**
  62704. * Called by the particle System when the direction is computed for the created particle.
  62705. * @param worldMatrix is the world matrix of the particle system
  62706. * @param directionToUpdate is the direction vector to update with the result
  62707. * @param particle is the particle we are computed the direction for
  62708. */
  62709. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62710. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62711. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62712. var angle = Math.atan2(direction.x, direction.z);
  62713. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62714. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62715. direction.x = Math.sin(angle);
  62716. direction.z = Math.cos(angle);
  62717. direction.normalize();
  62718. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62719. };
  62720. /**
  62721. * Called by the particle System when the position is computed for the created particle.
  62722. * @param worldMatrix is the world matrix of the particle system
  62723. * @param positionToUpdate is the position vector to update with the result
  62724. * @param particle is the particle we are computed the position for
  62725. */
  62726. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62727. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62728. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62729. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62730. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62731. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62732. var xPos = positionRadius * Math.cos(angle);
  62733. var zPos = positionRadius * Math.sin(angle);
  62734. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62735. };
  62736. /**
  62737. * Clones the current emitter and returns a copy of it
  62738. * @returns the new emitter
  62739. */
  62740. CylinderParticleEmitter.prototype.clone = function () {
  62741. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62742. BABYLON.Tools.DeepCopy(this, newOne);
  62743. return newOne;
  62744. };
  62745. /**
  62746. * Called by the GPUParticleSystem to setup the update shader
  62747. * @param effect defines the update shader
  62748. */
  62749. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62750. effect.setFloat("radius", this.radius);
  62751. effect.setFloat("height", this.height);
  62752. effect.setFloat("radiusRange", this.radiusRange);
  62753. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62754. };
  62755. /**
  62756. * Returns a string to use to update the GPU particles update shader
  62757. * @returns a string containng the defines string
  62758. */
  62759. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62760. return "#define CYLINDEREMITTER";
  62761. };
  62762. /**
  62763. * Returns the string "CylinderParticleEmitter"
  62764. * @returns a string containing the class name
  62765. */
  62766. CylinderParticleEmitter.prototype.getClassName = function () {
  62767. return "CylinderParticleEmitter";
  62768. };
  62769. /**
  62770. * Serializes the particle system to a JSON object.
  62771. * @returns the JSON object
  62772. */
  62773. CylinderParticleEmitter.prototype.serialize = function () {
  62774. var serializationObject = {};
  62775. serializationObject.type = this.getClassName();
  62776. serializationObject.radius = this.radius;
  62777. serializationObject.height = this.height;
  62778. serializationObject.radiusRange = this.radiusRange;
  62779. serializationObject.directionRandomizer = this.directionRandomizer;
  62780. return serializationObject;
  62781. };
  62782. /**
  62783. * Parse properties from a JSON object
  62784. * @param serializationObject defines the JSON object
  62785. */
  62786. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  62787. this.radius = serializationObject.radius;
  62788. this.height = serializationObject.height;
  62789. this.radiusRange = serializationObject.radiusRange;
  62790. this.directionRandomizer = serializationObject.directionRandomizer;
  62791. };
  62792. return CylinderParticleEmitter;
  62793. }());
  62794. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  62795. /**
  62796. * Particle emitter emitting particles from the inside of a cylinder.
  62797. * It emits the particles randomly between two vectors.
  62798. */
  62799. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  62800. __extends(CylinderDirectedParticleEmitter, _super);
  62801. /**
  62802. * Creates a new instance CylinderDirectedParticleEmitter
  62803. * @param radius the radius of the emission cylinder (1 by default)
  62804. * @param height the height of the emission cylinder (1 by default)
  62805. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62806. * @param direction1 the min limit of the emission direction (up vector by default)
  62807. * @param direction2 the max limit of the emission direction (up vector by default)
  62808. */
  62809. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  62810. /**
  62811. * The min limit of the emission direction.
  62812. */
  62813. direction1,
  62814. /**
  62815. * The max limit of the emission direction.
  62816. */
  62817. direction2) {
  62818. if (radius === void 0) { radius = 1; }
  62819. if (height === void 0) { height = 1; }
  62820. if (radiusRange === void 0) { radiusRange = 1; }
  62821. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  62822. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  62823. var _this = _super.call(this, radius, height, radiusRange) || this;
  62824. _this.direction1 = direction1;
  62825. _this.direction2 = direction2;
  62826. return _this;
  62827. }
  62828. /**
  62829. * Called by the particle System when the direction is computed for the created particle.
  62830. * @param worldMatrix is the world matrix of the particle system
  62831. * @param directionToUpdate is the direction vector to update with the result
  62832. * @param particle is the particle we are computed the direction for
  62833. */
  62834. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62835. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62836. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62837. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62838. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62839. };
  62840. /**
  62841. * Clones the current emitter and returns a copy of it
  62842. * @returns the new emitter
  62843. */
  62844. CylinderDirectedParticleEmitter.prototype.clone = function () {
  62845. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  62846. BABYLON.Tools.DeepCopy(this, newOne);
  62847. return newOne;
  62848. };
  62849. /**
  62850. * Called by the GPUParticleSystem to setup the update shader
  62851. * @param effect defines the update shader
  62852. */
  62853. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  62854. effect.setFloat("radius", this.radius);
  62855. effect.setFloat("height", this.height);
  62856. effect.setFloat("radiusRange", this.radiusRange);
  62857. effect.setVector3("direction1", this.direction1);
  62858. effect.setVector3("direction2", this.direction2);
  62859. };
  62860. /**
  62861. * Returns a string to use to update the GPU particles update shader
  62862. * @returns a string containng the defines string
  62863. */
  62864. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  62865. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  62866. };
  62867. /**
  62868. * Returns the string "CylinderDirectedParticleEmitter"
  62869. * @returns a string containing the class name
  62870. */
  62871. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  62872. return "CylinderDirectedParticleEmitter";
  62873. };
  62874. /**
  62875. * Serializes the particle system to a JSON object.
  62876. * @returns the JSON object
  62877. */
  62878. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  62879. var serializationObject = _super.prototype.serialize.call(this);
  62880. serializationObject.direction1 = this.direction1.asArray();
  62881. serializationObject.direction2 = this.direction2.asArray();
  62882. return serializationObject;
  62883. };
  62884. /**
  62885. * Parse properties from a JSON object
  62886. * @param serializationObject defines the JSON object
  62887. */
  62888. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  62889. _super.prototype.parse.call(this, serializationObject);
  62890. this.direction1.copyFrom(serializationObject.direction1);
  62891. this.direction2.copyFrom(serializationObject.direction2);
  62892. };
  62893. return CylinderDirectedParticleEmitter;
  62894. }(CylinderParticleEmitter));
  62895. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  62896. })(BABYLON || (BABYLON = {}));
  62897. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  62898. var BABYLON;
  62899. (function (BABYLON) {
  62900. /**
  62901. * Particle emitter emitting particles from the inside of a cone.
  62902. * It emits the particles alongside the cone volume from the base to the particle.
  62903. * The emission direction might be randomized.
  62904. */
  62905. var ConeParticleEmitter = /** @class */ (function () {
  62906. /**
  62907. * Creates a new instance ConeParticleEmitter
  62908. * @param radius the radius of the emission cone (1 by default)
  62909. * @param angles the cone base angle (PI by default)
  62910. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  62911. */
  62912. function ConeParticleEmitter(radius, angle,
  62913. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  62914. directionRandomizer) {
  62915. if (radius === void 0) { radius = 1; }
  62916. if (angle === void 0) { angle = Math.PI; }
  62917. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62918. this.directionRandomizer = directionRandomizer;
  62919. /**
  62920. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  62921. */
  62922. this.radiusRange = 1;
  62923. /**
  62924. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  62925. */
  62926. this.heightRange = 1;
  62927. /**
  62928. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  62929. */
  62930. this.emitFromSpawnPointOnly = false;
  62931. this.angle = angle;
  62932. this.radius = radius;
  62933. }
  62934. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  62935. /**
  62936. * Gets or sets the radius of the emission cone
  62937. */
  62938. get: function () {
  62939. return this._radius;
  62940. },
  62941. set: function (value) {
  62942. this._radius = value;
  62943. this._buildHeight();
  62944. },
  62945. enumerable: true,
  62946. configurable: true
  62947. });
  62948. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  62949. /**
  62950. * Gets or sets the angle of the emission cone
  62951. */
  62952. get: function () {
  62953. return this._angle;
  62954. },
  62955. set: function (value) {
  62956. this._angle = value;
  62957. this._buildHeight();
  62958. },
  62959. enumerable: true,
  62960. configurable: true
  62961. });
  62962. ConeParticleEmitter.prototype._buildHeight = function () {
  62963. if (this._angle !== 0) {
  62964. this._height = this._radius / Math.tan(this._angle / 2);
  62965. }
  62966. else {
  62967. this._height = 1;
  62968. }
  62969. };
  62970. /**
  62971. * Called by the particle System when the direction is computed for the created particle.
  62972. * @param worldMatrix is the world matrix of the particle system
  62973. * @param directionToUpdate is the direction vector to update with the result
  62974. * @param particle is the particle we are computed the direction for
  62975. */
  62976. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62977. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  62978. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  62979. }
  62980. else {
  62981. // measure the direction Vector from the emitter to the particle.
  62982. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62983. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62984. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62985. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  62986. direction.x += randX;
  62987. direction.y += randY;
  62988. direction.z += randZ;
  62989. direction.normalize();
  62990. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62991. }
  62992. };
  62993. /**
  62994. * Called by the particle System when the position is computed for the created particle.
  62995. * @param worldMatrix is the world matrix of the particle system
  62996. * @param positionToUpdate is the position vector to update with the result
  62997. * @param particle is the particle we are computed the position for
  62998. */
  62999. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63000. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63001. var h;
  63002. if (!this.emitFromSpawnPointOnly) {
  63003. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63004. // Better distribution in a cone at normal angles.
  63005. h = 1 - h * h;
  63006. }
  63007. else {
  63008. h = 0.0001;
  63009. }
  63010. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63011. radius = radius * h;
  63012. var randX = radius * Math.sin(s);
  63013. var randZ = radius * Math.cos(s);
  63014. var randY = h * this._height;
  63015. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63016. };
  63017. /**
  63018. * Clones the current emitter and returns a copy of it
  63019. * @returns the new emitter
  63020. */
  63021. ConeParticleEmitter.prototype.clone = function () {
  63022. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63023. BABYLON.Tools.DeepCopy(this, newOne);
  63024. return newOne;
  63025. };
  63026. /**
  63027. * Called by the GPUParticleSystem to setup the update shader
  63028. * @param effect defines the update shader
  63029. */
  63030. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63031. effect.setFloat2("radius", this._radius, this.radiusRange);
  63032. effect.setFloat("coneAngle", this._angle);
  63033. effect.setFloat2("height", this._height, this.heightRange);
  63034. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63035. };
  63036. /**
  63037. * Returns a string to use to update the GPU particles update shader
  63038. * @returns a string containng the defines string
  63039. */
  63040. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63041. var defines = "#define CONEEMITTER";
  63042. if (this.emitFromSpawnPointOnly) {
  63043. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63044. }
  63045. return defines;
  63046. };
  63047. /**
  63048. * Returns the string "ConeParticleEmitter"
  63049. * @returns a string containing the class name
  63050. */
  63051. ConeParticleEmitter.prototype.getClassName = function () {
  63052. return "ConeParticleEmitter";
  63053. };
  63054. /**
  63055. * Serializes the particle system to a JSON object.
  63056. * @returns the JSON object
  63057. */
  63058. ConeParticleEmitter.prototype.serialize = function () {
  63059. var serializationObject = {};
  63060. serializationObject.type = this.getClassName();
  63061. serializationObject.radius = this._radius;
  63062. serializationObject.angle = this._angle;
  63063. serializationObject.directionRandomizer = this.directionRandomizer;
  63064. return serializationObject;
  63065. };
  63066. /**
  63067. * Parse properties from a JSON object
  63068. * @param serializationObject defines the JSON object
  63069. */
  63070. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63071. this.radius = serializationObject.radius;
  63072. this.angle = serializationObject.angle;
  63073. this.directionRandomizer = serializationObject.directionRandomizer;
  63074. };
  63075. return ConeParticleEmitter;
  63076. }());
  63077. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63078. })(BABYLON || (BABYLON = {}));
  63079. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63080. var BABYLON;
  63081. (function (BABYLON) {
  63082. /**
  63083. * Particle emitter emitting particles from the inside of a sphere.
  63084. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63085. */
  63086. var SphereParticleEmitter = /** @class */ (function () {
  63087. /**
  63088. * Creates a new instance SphereParticleEmitter
  63089. * @param radius the radius of the emission sphere (1 by default)
  63090. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63091. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63092. */
  63093. function SphereParticleEmitter(
  63094. /**
  63095. * The radius of the emission sphere.
  63096. */
  63097. radius,
  63098. /**
  63099. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63100. */
  63101. radiusRange,
  63102. /**
  63103. * How much to randomize the particle direction [0-1].
  63104. */
  63105. directionRandomizer) {
  63106. if (radius === void 0) { radius = 1; }
  63107. if (radiusRange === void 0) { radiusRange = 1; }
  63108. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63109. this.radius = radius;
  63110. this.radiusRange = radiusRange;
  63111. this.directionRandomizer = directionRandomizer;
  63112. }
  63113. /**
  63114. * Called by the particle System when the direction is computed for the created particle.
  63115. * @param worldMatrix is the world matrix of the particle system
  63116. * @param directionToUpdate is the direction vector to update with the result
  63117. * @param particle is the particle we are computed the direction for
  63118. */
  63119. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63120. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63121. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63122. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63123. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63124. direction.x += randX;
  63125. direction.y += randY;
  63126. direction.z += randZ;
  63127. direction.normalize();
  63128. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63129. };
  63130. /**
  63131. * Called by the particle System when the position is computed for the created particle.
  63132. * @param worldMatrix is the world matrix of the particle system
  63133. * @param positionToUpdate is the position vector to update with the result
  63134. * @param particle is the particle we are computed the position for
  63135. */
  63136. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63137. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63138. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63139. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63140. var theta = Math.acos(2 * v - 1);
  63141. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63142. var randY = randRadius * Math.cos(theta);
  63143. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63144. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63145. };
  63146. /**
  63147. * Clones the current emitter and returns a copy of it
  63148. * @returns the new emitter
  63149. */
  63150. SphereParticleEmitter.prototype.clone = function () {
  63151. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63152. BABYLON.Tools.DeepCopy(this, newOne);
  63153. return newOne;
  63154. };
  63155. /**
  63156. * Called by the GPUParticleSystem to setup the update shader
  63157. * @param effect defines the update shader
  63158. */
  63159. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63160. effect.setFloat("radius", this.radius);
  63161. effect.setFloat("radiusRange", this.radiusRange);
  63162. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63163. };
  63164. /**
  63165. * Returns a string to use to update the GPU particles update shader
  63166. * @returns a string containng the defines string
  63167. */
  63168. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63169. return "#define SPHEREEMITTER";
  63170. };
  63171. /**
  63172. * Returns the string "SphereParticleEmitter"
  63173. * @returns a string containing the class name
  63174. */
  63175. SphereParticleEmitter.prototype.getClassName = function () {
  63176. return "SphereParticleEmitter";
  63177. };
  63178. /**
  63179. * Serializes the particle system to a JSON object.
  63180. * @returns the JSON object
  63181. */
  63182. SphereParticleEmitter.prototype.serialize = function () {
  63183. var serializationObject = {};
  63184. serializationObject.type = this.getClassName();
  63185. serializationObject.radius = this.radius;
  63186. serializationObject.radiusRange = this.radiusRange;
  63187. serializationObject.directionRandomizer = this.directionRandomizer;
  63188. return serializationObject;
  63189. };
  63190. /**
  63191. * Parse properties from a JSON object
  63192. * @param serializationObject defines the JSON object
  63193. */
  63194. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63195. this.radius = serializationObject.radius;
  63196. this.radiusRange = serializationObject.radiusRange;
  63197. this.directionRandomizer = serializationObject.directionRandomizer;
  63198. };
  63199. return SphereParticleEmitter;
  63200. }());
  63201. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63202. /**
  63203. * Particle emitter emitting particles from the inside of a sphere.
  63204. * It emits the particles randomly between two vectors.
  63205. */
  63206. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63207. __extends(SphereDirectedParticleEmitter, _super);
  63208. /**
  63209. * Creates a new instance SphereDirectedParticleEmitter
  63210. * @param radius the radius of the emission sphere (1 by default)
  63211. * @param direction1 the min limit of the emission direction (up vector by default)
  63212. * @param direction2 the max limit of the emission direction (up vector by default)
  63213. */
  63214. function SphereDirectedParticleEmitter(radius,
  63215. /**
  63216. * The min limit of the emission direction.
  63217. */
  63218. direction1,
  63219. /**
  63220. * The max limit of the emission direction.
  63221. */
  63222. direction2) {
  63223. if (radius === void 0) { radius = 1; }
  63224. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63225. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63226. var _this = _super.call(this, radius) || this;
  63227. _this.direction1 = direction1;
  63228. _this.direction2 = direction2;
  63229. return _this;
  63230. }
  63231. /**
  63232. * Called by the particle System when the direction is computed for the created particle.
  63233. * @param worldMatrix is the world matrix of the particle system
  63234. * @param directionToUpdate is the direction vector to update with the result
  63235. * @param particle is the particle we are computed the direction for
  63236. */
  63237. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63238. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63239. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63240. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63241. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63242. };
  63243. /**
  63244. * Clones the current emitter and returns a copy of it
  63245. * @returns the new emitter
  63246. */
  63247. SphereDirectedParticleEmitter.prototype.clone = function () {
  63248. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63249. BABYLON.Tools.DeepCopy(this, newOne);
  63250. return newOne;
  63251. };
  63252. /**
  63253. * Called by the GPUParticleSystem to setup the update shader
  63254. * @param effect defines the update shader
  63255. */
  63256. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63257. effect.setFloat("radius", this.radius);
  63258. effect.setFloat("radiusRange", this.radiusRange);
  63259. effect.setVector3("direction1", this.direction1);
  63260. effect.setVector3("direction2", this.direction2);
  63261. };
  63262. /**
  63263. * Returns a string to use to update the GPU particles update shader
  63264. * @returns a string containng the defines string
  63265. */
  63266. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63267. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63268. };
  63269. /**
  63270. * Returns the string "SphereDirectedParticleEmitter"
  63271. * @returns a string containing the class name
  63272. */
  63273. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63274. return "SphereDirectedParticleEmitter";
  63275. };
  63276. /**
  63277. * Serializes the particle system to a JSON object.
  63278. * @returns the JSON object
  63279. */
  63280. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63281. var serializationObject = _super.prototype.serialize.call(this);
  63282. serializationObject.direction1 = this.direction1.asArray();
  63283. serializationObject.direction2 = this.direction2.asArray();
  63284. return serializationObject;
  63285. };
  63286. /**
  63287. * Parse properties from a JSON object
  63288. * @param serializationObject defines the JSON object
  63289. */
  63290. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63291. _super.prototype.parse.call(this, serializationObject);
  63292. this.direction1.copyFrom(serializationObject.direction1);
  63293. this.direction2.copyFrom(serializationObject.direction2);
  63294. };
  63295. return SphereDirectedParticleEmitter;
  63296. }(SphereParticleEmitter));
  63297. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63298. })(BABYLON || (BABYLON = {}));
  63299. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63300. var BABYLON;
  63301. (function (BABYLON) {
  63302. /**
  63303. * Particle emitter emitting particles from the inside of a hemisphere.
  63304. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63305. */
  63306. var HemisphericParticleEmitter = /** @class */ (function () {
  63307. /**
  63308. * Creates a new instance HemisphericParticleEmitter
  63309. * @param radius the radius of the emission hemisphere (1 by default)
  63310. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63311. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63312. */
  63313. function HemisphericParticleEmitter(
  63314. /**
  63315. * The radius of the emission hemisphere.
  63316. */
  63317. radius,
  63318. /**
  63319. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63320. */
  63321. radiusRange,
  63322. /**
  63323. * How much to randomize the particle direction [0-1].
  63324. */
  63325. directionRandomizer) {
  63326. if (radius === void 0) { radius = 1; }
  63327. if (radiusRange === void 0) { radiusRange = 1; }
  63328. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63329. this.radius = radius;
  63330. this.radiusRange = radiusRange;
  63331. this.directionRandomizer = directionRandomizer;
  63332. }
  63333. /**
  63334. * Called by the particle System when the direction is computed for the created particle.
  63335. * @param worldMatrix is the world matrix of the particle system
  63336. * @param directionToUpdate is the direction vector to update with the result
  63337. * @param particle is the particle we are computed the direction for
  63338. */
  63339. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63340. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63341. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63342. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63343. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63344. direction.x += randX;
  63345. direction.y += randY;
  63346. direction.z += randZ;
  63347. direction.normalize();
  63348. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63349. };
  63350. /**
  63351. * Called by the particle System when the position is computed for the created particle.
  63352. * @param worldMatrix is the world matrix of the particle system
  63353. * @param positionToUpdate is the position vector to update with the result
  63354. * @param particle is the particle we are computed the position for
  63355. */
  63356. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63357. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63358. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63359. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63360. var theta = Math.acos(2 * v - 1);
  63361. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63362. var randY = randRadius * Math.cos(theta);
  63363. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63364. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63365. };
  63366. /**
  63367. * Clones the current emitter and returns a copy of it
  63368. * @returns the new emitter
  63369. */
  63370. HemisphericParticleEmitter.prototype.clone = function () {
  63371. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63372. BABYLON.Tools.DeepCopy(this, newOne);
  63373. return newOne;
  63374. };
  63375. /**
  63376. * Called by the GPUParticleSystem to setup the update shader
  63377. * @param effect defines the update shader
  63378. */
  63379. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63380. effect.setFloat("radius", this.radius);
  63381. effect.setFloat("radiusRange", this.radiusRange);
  63382. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63383. };
  63384. /**
  63385. * Returns a string to use to update the GPU particles update shader
  63386. * @returns a string containng the defines string
  63387. */
  63388. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63389. return "#define HEMISPHERICEMITTER";
  63390. };
  63391. /**
  63392. * Returns the string "HemisphericParticleEmitter"
  63393. * @returns a string containing the class name
  63394. */
  63395. HemisphericParticleEmitter.prototype.getClassName = function () {
  63396. return "HemisphericParticleEmitter";
  63397. };
  63398. /**
  63399. * Serializes the particle system to a JSON object.
  63400. * @returns the JSON object
  63401. */
  63402. HemisphericParticleEmitter.prototype.serialize = function () {
  63403. var serializationObject = {};
  63404. serializationObject.type = this.getClassName();
  63405. serializationObject.radius = this.radius;
  63406. serializationObject.radiusRange = this.radiusRange;
  63407. serializationObject.directionRandomizer = this.directionRandomizer;
  63408. return serializationObject;
  63409. };
  63410. /**
  63411. * Parse properties from a JSON object
  63412. * @param serializationObject defines the JSON object
  63413. */
  63414. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63415. this.radius = serializationObject.radius;
  63416. this.radiusRange = serializationObject.radiusRange;
  63417. this.directionRandomizer = serializationObject.directionRandomizer;
  63418. };
  63419. return HemisphericParticleEmitter;
  63420. }());
  63421. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63422. })(BABYLON || (BABYLON = {}));
  63423. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63424. var BABYLON;
  63425. (function (BABYLON) {
  63426. /**
  63427. * Particle emitter emitting particles from a point.
  63428. * It emits the particles randomly between 2 given directions.
  63429. */
  63430. var PointParticleEmitter = /** @class */ (function () {
  63431. /**
  63432. * Creates a new instance PointParticleEmitter
  63433. */
  63434. function PointParticleEmitter() {
  63435. /**
  63436. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63437. */
  63438. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63439. /**
  63440. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63441. */
  63442. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63443. }
  63444. /**
  63445. * Called by the particle System when the direction is computed for the created particle.
  63446. * @param worldMatrix is the world matrix of the particle system
  63447. * @param directionToUpdate is the direction vector to update with the result
  63448. * @param particle is the particle we are computed the direction for
  63449. */
  63450. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63451. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63452. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63453. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63454. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63455. };
  63456. /**
  63457. * Called by the particle System when the position is computed for the created particle.
  63458. * @param worldMatrix is the world matrix of the particle system
  63459. * @param positionToUpdate is the position vector to update with the result
  63460. * @param particle is the particle we are computed the position for
  63461. */
  63462. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63463. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63464. };
  63465. /**
  63466. * Clones the current emitter and returns a copy of it
  63467. * @returns the new emitter
  63468. */
  63469. PointParticleEmitter.prototype.clone = function () {
  63470. var newOne = new PointParticleEmitter();
  63471. BABYLON.Tools.DeepCopy(this, newOne);
  63472. return newOne;
  63473. };
  63474. /**
  63475. * Called by the GPUParticleSystem to setup the update shader
  63476. * @param effect defines the update shader
  63477. */
  63478. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63479. effect.setVector3("direction1", this.direction1);
  63480. effect.setVector3("direction2", this.direction2);
  63481. };
  63482. /**
  63483. * Returns a string to use to update the GPU particles update shader
  63484. * @returns a string containng the defines string
  63485. */
  63486. PointParticleEmitter.prototype.getEffectDefines = function () {
  63487. return "#define POINTEMITTER";
  63488. };
  63489. /**
  63490. * Returns the string "PointParticleEmitter"
  63491. * @returns a string containing the class name
  63492. */
  63493. PointParticleEmitter.prototype.getClassName = function () {
  63494. return "PointParticleEmitter";
  63495. };
  63496. /**
  63497. * Serializes the particle system to a JSON object.
  63498. * @returns the JSON object
  63499. */
  63500. PointParticleEmitter.prototype.serialize = function () {
  63501. var serializationObject = {};
  63502. serializationObject.type = this.getClassName();
  63503. serializationObject.direction1 = this.direction1.asArray();
  63504. serializationObject.direction2 = this.direction2.asArray();
  63505. return serializationObject;
  63506. };
  63507. /**
  63508. * Parse properties from a JSON object
  63509. * @param serializationObject defines the JSON object
  63510. */
  63511. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63512. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63513. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63514. };
  63515. return PointParticleEmitter;
  63516. }());
  63517. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63518. })(BABYLON || (BABYLON = {}));
  63519. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63520. var BABYLON;
  63521. (function (BABYLON) {
  63522. // Adds the parsers to the scene parsers.
  63523. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63524. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63525. if (!individualParser) {
  63526. return;
  63527. }
  63528. // Particles Systems
  63529. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63530. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63531. var parsedParticleSystem = parsedData.particleSystems[index];
  63532. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63533. }
  63534. }
  63535. });
  63536. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63537. if (parsedParticleSystem.activeParticleCount) {
  63538. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63539. return ps;
  63540. }
  63541. else {
  63542. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63543. return ps;
  63544. }
  63545. });
  63546. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63547. if (uniformsNames === void 0) { uniformsNames = []; }
  63548. if (samplers === void 0) { samplers = []; }
  63549. if (defines === void 0) { defines = ""; }
  63550. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63551. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63552. if (defines.indexOf(" BILLBOARD") === -1) {
  63553. defines += "\n#define BILLBOARD\n";
  63554. }
  63555. if (samplers.indexOf("diffuseSampler") === -1) {
  63556. samplers.push("diffuseSampler");
  63557. }
  63558. return this.createEffect({
  63559. vertex: "particles",
  63560. fragmentElement: fragmentName
  63561. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63562. };
  63563. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63564. var results = new Array();
  63565. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63566. var particleSystem = this.getScene().particleSystems[index];
  63567. if (particleSystem.emitter === this) {
  63568. results.push(particleSystem);
  63569. }
  63570. }
  63571. return results;
  63572. };
  63573. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63574. var results = new Array();
  63575. var descendants = this.getDescendants();
  63576. descendants.push(this);
  63577. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63578. var particleSystem = this.getScene().particleSystems[index];
  63579. var emitter = particleSystem.emitter;
  63580. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63581. results.push(particleSystem);
  63582. }
  63583. }
  63584. return results;
  63585. };
  63586. })(BABYLON || (BABYLON = {}));
  63587. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63588. var BABYLON;
  63589. (function (BABYLON) {
  63590. /**
  63591. * Type of sub emitter
  63592. */
  63593. var SubEmitterType;
  63594. (function (SubEmitterType) {
  63595. /**
  63596. * Attached to the particle over it's lifetime
  63597. */
  63598. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63599. /**
  63600. * Created when the particle dies
  63601. */
  63602. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63603. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63604. /**
  63605. * Sub emitter class used to emit particles from an existing particle
  63606. */
  63607. var SubEmitter = /** @class */ (function () {
  63608. /**
  63609. * Creates a sub emitter
  63610. * @param particleSystem the particle system to be used by the sub emitter
  63611. */
  63612. function SubEmitter(
  63613. /**
  63614. * the particle system to be used by the sub emitter
  63615. */
  63616. particleSystem) {
  63617. this.particleSystem = particleSystem;
  63618. /**
  63619. * Type of the submitter (Default: END)
  63620. */
  63621. this.type = SubEmitterType.END;
  63622. /**
  63623. * 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)
  63624. * Note: This only is supported when using an emitter of type Mesh
  63625. */
  63626. this.inheritDirection = false;
  63627. /**
  63628. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63629. */
  63630. this.inheritedVelocityAmount = 0;
  63631. // Create mesh as emitter to support rotation
  63632. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63633. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63634. }
  63635. // Automatically dispose of subemitter when system is disposed
  63636. particleSystem.onDisposeObservable.add(function () {
  63637. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63638. particleSystem.emitter.dispose();
  63639. }
  63640. });
  63641. }
  63642. /**
  63643. * Clones the sub emitter
  63644. * @returns the cloned sub emitter
  63645. */
  63646. SubEmitter.prototype.clone = function () {
  63647. // Clone particle system
  63648. var emitter = this.particleSystem.emitter;
  63649. if (!emitter) {
  63650. emitter = new BABYLON.Vector3();
  63651. }
  63652. else if (emitter instanceof BABYLON.Vector3) {
  63653. emitter = emitter.clone();
  63654. }
  63655. else if (emitter instanceof BABYLON.AbstractMesh) {
  63656. emitter = new BABYLON.Mesh("", emitter.getScene());
  63657. emitter.isVisible = false;
  63658. }
  63659. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63660. // Clone properties
  63661. clone.type = this.type;
  63662. clone.inheritDirection = this.inheritDirection;
  63663. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63664. clone.particleSystem._disposeEmitterOnDispose = true;
  63665. clone.particleSystem.disposeOnStop = true;
  63666. return clone;
  63667. };
  63668. /**
  63669. * Serialize current object to a JSON object
  63670. * @returns the serialized object
  63671. */
  63672. SubEmitter.prototype.serialize = function () {
  63673. var serializationObject = {};
  63674. serializationObject.type = this.type;
  63675. serializationObject.inheritDirection = this.inheritDirection;
  63676. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63677. serializationObject.particleSystem = this.particleSystem.serialize();
  63678. return serializationObject;
  63679. };
  63680. /**
  63681. * Creates a new SubEmitter from a serialized JSON version
  63682. * @param serializationObject defines the JSON object to read from
  63683. * @param scene defines the hosting scene
  63684. * @param rootUrl defines the rootUrl for data loading
  63685. * @returns a new SubEmitter
  63686. */
  63687. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63688. var system = serializationObject.particleSystem;
  63689. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63690. subEmitter.type = serializationObject.type;
  63691. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63692. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63693. subEmitter.particleSystem._isSubEmitter = true;
  63694. return subEmitter;
  63695. };
  63696. /** Release associated resources */
  63697. SubEmitter.prototype.dispose = function () {
  63698. this.particleSystem.dispose();
  63699. };
  63700. return SubEmitter;
  63701. }());
  63702. BABYLON.SubEmitter = SubEmitter;
  63703. })(BABYLON || (BABYLON = {}));
  63704. //# sourceMappingURL=babylon.subEmitter.js.map
  63705. var BABYLON;
  63706. (function (BABYLON) {
  63707. /**
  63708. * 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.
  63709. *
  63710. * This returned material effects how the mesh will look based on the code in the shaders.
  63711. *
  63712. * @see http://doc.babylonjs.com/how_to/shader_material
  63713. */
  63714. var ShaderMaterial = /** @class */ (function (_super) {
  63715. __extends(ShaderMaterial, _super);
  63716. /**
  63717. * Instantiate a new shader material.
  63718. * 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.
  63719. * This returned material effects how the mesh will look based on the code in the shaders.
  63720. * @see http://doc.babylonjs.com/how_to/shader_material
  63721. * @param name Define the name of the material in the scene
  63722. * @param scene Define the scene the material belongs to
  63723. * @param shaderPath Defines the route to the shader code in one of three ways:
  63724. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63725. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63726. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63727. * @param options Define the options used to create the shader
  63728. */
  63729. function ShaderMaterial(name, scene, shaderPath, options) {
  63730. if (options === void 0) { options = {}; }
  63731. var _this = _super.call(this, name, scene) || this;
  63732. _this._textures = {};
  63733. _this._textureArrays = {};
  63734. _this._floats = {};
  63735. _this._ints = {};
  63736. _this._floatsArrays = {};
  63737. _this._colors3 = {};
  63738. _this._colors3Arrays = {};
  63739. _this._colors4 = {};
  63740. _this._vectors2 = {};
  63741. _this._vectors3 = {};
  63742. _this._vectors4 = {};
  63743. _this._matrices = {};
  63744. _this._matrices3x3 = {};
  63745. _this._matrices2x2 = {};
  63746. _this._vectors2Arrays = {};
  63747. _this._vectors3Arrays = {};
  63748. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63749. _this._shaderPath = shaderPath;
  63750. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63751. return _this;
  63752. }
  63753. /**
  63754. * Gets the current class name of the material e.g. "ShaderMaterial"
  63755. * Mainly use in serialization.
  63756. * @returns the class name
  63757. */
  63758. ShaderMaterial.prototype.getClassName = function () {
  63759. return "ShaderMaterial";
  63760. };
  63761. /**
  63762. * Specifies if the material will require alpha blending
  63763. * @returns a boolean specifying if alpha blending is needed
  63764. */
  63765. ShaderMaterial.prototype.needAlphaBlending = function () {
  63766. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63767. };
  63768. /**
  63769. * Specifies if this material should be rendered in alpha test mode
  63770. * @returns a boolean specifying if an alpha test is needed.
  63771. */
  63772. ShaderMaterial.prototype.needAlphaTesting = function () {
  63773. return this._options.needAlphaTesting;
  63774. };
  63775. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  63776. if (this._options.uniforms.indexOf(uniformName) === -1) {
  63777. this._options.uniforms.push(uniformName);
  63778. }
  63779. };
  63780. /**
  63781. * Set a texture in the shader.
  63782. * @param name Define the name of the uniform samplers as defined in the shader
  63783. * @param texture Define the texture to bind to this sampler
  63784. * @return the material itself allowing "fluent" like uniform updates
  63785. */
  63786. ShaderMaterial.prototype.setTexture = function (name, texture) {
  63787. if (this._options.samplers.indexOf(name) === -1) {
  63788. this._options.samplers.push(name);
  63789. }
  63790. this._textures[name] = texture;
  63791. return this;
  63792. };
  63793. /**
  63794. * Set a texture array in the shader.
  63795. * @param name Define the name of the uniform sampler array as defined in the shader
  63796. * @param textures Define the list of textures to bind to this sampler
  63797. * @return the material itself allowing "fluent" like uniform updates
  63798. */
  63799. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  63800. if (this._options.samplers.indexOf(name) === -1) {
  63801. this._options.samplers.push(name);
  63802. }
  63803. this._checkUniform(name);
  63804. this._textureArrays[name] = textures;
  63805. return this;
  63806. };
  63807. /**
  63808. * Set a float in the shader.
  63809. * @param name Define the name of the uniform as defined in the shader
  63810. * @param value Define the value to give to the uniform
  63811. * @return the material itself allowing "fluent" like uniform updates
  63812. */
  63813. ShaderMaterial.prototype.setFloat = function (name, value) {
  63814. this._checkUniform(name);
  63815. this._floats[name] = value;
  63816. return this;
  63817. };
  63818. /**
  63819. * Set a int in the shader.
  63820. * @param name Define the name of the uniform as defined in the shader
  63821. * @param value Define the value to give to the uniform
  63822. * @return the material itself allowing "fluent" like uniform updates
  63823. */
  63824. ShaderMaterial.prototype.setInt = function (name, value) {
  63825. this._checkUniform(name);
  63826. this._ints[name] = value;
  63827. return this;
  63828. };
  63829. /**
  63830. * Set an array of floats in the shader.
  63831. * @param name Define the name of the uniform as defined in the shader
  63832. * @param value Define the value to give to the uniform
  63833. * @return the material itself allowing "fluent" like uniform updates
  63834. */
  63835. ShaderMaterial.prototype.setFloats = function (name, value) {
  63836. this._checkUniform(name);
  63837. this._floatsArrays[name] = value;
  63838. return this;
  63839. };
  63840. /**
  63841. * Set a vec3 in the shader from a Color3.
  63842. * @param name Define the name of the uniform as defined in the shader
  63843. * @param value Define the value to give to the uniform
  63844. * @return the material itself allowing "fluent" like uniform updates
  63845. */
  63846. ShaderMaterial.prototype.setColor3 = function (name, value) {
  63847. this._checkUniform(name);
  63848. this._colors3[name] = value;
  63849. return this;
  63850. };
  63851. /**
  63852. * Set a vec3 array in the shader from a Color3 array.
  63853. * @param name Define the name of the uniform as defined in the shader
  63854. * @param value Define the value to give to the uniform
  63855. * @return the material itself allowing "fluent" like uniform updates
  63856. */
  63857. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  63858. this._checkUniform(name);
  63859. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  63860. color.toArray(arr, arr.length);
  63861. return arr;
  63862. }, []);
  63863. return this;
  63864. };
  63865. /**
  63866. * Set a vec4 in the shader from a Color4.
  63867. * @param name Define the name of the uniform as defined in the shader
  63868. * @param value Define the value to give to the uniform
  63869. * @return the material itself allowing "fluent" like uniform updates
  63870. */
  63871. ShaderMaterial.prototype.setColor4 = function (name, value) {
  63872. this._checkUniform(name);
  63873. this._colors4[name] = value;
  63874. return this;
  63875. };
  63876. /**
  63877. * Set a vec2 in the shader from a Vector2.
  63878. * @param name Define the name of the uniform as defined in the shader
  63879. * @param value Define the value to give to the uniform
  63880. * @return the material itself allowing "fluent" like uniform updates
  63881. */
  63882. ShaderMaterial.prototype.setVector2 = function (name, value) {
  63883. this._checkUniform(name);
  63884. this._vectors2[name] = value;
  63885. return this;
  63886. };
  63887. /**
  63888. * Set a vec3 in the shader from a Vector3.
  63889. * @param name Define the name of the uniform as defined in the shader
  63890. * @param value Define the value to give to the uniform
  63891. * @return the material itself allowing "fluent" like uniform updates
  63892. */
  63893. ShaderMaterial.prototype.setVector3 = function (name, value) {
  63894. this._checkUniform(name);
  63895. this._vectors3[name] = value;
  63896. return this;
  63897. };
  63898. /**
  63899. * Set a vec4 in the shader from a Vector4.
  63900. * @param name Define the name of the uniform as defined in the shader
  63901. * @param value Define the value to give to the uniform
  63902. * @return the material itself allowing "fluent" like uniform updates
  63903. */
  63904. ShaderMaterial.prototype.setVector4 = function (name, value) {
  63905. this._checkUniform(name);
  63906. this._vectors4[name] = value;
  63907. return this;
  63908. };
  63909. /**
  63910. * Set a mat4 in the shader from a Matrix.
  63911. * @param name Define the name of the uniform as defined in the shader
  63912. * @param value Define the value to give to the uniform
  63913. * @return the material itself allowing "fluent" like uniform updates
  63914. */
  63915. ShaderMaterial.prototype.setMatrix = function (name, value) {
  63916. this._checkUniform(name);
  63917. this._matrices[name] = value;
  63918. return this;
  63919. };
  63920. /**
  63921. * Set a mat3 in the shader from a Float32Array.
  63922. * @param name Define the name of the uniform as defined in the shader
  63923. * @param value Define the value to give to the uniform
  63924. * @return the material itself allowing "fluent" like uniform updates
  63925. */
  63926. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  63927. this._checkUniform(name);
  63928. this._matrices3x3[name] = value;
  63929. return this;
  63930. };
  63931. /**
  63932. * Set a mat2 in the shader from a Float32Array.
  63933. * @param name Define the name of the uniform as defined in the shader
  63934. * @param value Define the value to give to the uniform
  63935. * @return the material itself allowing "fluent" like uniform updates
  63936. */
  63937. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  63938. this._checkUniform(name);
  63939. this._matrices2x2[name] = value;
  63940. return this;
  63941. };
  63942. /**
  63943. * Set a vec2 array in the shader from a number array.
  63944. * @param name Define the name of the uniform as defined in the shader
  63945. * @param value Define the value to give to the uniform
  63946. * @return the material itself allowing "fluent" like uniform updates
  63947. */
  63948. ShaderMaterial.prototype.setArray2 = function (name, value) {
  63949. this._checkUniform(name);
  63950. this._vectors2Arrays[name] = value;
  63951. return this;
  63952. };
  63953. /**
  63954. * Set a vec3 array in the shader from a number array.
  63955. * @param name Define the name of the uniform as defined in the shader
  63956. * @param value Define the value to give to the uniform
  63957. * @return the material itself allowing "fluent" like uniform updates
  63958. */
  63959. ShaderMaterial.prototype.setArray3 = function (name, value) {
  63960. this._checkUniform(name);
  63961. this._vectors3Arrays[name] = value;
  63962. return this;
  63963. };
  63964. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  63965. if (!mesh) {
  63966. return true;
  63967. }
  63968. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  63969. return false;
  63970. }
  63971. return false;
  63972. };
  63973. /**
  63974. * Checks if the material is ready to render the requested mesh
  63975. * @param mesh Define the mesh to render
  63976. * @param useInstances Define whether or not the material is used with instances
  63977. * @returns true if ready, otherwise false
  63978. */
  63979. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  63980. var scene = this.getScene();
  63981. var engine = scene.getEngine();
  63982. if (!this.checkReadyOnEveryCall) {
  63983. if (this._renderId === scene.getRenderId()) {
  63984. if (this._checkCache(scene, mesh, useInstances)) {
  63985. return true;
  63986. }
  63987. }
  63988. }
  63989. // Instances
  63990. var defines = [];
  63991. var attribs = [];
  63992. var fallbacks = new BABYLON.EffectFallbacks();
  63993. for (var index = 0; index < this._options.defines.length; index++) {
  63994. defines.push(this._options.defines[index]);
  63995. }
  63996. for (var index = 0; index < this._options.attributes.length; index++) {
  63997. attribs.push(this._options.attributes[index]);
  63998. }
  63999. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64000. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64001. defines.push("#define VERTEXCOLOR");
  64002. }
  64003. if (useInstances) {
  64004. defines.push("#define INSTANCES");
  64005. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64006. }
  64007. // Bones
  64008. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64009. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64010. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64011. if (mesh.numBoneInfluencers > 4) {
  64012. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64013. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64014. }
  64015. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64016. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  64017. fallbacks.addCPUSkinningFallback(0, mesh);
  64018. if (this._options.uniforms.indexOf("mBones") === -1) {
  64019. this._options.uniforms.push("mBones");
  64020. }
  64021. }
  64022. else {
  64023. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64024. }
  64025. // Textures
  64026. for (var name in this._textures) {
  64027. if (!this._textures[name].isReady()) {
  64028. return false;
  64029. }
  64030. }
  64031. // Alpha test
  64032. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64033. defines.push("#define ALPHATEST");
  64034. }
  64035. var previousEffect = this._effect;
  64036. var join = defines.join("\n");
  64037. this._effect = engine.createEffect(this._shaderPath, {
  64038. attributes: attribs,
  64039. uniformsNames: this._options.uniforms,
  64040. uniformBuffersNames: this._options.uniformBuffers,
  64041. samplers: this._options.samplers,
  64042. defines: join,
  64043. fallbacks: fallbacks,
  64044. onCompiled: this.onCompiled,
  64045. onError: this.onError
  64046. }, engine);
  64047. if (!this._effect.isReady()) {
  64048. return false;
  64049. }
  64050. if (previousEffect !== this._effect) {
  64051. scene.resetCachedMaterial();
  64052. }
  64053. this._renderId = scene.getRenderId();
  64054. return true;
  64055. };
  64056. /**
  64057. * Binds the world matrix to the material
  64058. * @param world defines the world transformation matrix
  64059. */
  64060. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64061. var scene = this.getScene();
  64062. if (!this._effect) {
  64063. return;
  64064. }
  64065. if (this._options.uniforms.indexOf("world") !== -1) {
  64066. this._effect.setMatrix("world", world);
  64067. }
  64068. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64069. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64070. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64071. }
  64072. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64073. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64074. }
  64075. };
  64076. /**
  64077. * Binds the material to the mesh
  64078. * @param world defines the world transformation matrix
  64079. * @param mesh defines the mesh to bind the material to
  64080. */
  64081. ShaderMaterial.prototype.bind = function (world, mesh) {
  64082. // Std values
  64083. this.bindOnlyWorldMatrix(world);
  64084. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64085. if (this._options.uniforms.indexOf("view") !== -1) {
  64086. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64087. }
  64088. if (this._options.uniforms.indexOf("projection") !== -1) {
  64089. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64090. }
  64091. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64092. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64093. }
  64094. // Bones
  64095. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64096. var name;
  64097. // Texture
  64098. for (name in this._textures) {
  64099. this._effect.setTexture(name, this._textures[name]);
  64100. }
  64101. // Texture arrays
  64102. for (name in this._textureArrays) {
  64103. this._effect.setTextureArray(name, this._textureArrays[name]);
  64104. }
  64105. // Int
  64106. for (name in this._ints) {
  64107. this._effect.setInt(name, this._ints[name]);
  64108. }
  64109. // Float
  64110. for (name in this._floats) {
  64111. this._effect.setFloat(name, this._floats[name]);
  64112. }
  64113. // Floats
  64114. for (name in this._floatsArrays) {
  64115. this._effect.setArray(name, this._floatsArrays[name]);
  64116. }
  64117. // Color3
  64118. for (name in this._colors3) {
  64119. this._effect.setColor3(name, this._colors3[name]);
  64120. }
  64121. for (name in this._colors3Arrays) {
  64122. this._effect.setArray3(name, this._colors3Arrays[name]);
  64123. }
  64124. // Color4
  64125. for (name in this._colors4) {
  64126. var color = this._colors4[name];
  64127. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64128. }
  64129. // Vector2
  64130. for (name in this._vectors2) {
  64131. this._effect.setVector2(name, this._vectors2[name]);
  64132. }
  64133. // Vector3
  64134. for (name in this._vectors3) {
  64135. this._effect.setVector3(name, this._vectors3[name]);
  64136. }
  64137. // Vector4
  64138. for (name in this._vectors4) {
  64139. this._effect.setVector4(name, this._vectors4[name]);
  64140. }
  64141. // Matrix
  64142. for (name in this._matrices) {
  64143. this._effect.setMatrix(name, this._matrices[name]);
  64144. }
  64145. // Matrix 3x3
  64146. for (name in this._matrices3x3) {
  64147. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64148. }
  64149. // Matrix 2x2
  64150. for (name in this._matrices2x2) {
  64151. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64152. }
  64153. // Vector2Array
  64154. for (name in this._vectors2Arrays) {
  64155. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64156. }
  64157. // Vector3Array
  64158. for (name in this._vectors3Arrays) {
  64159. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64160. }
  64161. }
  64162. this._afterBind(mesh);
  64163. };
  64164. /**
  64165. * Gets the active textures from the material
  64166. * @returns an array of textures
  64167. */
  64168. ShaderMaterial.prototype.getActiveTextures = function () {
  64169. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64170. for (var name in this._textures) {
  64171. activeTextures.push(this._textures[name]);
  64172. }
  64173. for (var name in this._textureArrays) {
  64174. var array = this._textureArrays[name];
  64175. for (var index = 0; index < array.length; index++) {
  64176. activeTextures.push(array[index]);
  64177. }
  64178. }
  64179. return activeTextures;
  64180. };
  64181. /**
  64182. * Specifies if the material uses a texture
  64183. * @param texture defines the texture to check against the material
  64184. * @returns a boolean specifying if the material uses the texture
  64185. */
  64186. ShaderMaterial.prototype.hasTexture = function (texture) {
  64187. if (_super.prototype.hasTexture.call(this, texture)) {
  64188. return true;
  64189. }
  64190. for (var name in this._textures) {
  64191. if (this._textures[name] === texture) {
  64192. return true;
  64193. }
  64194. }
  64195. for (var name in this._textureArrays) {
  64196. var array = this._textureArrays[name];
  64197. for (var index = 0; index < array.length; index++) {
  64198. if (array[index] === texture) {
  64199. return true;
  64200. }
  64201. }
  64202. }
  64203. return false;
  64204. };
  64205. /**
  64206. * Makes a duplicate of the material, and gives it a new name
  64207. * @param name defines the new name for the duplicated material
  64208. * @returns the cloned material
  64209. */
  64210. ShaderMaterial.prototype.clone = function (name) {
  64211. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64212. return newShaderMaterial;
  64213. };
  64214. /**
  64215. * Disposes the material
  64216. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64217. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64218. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64219. */
  64220. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64221. if (forceDisposeTextures) {
  64222. var name;
  64223. for (name in this._textures) {
  64224. this._textures[name].dispose();
  64225. }
  64226. for (name in this._textureArrays) {
  64227. var array = this._textureArrays[name];
  64228. for (var index = 0; index < array.length; index++) {
  64229. array[index].dispose();
  64230. }
  64231. }
  64232. }
  64233. this._textures = {};
  64234. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64235. };
  64236. /**
  64237. * Serializes this material in a JSON representation
  64238. * @returns the serialized material object
  64239. */
  64240. ShaderMaterial.prototype.serialize = function () {
  64241. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64242. serializationObject.customType = "BABYLON.ShaderMaterial";
  64243. serializationObject.options = this._options;
  64244. serializationObject.shaderPath = this._shaderPath;
  64245. var name;
  64246. // Texture
  64247. serializationObject.textures = {};
  64248. for (name in this._textures) {
  64249. serializationObject.textures[name] = this._textures[name].serialize();
  64250. }
  64251. // Texture arrays
  64252. serializationObject.textureArrays = {};
  64253. for (name in this._textureArrays) {
  64254. serializationObject.textureArrays[name] = [];
  64255. var array = this._textureArrays[name];
  64256. for (var index = 0; index < array.length; index++) {
  64257. serializationObject.textureArrays[name].push(array[index].serialize());
  64258. }
  64259. }
  64260. // Float
  64261. serializationObject.floats = {};
  64262. for (name in this._floats) {
  64263. serializationObject.floats[name] = this._floats[name];
  64264. }
  64265. // Float s
  64266. serializationObject.FloatArrays = {};
  64267. for (name in this._floatsArrays) {
  64268. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64269. }
  64270. // Color3
  64271. serializationObject.colors3 = {};
  64272. for (name in this._colors3) {
  64273. serializationObject.colors3[name] = this._colors3[name].asArray();
  64274. }
  64275. // Color3 array
  64276. serializationObject.colors3Arrays = {};
  64277. for (name in this._colors3Arrays) {
  64278. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64279. }
  64280. // Color4
  64281. serializationObject.colors4 = {};
  64282. for (name in this._colors4) {
  64283. serializationObject.colors4[name] = this._colors4[name].asArray();
  64284. }
  64285. // Vector2
  64286. serializationObject.vectors2 = {};
  64287. for (name in this._vectors2) {
  64288. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64289. }
  64290. // Vector3
  64291. serializationObject.vectors3 = {};
  64292. for (name in this._vectors3) {
  64293. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64294. }
  64295. // Vector4
  64296. serializationObject.vectors4 = {};
  64297. for (name in this._vectors4) {
  64298. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64299. }
  64300. // Matrix
  64301. serializationObject.matrices = {};
  64302. for (name in this._matrices) {
  64303. serializationObject.matrices[name] = this._matrices[name].asArray();
  64304. }
  64305. // Matrix 3x3
  64306. serializationObject.matrices3x3 = {};
  64307. for (name in this._matrices3x3) {
  64308. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64309. }
  64310. // Matrix 2x2
  64311. serializationObject.matrices2x2 = {};
  64312. for (name in this._matrices2x2) {
  64313. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64314. }
  64315. // Vector2Array
  64316. serializationObject.vectors2Arrays = {};
  64317. for (name in this._vectors2Arrays) {
  64318. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64319. }
  64320. // Vector3Array
  64321. serializationObject.vectors3Arrays = {};
  64322. for (name in this._vectors3Arrays) {
  64323. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64324. }
  64325. return serializationObject;
  64326. };
  64327. /**
  64328. * Creates a shader material from parsed shader material data
  64329. * @param source defines the JSON represnetation of the material
  64330. * @param scene defines the hosting scene
  64331. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64332. * @returns a new material
  64333. */
  64334. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64335. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64336. var name;
  64337. // Texture
  64338. for (name in source.textures) {
  64339. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64340. }
  64341. // Texture arrays
  64342. for (name in source.textureArrays) {
  64343. var array = source.textureArrays[name];
  64344. var textureArray = new Array();
  64345. for (var index = 0; index < array.length; index++) {
  64346. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64347. }
  64348. material.setTextureArray(name, textureArray);
  64349. }
  64350. // Float
  64351. for (name in source.floats) {
  64352. material.setFloat(name, source.floats[name]);
  64353. }
  64354. // Float s
  64355. for (name in source.floatsArrays) {
  64356. material.setFloats(name, source.floatsArrays[name]);
  64357. }
  64358. // Color3
  64359. for (name in source.colors3) {
  64360. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64361. }
  64362. // Color3 arrays
  64363. for (name in source.colors3Arrays) {
  64364. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64365. if (i % 3 === 0) {
  64366. arr.push([num]);
  64367. }
  64368. else {
  64369. arr[arr.length - 1].push(num);
  64370. }
  64371. return arr;
  64372. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64373. material.setColor3Array(name, colors);
  64374. }
  64375. // Color4
  64376. for (name in source.colors4) {
  64377. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64378. }
  64379. // Vector2
  64380. for (name in source.vectors2) {
  64381. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64382. }
  64383. // Vector3
  64384. for (name in source.vectors3) {
  64385. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64386. }
  64387. // Vector4
  64388. for (name in source.vectors4) {
  64389. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64390. }
  64391. // Matrix
  64392. for (name in source.matrices) {
  64393. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64394. }
  64395. // Matrix 3x3
  64396. for (name in source.matrices3x3) {
  64397. material.setMatrix3x3(name, source.matrices3x3[name]);
  64398. }
  64399. // Matrix 2x2
  64400. for (name in source.matrices2x2) {
  64401. material.setMatrix2x2(name, source.matrices2x2[name]);
  64402. }
  64403. // Vector2Array
  64404. for (name in source.vectors2Arrays) {
  64405. material.setArray2(name, source.vectors2Arrays[name]);
  64406. }
  64407. // Vector3Array
  64408. for (name in source.vectors3Arrays) {
  64409. material.setArray3(name, source.vectors3Arrays[name]);
  64410. }
  64411. return material;
  64412. };
  64413. return ShaderMaterial;
  64414. }(BABYLON.Material));
  64415. BABYLON.ShaderMaterial = ShaderMaterial;
  64416. })(BABYLON || (BABYLON = {}));
  64417. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64418. var BABYLON;
  64419. (function (BABYLON) {
  64420. /**
  64421. * Mesh representing the gorund
  64422. */
  64423. var GroundMesh = /** @class */ (function (_super) {
  64424. __extends(GroundMesh, _super);
  64425. function GroundMesh(name, scene) {
  64426. var _this = _super.call(this, name, scene) || this;
  64427. /** If octree should be generated */
  64428. _this.generateOctree = false;
  64429. return _this;
  64430. }
  64431. /**
  64432. * "GroundMesh"
  64433. * @returns "GroundMesh"
  64434. */
  64435. GroundMesh.prototype.getClassName = function () {
  64436. return "GroundMesh";
  64437. };
  64438. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64439. /**
  64440. * The minimum of x and y subdivisions
  64441. */
  64442. get: function () {
  64443. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64444. },
  64445. enumerable: true,
  64446. configurable: true
  64447. });
  64448. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64449. /**
  64450. * X subdivisions
  64451. */
  64452. get: function () {
  64453. return this._subdivisionsX;
  64454. },
  64455. enumerable: true,
  64456. configurable: true
  64457. });
  64458. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64459. /**
  64460. * Y subdivisions
  64461. */
  64462. get: function () {
  64463. return this._subdivisionsY;
  64464. },
  64465. enumerable: true,
  64466. configurable: true
  64467. });
  64468. /**
  64469. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64470. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64471. * @param chunksCount the number of subdivisions for x and y
  64472. * @param octreeBlocksSize (Default: 32)
  64473. */
  64474. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64475. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64476. this._subdivisionsX = chunksCount;
  64477. this._subdivisionsY = chunksCount;
  64478. this.subdivide(chunksCount);
  64479. // Call the octree system optimization if it is defined.
  64480. var thisAsAny = this;
  64481. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64482. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64483. }
  64484. };
  64485. /**
  64486. * Returns a height (y) value in the Worl system :
  64487. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64488. * @param x x coordinate
  64489. * @param z z coordinate
  64490. * @returns the ground y position if (x, z) are outside the ground surface.
  64491. */
  64492. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64493. var world = this.getWorldMatrix();
  64494. var invMat = BABYLON.Tmp.Matrix[5];
  64495. world.invertToRef(invMat);
  64496. var tmpVect = BABYLON.Tmp.Vector3[8];
  64497. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64498. x = tmpVect.x;
  64499. z = tmpVect.z;
  64500. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64501. return this.position.y;
  64502. }
  64503. if (!this._heightQuads || this._heightQuads.length == 0) {
  64504. this._initHeightQuads();
  64505. this._computeHeightQuads();
  64506. }
  64507. var facet = this._getFacetAt(x, z);
  64508. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64509. // return y in the World system
  64510. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64511. return tmpVect.y;
  64512. };
  64513. /**
  64514. * Returns a normalized vector (Vector3) orthogonal to the ground
  64515. * at the ground coordinates (x, z) expressed in the World system.
  64516. * @param x x coordinate
  64517. * @param z z coordinate
  64518. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64519. */
  64520. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64521. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64522. this.getNormalAtCoordinatesToRef(x, z, normal);
  64523. return normal;
  64524. };
  64525. /**
  64526. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64527. * at the ground coordinates (x, z) expressed in the World system.
  64528. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64529. * @param x x coordinate
  64530. * @param z z coordinate
  64531. * @param ref vector to store the result
  64532. * @returns the GroundMesh.
  64533. */
  64534. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64535. var world = this.getWorldMatrix();
  64536. var tmpMat = BABYLON.Tmp.Matrix[5];
  64537. world.invertToRef(tmpMat);
  64538. var tmpVect = BABYLON.Tmp.Vector3[8];
  64539. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64540. x = tmpVect.x;
  64541. z = tmpVect.z;
  64542. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64543. return this;
  64544. }
  64545. if (!this._heightQuads || this._heightQuads.length == 0) {
  64546. this._initHeightQuads();
  64547. this._computeHeightQuads();
  64548. }
  64549. var facet = this._getFacetAt(x, z);
  64550. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64551. return this;
  64552. };
  64553. /**
  64554. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64555. * if the ground has been updated.
  64556. * This can be used in the render loop.
  64557. * @returns the GroundMesh.
  64558. */
  64559. GroundMesh.prototype.updateCoordinateHeights = function () {
  64560. if (!this._heightQuads || this._heightQuads.length == 0) {
  64561. this._initHeightQuads();
  64562. }
  64563. this._computeHeightQuads();
  64564. return this;
  64565. };
  64566. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64567. GroundMesh.prototype._getFacetAt = function (x, z) {
  64568. // retrieve col and row from x, z coordinates in the ground local system
  64569. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64570. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64571. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64572. var facet;
  64573. if (z < quad.slope.x * x + quad.slope.y) {
  64574. facet = quad.facet1;
  64575. }
  64576. else {
  64577. facet = quad.facet2;
  64578. }
  64579. return facet;
  64580. };
  64581. // Creates and populates the heightMap array with "facet" elements :
  64582. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64583. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64584. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64585. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64586. // Returns the GroundMesh.
  64587. GroundMesh.prototype._initHeightQuads = function () {
  64588. var subdivisionsX = this._subdivisionsX;
  64589. var subdivisionsY = this._subdivisionsY;
  64590. this._heightQuads = new Array();
  64591. for (var row = 0; row < subdivisionsY; row++) {
  64592. for (var col = 0; col < subdivisionsX; col++) {
  64593. 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) };
  64594. this._heightQuads[row * subdivisionsX + col] = quad;
  64595. }
  64596. }
  64597. return this;
  64598. };
  64599. // Compute each quad element values and update the the heightMap array :
  64600. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64601. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64602. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64603. // Returns the GroundMesh.
  64604. GroundMesh.prototype._computeHeightQuads = function () {
  64605. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64606. if (!positions) {
  64607. return this;
  64608. }
  64609. var v1 = BABYLON.Tmp.Vector3[3];
  64610. var v2 = BABYLON.Tmp.Vector3[2];
  64611. var v3 = BABYLON.Tmp.Vector3[1];
  64612. var v4 = BABYLON.Tmp.Vector3[0];
  64613. var v1v2 = BABYLON.Tmp.Vector3[4];
  64614. var v1v3 = BABYLON.Tmp.Vector3[5];
  64615. var v1v4 = BABYLON.Tmp.Vector3[6];
  64616. var norm1 = BABYLON.Tmp.Vector3[7];
  64617. var norm2 = BABYLON.Tmp.Vector3[8];
  64618. var i = 0;
  64619. var j = 0;
  64620. var k = 0;
  64621. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64622. var h = 0;
  64623. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64624. var d2 = 0;
  64625. var subdivisionsX = this._subdivisionsX;
  64626. var subdivisionsY = this._subdivisionsY;
  64627. for (var row = 0; row < subdivisionsY; row++) {
  64628. for (var col = 0; col < subdivisionsX; col++) {
  64629. i = col * 3;
  64630. j = row * (subdivisionsX + 1) * 3;
  64631. k = (row + 1) * (subdivisionsX + 1) * 3;
  64632. v1.x = positions[j + i];
  64633. v1.y = positions[j + i + 1];
  64634. v1.z = positions[j + i + 2];
  64635. v2.x = positions[j + i + 3];
  64636. v2.y = positions[j + i + 4];
  64637. v2.z = positions[j + i + 5];
  64638. v3.x = positions[k + i];
  64639. v3.y = positions[k + i + 1];
  64640. v3.z = positions[k + i + 2];
  64641. v4.x = positions[k + i + 3];
  64642. v4.y = positions[k + i + 4];
  64643. v4.z = positions[k + i + 5];
  64644. // 2D slope V1V4
  64645. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64646. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64647. // facet equations :
  64648. // we compute each facet normal vector
  64649. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64650. // we compute the value d by applying the equation to v1 which belongs to the plane
  64651. // then we store the facet equation in a Vector4
  64652. v2.subtractToRef(v1, v1v2);
  64653. v3.subtractToRef(v1, v1v3);
  64654. v4.subtractToRef(v1, v1v4);
  64655. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64656. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64657. norm1.normalize();
  64658. norm2.normalize();
  64659. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64660. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64661. var quad = this._heightQuads[row * subdivisionsX + col];
  64662. quad.slope.copyFromFloats(cd, h);
  64663. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64664. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64665. }
  64666. }
  64667. return this;
  64668. };
  64669. /**
  64670. * Serializes this ground mesh
  64671. * @param serializationObject object to write serialization to
  64672. */
  64673. GroundMesh.prototype.serialize = function (serializationObject) {
  64674. _super.prototype.serialize.call(this, serializationObject);
  64675. serializationObject.subdivisionsX = this._subdivisionsX;
  64676. serializationObject.subdivisionsY = this._subdivisionsY;
  64677. serializationObject.minX = this._minX;
  64678. serializationObject.maxX = this._maxX;
  64679. serializationObject.minZ = this._minZ;
  64680. serializationObject.maxZ = this._maxZ;
  64681. serializationObject.width = this._width;
  64682. serializationObject.height = this._height;
  64683. };
  64684. /**
  64685. * Parses a serialized ground mesh
  64686. * @param parsedMesh the serialized mesh
  64687. * @param scene the scene to create the ground mesh in
  64688. * @returns the created ground mesh
  64689. */
  64690. GroundMesh.Parse = function (parsedMesh, scene) {
  64691. var result = new GroundMesh(parsedMesh.name, scene);
  64692. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64693. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64694. result._minX = parsedMesh.minX;
  64695. result._maxX = parsedMesh.maxX;
  64696. result._minZ = parsedMesh.minZ;
  64697. result._maxZ = parsedMesh.maxZ;
  64698. result._width = parsedMesh.width;
  64699. result._height = parsedMesh.height;
  64700. return result;
  64701. };
  64702. return GroundMesh;
  64703. }(BABYLON.Mesh));
  64704. BABYLON.GroundMesh = GroundMesh;
  64705. })(BABYLON || (BABYLON = {}));
  64706. //# sourceMappingURL=babylon.groundMesh.js.map
  64707. var BABYLON;
  64708. (function (BABYLON) {
  64709. /**
  64710. * Creates an instance based on a source mesh.
  64711. */
  64712. var InstancedMesh = /** @class */ (function (_super) {
  64713. __extends(InstancedMesh, _super);
  64714. function InstancedMesh(name, source) {
  64715. var _this = _super.call(this, name, source.getScene()) || this;
  64716. /** @hidden */
  64717. _this._indexInSourceMeshInstanceArray = -1;
  64718. source.addInstance(_this);
  64719. _this._sourceMesh = source;
  64720. _this.position.copyFrom(source.position);
  64721. _this.rotation.copyFrom(source.rotation);
  64722. _this.scaling.copyFrom(source.scaling);
  64723. if (source.rotationQuaternion) {
  64724. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64725. }
  64726. _this.infiniteDistance = source.infiniteDistance;
  64727. _this.setPivotMatrix(source.getPivotMatrix());
  64728. _this.refreshBoundingInfo();
  64729. _this._syncSubMeshes();
  64730. return _this;
  64731. }
  64732. /**
  64733. * Returns the string "InstancedMesh".
  64734. */
  64735. InstancedMesh.prototype.getClassName = function () {
  64736. return "InstancedMesh";
  64737. };
  64738. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64739. // Methods
  64740. /**
  64741. * If the source mesh receives shadows
  64742. */
  64743. get: function () {
  64744. return this._sourceMesh.receiveShadows;
  64745. },
  64746. enumerable: true,
  64747. configurable: true
  64748. });
  64749. Object.defineProperty(InstancedMesh.prototype, "material", {
  64750. /**
  64751. * The material of the source mesh
  64752. */
  64753. get: function () {
  64754. return this._sourceMesh.material;
  64755. },
  64756. enumerable: true,
  64757. configurable: true
  64758. });
  64759. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  64760. /**
  64761. * Visibility of the source mesh
  64762. */
  64763. get: function () {
  64764. return this._sourceMesh.visibility;
  64765. },
  64766. enumerable: true,
  64767. configurable: true
  64768. });
  64769. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  64770. /**
  64771. * Skeleton of the source mesh
  64772. */
  64773. get: function () {
  64774. return this._sourceMesh.skeleton;
  64775. },
  64776. enumerable: true,
  64777. configurable: true
  64778. });
  64779. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  64780. /**
  64781. * Rendering ground id of the source mesh
  64782. */
  64783. get: function () {
  64784. return this._sourceMesh.renderingGroupId;
  64785. },
  64786. set: function (value) {
  64787. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  64788. return;
  64789. }
  64790. //no-op with warning
  64791. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  64792. },
  64793. enumerable: true,
  64794. configurable: true
  64795. });
  64796. /**
  64797. * Returns the total number of vertices (integer).
  64798. */
  64799. InstancedMesh.prototype.getTotalVertices = function () {
  64800. return this._sourceMesh.getTotalVertices();
  64801. };
  64802. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  64803. /**
  64804. * The source mesh of the instance
  64805. */
  64806. get: function () {
  64807. return this._sourceMesh;
  64808. },
  64809. enumerable: true,
  64810. configurable: true
  64811. });
  64812. /**
  64813. * Is this node ready to be used/rendered
  64814. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  64815. * @return {boolean} is it ready
  64816. */
  64817. InstancedMesh.prototype.isReady = function (completeCheck) {
  64818. if (completeCheck === void 0) { completeCheck = false; }
  64819. return this._sourceMesh.isReady(completeCheck, true);
  64820. };
  64821. /**
  64822. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  64823. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  64824. * @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.
  64825. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  64826. */
  64827. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  64828. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  64829. };
  64830. /**
  64831. * Sets the vertex data of the mesh geometry for the requested `kind`.
  64832. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  64833. * The `data` are either a numeric array either a Float32Array.
  64834. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  64835. * 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).
  64836. * Note that a new underlying VertexBuffer object is created each call.
  64837. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  64838. *
  64839. * Possible `kind` values :
  64840. * - BABYLON.VertexBuffer.PositionKind
  64841. * - BABYLON.VertexBuffer.UVKind
  64842. * - BABYLON.VertexBuffer.UV2Kind
  64843. * - BABYLON.VertexBuffer.UV3Kind
  64844. * - BABYLON.VertexBuffer.UV4Kind
  64845. * - BABYLON.VertexBuffer.UV5Kind
  64846. * - BABYLON.VertexBuffer.UV6Kind
  64847. * - BABYLON.VertexBuffer.ColorKind
  64848. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64849. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64850. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64851. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64852. *
  64853. * Returns the Mesh.
  64854. */
  64855. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  64856. if (this.sourceMesh) {
  64857. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  64858. }
  64859. return this.sourceMesh;
  64860. };
  64861. /**
  64862. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  64863. * If the mesh has no geometry, it is simply returned as it is.
  64864. * The `data` are either a numeric array either a Float32Array.
  64865. * No new underlying VertexBuffer object is created.
  64866. * 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.
  64867. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  64868. *
  64869. * Possible `kind` values :
  64870. * - BABYLON.VertexBuffer.PositionKind
  64871. * - BABYLON.VertexBuffer.UVKind
  64872. * - BABYLON.VertexBuffer.UV2Kind
  64873. * - BABYLON.VertexBuffer.UV3Kind
  64874. * - BABYLON.VertexBuffer.UV4Kind
  64875. * - BABYLON.VertexBuffer.UV5Kind
  64876. * - BABYLON.VertexBuffer.UV6Kind
  64877. * - BABYLON.VertexBuffer.ColorKind
  64878. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64879. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64880. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64881. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64882. *
  64883. * Returns the Mesh.
  64884. */
  64885. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  64886. if (this.sourceMesh) {
  64887. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  64888. }
  64889. return this.sourceMesh;
  64890. };
  64891. /**
  64892. * Sets the mesh indices.
  64893. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  64894. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  64895. * This method creates a new index buffer each call.
  64896. * Returns the Mesh.
  64897. */
  64898. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  64899. if (totalVertices === void 0) { totalVertices = null; }
  64900. if (this.sourceMesh) {
  64901. this.sourceMesh.setIndices(indices, totalVertices);
  64902. }
  64903. return this.sourceMesh;
  64904. };
  64905. /**
  64906. * Boolean : True if the mesh owns the requested kind of data.
  64907. */
  64908. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  64909. return this._sourceMesh.isVerticesDataPresent(kind);
  64910. };
  64911. /**
  64912. * Returns an array of indices (IndicesArray).
  64913. */
  64914. InstancedMesh.prototype.getIndices = function () {
  64915. return this._sourceMesh.getIndices();
  64916. };
  64917. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  64918. get: function () {
  64919. return this._sourceMesh._positions;
  64920. },
  64921. enumerable: true,
  64922. configurable: true
  64923. });
  64924. /**
  64925. * Sets a new updated BoundingInfo to the mesh.
  64926. * @returns the mesh.
  64927. */
  64928. InstancedMesh.prototype.refreshBoundingInfo = function () {
  64929. var meshBB = this._sourceMesh.getBoundingInfo();
  64930. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  64931. this._updateBoundingInfo();
  64932. return this;
  64933. };
  64934. /** @hidden */
  64935. InstancedMesh.prototype._preActivate = function () {
  64936. if (this._currentLOD) {
  64937. this._currentLOD._preActivate();
  64938. }
  64939. return this;
  64940. };
  64941. /** @hidden */
  64942. InstancedMesh.prototype._activate = function (renderId) {
  64943. if (this._currentLOD) {
  64944. this._currentLOD._registerInstanceForRenderId(this, renderId);
  64945. }
  64946. return this;
  64947. };
  64948. /**
  64949. * Returns the current associated LOD AbstractMesh.
  64950. */
  64951. InstancedMesh.prototype.getLOD = function (camera) {
  64952. if (!camera) {
  64953. return this;
  64954. }
  64955. var boundingInfo = this.getBoundingInfo();
  64956. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  64957. if (this._currentLOD === this.sourceMesh) {
  64958. return this;
  64959. }
  64960. return this._currentLOD;
  64961. };
  64962. /** @hidden */
  64963. InstancedMesh.prototype._syncSubMeshes = function () {
  64964. this.releaseSubMeshes();
  64965. if (this._sourceMesh.subMeshes) {
  64966. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  64967. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  64968. }
  64969. }
  64970. return this;
  64971. };
  64972. /** @hidden */
  64973. InstancedMesh.prototype._generatePointsArray = function () {
  64974. return this._sourceMesh._generatePointsArray();
  64975. };
  64976. /**
  64977. * Creates a new InstancedMesh from the current mesh.
  64978. * - name (string) : the cloned mesh name
  64979. * - newParent (optional Node) : the optional Node to parent the clone to.
  64980. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  64981. *
  64982. * Returns the clone.
  64983. */
  64984. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  64985. var result = this._sourceMesh.createInstance(name);
  64986. // Deep copy
  64987. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  64988. // Bounding info
  64989. this.refreshBoundingInfo();
  64990. // Parent
  64991. if (newParent) {
  64992. result.parent = newParent;
  64993. }
  64994. if (!doNotCloneChildren) {
  64995. // Children
  64996. for (var index = 0; index < this.getScene().meshes.length; index++) {
  64997. var mesh = this.getScene().meshes[index];
  64998. if (mesh.parent === this) {
  64999. mesh.clone(mesh.name, result);
  65000. }
  65001. }
  65002. }
  65003. result.computeWorldMatrix(true);
  65004. return result;
  65005. };
  65006. /**
  65007. * Disposes the InstancedMesh.
  65008. * Returns nothing.
  65009. */
  65010. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65011. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65012. // Remove from mesh
  65013. this._sourceMesh.removeInstance(this);
  65014. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65015. };
  65016. return InstancedMesh;
  65017. }(BABYLON.AbstractMesh));
  65018. BABYLON.InstancedMesh = InstancedMesh;
  65019. })(BABYLON || (BABYLON = {}));
  65020. //# sourceMappingURL=babylon.instancedMesh.js.map
  65021. var BABYLON;
  65022. (function (BABYLON) {
  65023. /**
  65024. * Line mesh
  65025. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65026. */
  65027. var LinesMesh = /** @class */ (function (_super) {
  65028. __extends(LinesMesh, _super);
  65029. /**
  65030. * Creates a new LinesMesh
  65031. * @param name defines the name
  65032. * @param scene defines the hosting scene
  65033. * @param parent defines the parent mesh if any
  65034. * @param source defines the optional source LinesMesh used to clone data from
  65035. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65036. * When false, achieved by calling a clone(), also passing False.
  65037. * This will make creation of children, recursive.
  65038. * @param useVertexColor defines if this LinesMesh supports vertex color
  65039. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65040. */
  65041. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65042. /**
  65043. * If vertex color should be applied to the mesh
  65044. */
  65045. useVertexColor,
  65046. /**
  65047. * If vertex alpha should be applied to the mesh
  65048. */
  65049. useVertexAlpha) {
  65050. if (scene === void 0) { scene = null; }
  65051. if (parent === void 0) { parent = null; }
  65052. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65053. _this.useVertexColor = useVertexColor;
  65054. _this.useVertexAlpha = useVertexAlpha;
  65055. /**
  65056. * Color of the line (Default: White)
  65057. */
  65058. _this.color = new BABYLON.Color3(1, 1, 1);
  65059. /**
  65060. * Alpha of the line (Default: 1)
  65061. */
  65062. _this.alpha = 1;
  65063. if (source) {
  65064. _this.color = source.color.clone();
  65065. _this.alpha = source.alpha;
  65066. _this.useVertexColor = source.useVertexColor;
  65067. _this.useVertexAlpha = source.useVertexAlpha;
  65068. }
  65069. _this._intersectionThreshold = 0.1;
  65070. var defines = [];
  65071. var options = {
  65072. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65073. uniforms: ["world", "viewProjection"],
  65074. needAlphaBlending: true,
  65075. defines: defines
  65076. };
  65077. if (useVertexAlpha === false) {
  65078. options.needAlphaBlending = false;
  65079. }
  65080. if (!useVertexColor) {
  65081. options.uniforms.push("color");
  65082. }
  65083. else {
  65084. options.defines.push("#define VERTEXCOLOR");
  65085. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65086. }
  65087. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65088. return _this;
  65089. }
  65090. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  65091. /**
  65092. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  65093. * This margin is expressed in world space coordinates, so its value may vary.
  65094. * Default value is 0.1
  65095. * @returns the intersection Threshold value.
  65096. */
  65097. get: function () {
  65098. return this._intersectionThreshold;
  65099. },
  65100. /**
  65101. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  65102. * This margin is expressed in world space coordinates, so its value may vary.
  65103. */
  65104. set: function (value) {
  65105. if (this._intersectionThreshold === value) {
  65106. return;
  65107. }
  65108. this._intersectionThreshold = value;
  65109. if (this.geometry) {
  65110. this.geometry.boundingBias = new BABYLON.Vector2(0, value);
  65111. }
  65112. },
  65113. enumerable: true,
  65114. configurable: true
  65115. });
  65116. /**
  65117. * Returns the string "LineMesh"
  65118. */
  65119. LinesMesh.prototype.getClassName = function () {
  65120. return "LinesMesh";
  65121. };
  65122. Object.defineProperty(LinesMesh.prototype, "material", {
  65123. /**
  65124. * @hidden
  65125. */
  65126. get: function () {
  65127. return this._colorShader;
  65128. },
  65129. /**
  65130. * @hidden
  65131. */
  65132. set: function (value) {
  65133. // Do nothing
  65134. },
  65135. enumerable: true,
  65136. configurable: true
  65137. });
  65138. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65139. /**
  65140. * @hidden
  65141. */
  65142. get: function () {
  65143. return false;
  65144. },
  65145. enumerable: true,
  65146. configurable: true
  65147. });
  65148. /** @hidden */
  65149. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65150. if (!this._geometry) {
  65151. return this;
  65152. }
  65153. // VBOs
  65154. this._geometry._bind(this._colorShader.getEffect());
  65155. // Color
  65156. if (!this.useVertexColor) {
  65157. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65158. }
  65159. return this;
  65160. };
  65161. /** @hidden */
  65162. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65163. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65164. return this;
  65165. }
  65166. var engine = this.getScene().getEngine();
  65167. // Draw order
  65168. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65169. return this;
  65170. };
  65171. /**
  65172. * Disposes of the line mesh
  65173. * @param doNotRecurse If children should be disposed
  65174. */
  65175. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65176. this._colorShader.dispose(false, false, true);
  65177. _super.prototype.dispose.call(this, doNotRecurse);
  65178. };
  65179. /**
  65180. * Returns a new LineMesh object cloned from the current one.
  65181. */
  65182. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65183. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65184. };
  65185. return LinesMesh;
  65186. }(BABYLON.Mesh));
  65187. BABYLON.LinesMesh = LinesMesh;
  65188. })(BABYLON || (BABYLON = {}));
  65189. //# sourceMappingURL=babylon.linesMesh.js.map
  65190. var BABYLON;
  65191. (function (BABYLON) {
  65192. /**
  65193. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65194. * The underlying implementation relies on an associative array to ensure the best performances.
  65195. * The value can be anything including 'null' but except 'undefined'
  65196. */
  65197. var StringDictionary = /** @class */ (function () {
  65198. function StringDictionary() {
  65199. this._count = 0;
  65200. this._data = {};
  65201. }
  65202. /**
  65203. * This will clear this dictionary and copy the content from the 'source' one.
  65204. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65205. * @param source the dictionary to take the content from and copy to this dictionary
  65206. */
  65207. StringDictionary.prototype.copyFrom = function (source) {
  65208. var _this = this;
  65209. this.clear();
  65210. source.forEach(function (t, v) { return _this.add(t, v); });
  65211. };
  65212. /**
  65213. * Get a value based from its key
  65214. * @param key the given key to get the matching value from
  65215. * @return the value if found, otherwise undefined is returned
  65216. */
  65217. StringDictionary.prototype.get = function (key) {
  65218. var val = this._data[key];
  65219. if (val !== undefined) {
  65220. return val;
  65221. }
  65222. return undefined;
  65223. };
  65224. /**
  65225. * Get a value from its key or add it if it doesn't exist.
  65226. * This method will ensure you that a given key/data will be present in the dictionary.
  65227. * @param key the given key to get the matching value from
  65228. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65229. * The factory will only be invoked if there's no data for the given key.
  65230. * @return the value corresponding to the key.
  65231. */
  65232. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65233. var val = this.get(key);
  65234. if (val !== undefined) {
  65235. return val;
  65236. }
  65237. val = factory(key);
  65238. if (val) {
  65239. this.add(key, val);
  65240. }
  65241. return val;
  65242. };
  65243. /**
  65244. * Get a value from its key if present in the dictionary otherwise add it
  65245. * @param key the key to get the value from
  65246. * @param val if there's no such key/value pair in the dictionary add it with this value
  65247. * @return the value corresponding to the key
  65248. */
  65249. StringDictionary.prototype.getOrAdd = function (key, val) {
  65250. var curVal = this.get(key);
  65251. if (curVal !== undefined) {
  65252. return curVal;
  65253. }
  65254. this.add(key, val);
  65255. return val;
  65256. };
  65257. /**
  65258. * Check if there's a given key in the dictionary
  65259. * @param key the key to check for
  65260. * @return true if the key is present, false otherwise
  65261. */
  65262. StringDictionary.prototype.contains = function (key) {
  65263. return this._data[key] !== undefined;
  65264. };
  65265. /**
  65266. * Add a new key and its corresponding value
  65267. * @param key the key to add
  65268. * @param value the value corresponding to the key
  65269. * @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
  65270. */
  65271. StringDictionary.prototype.add = function (key, value) {
  65272. if (this._data[key] !== undefined) {
  65273. return false;
  65274. }
  65275. this._data[key] = value;
  65276. ++this._count;
  65277. return true;
  65278. };
  65279. /**
  65280. * Update a specific value associated to a key
  65281. * @param key defines the key to use
  65282. * @param value defines the value to store
  65283. * @returns true if the value was updated (or false if the key was not found)
  65284. */
  65285. StringDictionary.prototype.set = function (key, value) {
  65286. if (this._data[key] === undefined) {
  65287. return false;
  65288. }
  65289. this._data[key] = value;
  65290. return true;
  65291. };
  65292. /**
  65293. * Get the element of the given key and remove it from the dictionary
  65294. * @param key defines the key to search
  65295. * @returns the value associated with the key or null if not found
  65296. */
  65297. StringDictionary.prototype.getAndRemove = function (key) {
  65298. var val = this.get(key);
  65299. if (val !== undefined) {
  65300. delete this._data[key];
  65301. --this._count;
  65302. return val;
  65303. }
  65304. return null;
  65305. };
  65306. /**
  65307. * Remove a key/value from the dictionary.
  65308. * @param key the key to remove
  65309. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65310. */
  65311. StringDictionary.prototype.remove = function (key) {
  65312. if (this.contains(key)) {
  65313. delete this._data[key];
  65314. --this._count;
  65315. return true;
  65316. }
  65317. return false;
  65318. };
  65319. /**
  65320. * Clear the whole content of the dictionary
  65321. */
  65322. StringDictionary.prototype.clear = function () {
  65323. this._data = {};
  65324. this._count = 0;
  65325. };
  65326. Object.defineProperty(StringDictionary.prototype, "count", {
  65327. /**
  65328. * Gets the current count
  65329. */
  65330. get: function () {
  65331. return this._count;
  65332. },
  65333. enumerable: true,
  65334. configurable: true
  65335. });
  65336. /**
  65337. * Execute a callback on each key/val of the dictionary.
  65338. * Note that you can remove any element in this dictionary in the callback implementation
  65339. * @param callback the callback to execute on a given key/value pair
  65340. */
  65341. StringDictionary.prototype.forEach = function (callback) {
  65342. for (var cur in this._data) {
  65343. var val = this._data[cur];
  65344. callback(cur, val);
  65345. }
  65346. };
  65347. /**
  65348. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65349. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65350. * Note that you can remove any element in this dictionary in the callback implementation
  65351. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65352. * @returns the first item
  65353. */
  65354. StringDictionary.prototype.first = function (callback) {
  65355. for (var cur in this._data) {
  65356. var val = this._data[cur];
  65357. var res = callback(cur, val);
  65358. if (res) {
  65359. return res;
  65360. }
  65361. }
  65362. return null;
  65363. };
  65364. return StringDictionary;
  65365. }());
  65366. BABYLON.StringDictionary = StringDictionary;
  65367. })(BABYLON || (BABYLON = {}));
  65368. //# sourceMappingURL=babylon.stringDictionary.js.map
  65369. var BABYLON;
  65370. (function (BABYLON) {
  65371. var Debug;
  65372. (function (Debug) {
  65373. /**
  65374. * Class used to render a debug view of a given skeleton
  65375. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65376. */
  65377. var SkeletonViewer = /** @class */ (function () {
  65378. /**
  65379. * Creates a new SkeletonViewer
  65380. * @param skeleton defines the skeleton to render
  65381. * @param mesh defines the mesh attached to the skeleton
  65382. * @param scene defines the hosting scene
  65383. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65384. * @param renderingGroupId defines the rendering group id to use with the viewer
  65385. */
  65386. function SkeletonViewer(
  65387. /** defines the skeleton to render */
  65388. skeleton,
  65389. /** defines the mesh attached to the skeleton */
  65390. mesh, scene,
  65391. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65392. autoUpdateBonesMatrices,
  65393. /** defines the rendering group id to use with the viewer */
  65394. renderingGroupId) {
  65395. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65396. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65397. this.skeleton = skeleton;
  65398. this.mesh = mesh;
  65399. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65400. this.renderingGroupId = renderingGroupId;
  65401. /** Gets or sets the color used to render the skeleton */
  65402. this.color = BABYLON.Color3.White();
  65403. this._debugLines = new Array();
  65404. this._isEnabled = false;
  65405. this._scene = scene;
  65406. this.update();
  65407. this._renderFunction = this.update.bind(this);
  65408. }
  65409. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65410. get: function () {
  65411. return this._isEnabled;
  65412. },
  65413. /** Gets or sets a boolean indicating if the viewer is enabled */
  65414. set: function (value) {
  65415. if (this._isEnabled === value) {
  65416. return;
  65417. }
  65418. this._isEnabled = value;
  65419. if (value) {
  65420. this._scene.registerBeforeRender(this._renderFunction);
  65421. }
  65422. else {
  65423. this._scene.unregisterBeforeRender(this._renderFunction);
  65424. }
  65425. },
  65426. enumerable: true,
  65427. configurable: true
  65428. });
  65429. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65430. if (x === void 0) { x = 0; }
  65431. if (y === void 0) { y = 0; }
  65432. if (z === void 0) { z = 0; }
  65433. var tmat = BABYLON.Tmp.Matrix[0];
  65434. var parentBone = bone.getParent();
  65435. tmat.copyFrom(bone.getLocalMatrix());
  65436. if (x !== 0 || y !== 0 || z !== 0) {
  65437. var tmat2 = BABYLON.Tmp.Matrix[1];
  65438. BABYLON.Matrix.IdentityToRef(tmat2);
  65439. tmat2.m[12] = x;
  65440. tmat2.m[13] = y;
  65441. tmat2.m[14] = z;
  65442. tmat2.multiplyToRef(tmat, tmat);
  65443. }
  65444. if (parentBone) {
  65445. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65446. }
  65447. tmat.multiplyToRef(meshMat, tmat);
  65448. position.x = tmat.m[12];
  65449. position.y = tmat.m[13];
  65450. position.z = tmat.m[14];
  65451. };
  65452. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65453. var len = bones.length;
  65454. var meshPos = this.mesh.position;
  65455. for (var i = 0; i < len; i++) {
  65456. var bone = bones[i];
  65457. var points = this._debugLines[i];
  65458. if (!points) {
  65459. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65460. this._debugLines[i] = points;
  65461. }
  65462. this._getBonePosition(points[0], bone, meshMat);
  65463. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65464. points[0].subtractInPlace(meshPos);
  65465. points[1].subtractInPlace(meshPos);
  65466. }
  65467. };
  65468. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65469. var len = bones.length;
  65470. var boneNum = 0;
  65471. var meshPos = this.mesh.position;
  65472. for (var i = len - 1; i >= 0; i--) {
  65473. var childBone = bones[i];
  65474. var parentBone = childBone.getParent();
  65475. if (!parentBone) {
  65476. continue;
  65477. }
  65478. var points = this._debugLines[boneNum];
  65479. if (!points) {
  65480. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65481. this._debugLines[boneNum] = points;
  65482. }
  65483. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65484. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65485. points[0].subtractInPlace(meshPos);
  65486. points[1].subtractInPlace(meshPos);
  65487. boneNum++;
  65488. }
  65489. };
  65490. /** Update the viewer to sync with current skeleton state */
  65491. SkeletonViewer.prototype.update = function () {
  65492. if (this.autoUpdateBonesMatrices) {
  65493. this.skeleton.computeAbsoluteTransforms();
  65494. }
  65495. if (this.skeleton.bones[0].length === undefined) {
  65496. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65497. }
  65498. else {
  65499. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65500. }
  65501. if (!this._debugMesh) {
  65502. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  65503. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65504. }
  65505. else {
  65506. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  65507. }
  65508. this._debugMesh.position.copyFrom(this.mesh.position);
  65509. this._debugMesh.color = this.color;
  65510. };
  65511. /** Release associated resources */
  65512. SkeletonViewer.prototype.dispose = function () {
  65513. if (this._debugMesh) {
  65514. this.isEnabled = false;
  65515. this._debugMesh.dispose();
  65516. this._debugMesh = null;
  65517. }
  65518. };
  65519. return SkeletonViewer;
  65520. }());
  65521. Debug.SkeletonViewer = SkeletonViewer;
  65522. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65523. })(BABYLON || (BABYLON = {}));
  65524. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65525. /**
  65526. * Module Debug contains the (visual) components to debug a scene correctly
  65527. */
  65528. var BABYLON;
  65529. (function (BABYLON) {
  65530. var Debug;
  65531. (function (Debug) {
  65532. /**
  65533. * The Axes viewer will show 3 axes in a specific point in space
  65534. */
  65535. var AxesViewer = /** @class */ (function () {
  65536. /**
  65537. * Creates a new AxesViewer
  65538. * @param scene defines the hosting scene
  65539. * @param scaleLines defines a number used to scale line length (1 by default)
  65540. */
  65541. function AxesViewer(scene, scaleLines) {
  65542. if (scaleLines === void 0) { scaleLines = 1; }
  65543. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65544. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65545. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65546. /**
  65547. * Gets or sets a number used to scale line length
  65548. */
  65549. this.scaleLines = 1;
  65550. this.scaleLines = scaleLines;
  65551. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65552. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65553. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65554. this._xmesh.renderingGroupId = 2;
  65555. this._ymesh.renderingGroupId = 2;
  65556. this._zmesh.renderingGroupId = 2;
  65557. this._xmesh.material.checkReadyOnlyOnce = true;
  65558. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65559. this._ymesh.material.checkReadyOnlyOnce = true;
  65560. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65561. this._zmesh.material.checkReadyOnlyOnce = true;
  65562. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65563. this.scene = scene;
  65564. }
  65565. /**
  65566. * Force the viewer to update
  65567. * @param position defines the position of the viewer
  65568. * @param xaxis defines the x axis of the viewer
  65569. * @param yaxis defines the y axis of the viewer
  65570. * @param zaxis defines the z axis of the viewer
  65571. */
  65572. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65573. var scaleLines = this.scaleLines;
  65574. if (this._xmesh) {
  65575. this._xmesh.position.copyFrom(position);
  65576. }
  65577. if (this._ymesh) {
  65578. this._ymesh.position.copyFrom(position);
  65579. }
  65580. if (this._zmesh) {
  65581. this._zmesh.position.copyFrom(position);
  65582. }
  65583. var point2 = this._xline[1];
  65584. point2.x = xaxis.x * scaleLines;
  65585. point2.y = xaxis.y * scaleLines;
  65586. point2.z = xaxis.z * scaleLines;
  65587. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65588. point2 = this._yline[1];
  65589. point2.x = yaxis.x * scaleLines;
  65590. point2.y = yaxis.y * scaleLines;
  65591. point2.z = yaxis.z * scaleLines;
  65592. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65593. point2 = this._zline[1];
  65594. point2.x = zaxis.x * scaleLines;
  65595. point2.y = zaxis.y * scaleLines;
  65596. point2.z = zaxis.z * scaleLines;
  65597. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65598. };
  65599. /** Releases resources */
  65600. AxesViewer.prototype.dispose = function () {
  65601. if (this._xmesh) {
  65602. this._xmesh.dispose();
  65603. }
  65604. if (this._ymesh) {
  65605. this._ymesh.dispose();
  65606. }
  65607. if (this._zmesh) {
  65608. this._zmesh.dispose();
  65609. }
  65610. this._xmesh = null;
  65611. this._ymesh = null;
  65612. this._zmesh = null;
  65613. this.scene = null;
  65614. };
  65615. return AxesViewer;
  65616. }());
  65617. Debug.AxesViewer = AxesViewer;
  65618. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65619. })(BABYLON || (BABYLON = {}));
  65620. //# sourceMappingURL=babylon.axesViewer.js.map
  65621. var BABYLON;
  65622. (function (BABYLON) {
  65623. var Debug;
  65624. (function (Debug) {
  65625. /**
  65626. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65627. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65628. */
  65629. var BoneAxesViewer = /** @class */ (function (_super) {
  65630. __extends(BoneAxesViewer, _super);
  65631. /**
  65632. * Creates a new BoneAxesViewer
  65633. * @param scene defines the hosting scene
  65634. * @param bone defines the target bone
  65635. * @param mesh defines the target mesh
  65636. * @param scaleLines defines a scaling factor for line length (1 by default)
  65637. */
  65638. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65639. if (scaleLines === void 0) { scaleLines = 1; }
  65640. var _this = _super.call(this, scene, scaleLines) || this;
  65641. /** Gets current position */
  65642. _this.pos = BABYLON.Vector3.Zero();
  65643. /** Gets direction of X axis */
  65644. _this.xaxis = BABYLON.Vector3.Zero();
  65645. /** Gets direction of Y axis */
  65646. _this.yaxis = BABYLON.Vector3.Zero();
  65647. /** Gets direction of Z axis */
  65648. _this.zaxis = BABYLON.Vector3.Zero();
  65649. _this.mesh = mesh;
  65650. _this.bone = bone;
  65651. return _this;
  65652. }
  65653. /**
  65654. * Force the viewer to update
  65655. */
  65656. BoneAxesViewer.prototype.update = function () {
  65657. if (!this.mesh || !this.bone) {
  65658. return;
  65659. }
  65660. var bone = this.bone;
  65661. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65662. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65663. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65664. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65665. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65666. };
  65667. /** Releases resources */
  65668. BoneAxesViewer.prototype.dispose = function () {
  65669. if (this.mesh) {
  65670. this.mesh = null;
  65671. this.bone = null;
  65672. _super.prototype.dispose.call(this);
  65673. }
  65674. };
  65675. return BoneAxesViewer;
  65676. }(Debug.AxesViewer));
  65677. Debug.BoneAxesViewer = BoneAxesViewer;
  65678. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65679. })(BABYLON || (BABYLON = {}));
  65680. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65681. var BABYLON;
  65682. (function (BABYLON) {
  65683. /**
  65684. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65685. * in order to better appreciate the issue one might have.
  65686. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65687. */
  65688. var RayHelper = /** @class */ (function () {
  65689. /**
  65690. * Instantiate a new ray helper.
  65691. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65692. * in order to better appreciate the issue one might have.
  65693. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65694. * @param ray Defines the ray we are currently tryin to visualize
  65695. */
  65696. function RayHelper(ray) {
  65697. this.ray = ray;
  65698. }
  65699. /**
  65700. * Helper function to create a colored helper in a scene in one line.
  65701. * @param ray Defines the ray we are currently tryin to visualize
  65702. * @param scene Defines the scene the ray is used in
  65703. * @param color Defines the color we want to see the ray in
  65704. * @returns The newly created ray helper.
  65705. */
  65706. RayHelper.CreateAndShow = function (ray, scene, color) {
  65707. var helper = new RayHelper(ray);
  65708. helper.show(scene, color);
  65709. return helper;
  65710. };
  65711. /**
  65712. * Shows the ray we are willing to debug.
  65713. * @param scene Defines the scene the ray needs to be rendered in
  65714. * @param color Defines the color the ray needs to be rendered in
  65715. */
  65716. RayHelper.prototype.show = function (scene, color) {
  65717. if (!this._renderFunction && this.ray) {
  65718. var ray = this.ray;
  65719. this._renderFunction = this._render.bind(this);
  65720. this._scene = scene;
  65721. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65722. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65723. if (this._renderFunction) {
  65724. this._scene.registerBeforeRender(this._renderFunction);
  65725. }
  65726. }
  65727. if (color && this._renderLine) {
  65728. this._renderLine.color.copyFrom(color);
  65729. }
  65730. };
  65731. /**
  65732. * Hides the ray we are debugging.
  65733. */
  65734. RayHelper.prototype.hide = function () {
  65735. if (this._renderFunction && this._scene) {
  65736. this._scene.unregisterBeforeRender(this._renderFunction);
  65737. this._scene = null;
  65738. this._renderFunction = null;
  65739. if (this._renderLine) {
  65740. this._renderLine.dispose();
  65741. this._renderLine = null;
  65742. }
  65743. this._renderPoints = [];
  65744. }
  65745. };
  65746. RayHelper.prototype._render = function () {
  65747. var ray = this.ray;
  65748. if (!ray) {
  65749. return;
  65750. }
  65751. var point = this._renderPoints[1];
  65752. var len = Math.min(ray.length, 1000000);
  65753. point.copyFrom(ray.direction);
  65754. point.scaleInPlace(len);
  65755. point.addInPlace(ray.origin);
  65756. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  65757. };
  65758. /**
  65759. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  65760. * @param mesh Defines the mesh we want the helper attached to
  65761. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  65762. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  65763. * @param length Defines the length of the ray
  65764. */
  65765. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  65766. this._attachedToMesh = mesh;
  65767. var ray = this.ray;
  65768. if (!ray) {
  65769. return;
  65770. }
  65771. if (!ray.direction) {
  65772. ray.direction = BABYLON.Vector3.Zero();
  65773. }
  65774. if (!ray.origin) {
  65775. ray.origin = BABYLON.Vector3.Zero();
  65776. }
  65777. if (length) {
  65778. ray.length = length;
  65779. }
  65780. if (!meshSpaceOrigin) {
  65781. meshSpaceOrigin = BABYLON.Vector3.Zero();
  65782. }
  65783. if (!meshSpaceDirection) {
  65784. // -1 so that this will work with Mesh.lookAt
  65785. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  65786. }
  65787. if (!this._meshSpaceDirection) {
  65788. this._meshSpaceDirection = meshSpaceDirection.clone();
  65789. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  65790. }
  65791. else {
  65792. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  65793. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  65794. }
  65795. if (!this._updateToMeshFunction) {
  65796. this._updateToMeshFunction = this._updateToMesh.bind(this);
  65797. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  65798. }
  65799. this._updateToMesh();
  65800. };
  65801. /**
  65802. * Detach the ray helper from the mesh it has previously been attached to.
  65803. */
  65804. RayHelper.prototype.detachFromMesh = function () {
  65805. if (this._attachedToMesh) {
  65806. if (this._updateToMeshFunction) {
  65807. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  65808. }
  65809. this._attachedToMesh = null;
  65810. this._updateToMeshFunction = null;
  65811. }
  65812. };
  65813. RayHelper.prototype._updateToMesh = function () {
  65814. var ray = this.ray;
  65815. if (!this._attachedToMesh || !ray) {
  65816. return;
  65817. }
  65818. if (this._attachedToMesh._isDisposed) {
  65819. this.detachFromMesh();
  65820. return;
  65821. }
  65822. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  65823. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  65824. };
  65825. /**
  65826. * Dispose the helper and release its associated resources.
  65827. */
  65828. RayHelper.prototype.dispose = function () {
  65829. this.hide();
  65830. this.detachFromMesh();
  65831. this.ray = null;
  65832. };
  65833. return RayHelper;
  65834. }());
  65835. BABYLON.RayHelper = RayHelper;
  65836. })(BABYLON || (BABYLON = {}));
  65837. //# sourceMappingURL=babylon.rayHelper.js.map
  65838. var BABYLON;
  65839. (function (BABYLON) {
  65840. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  65841. get: function () {
  65842. if (!this._debugLayer) {
  65843. this._debugLayer = new DebugLayer(this);
  65844. }
  65845. return this._debugLayer;
  65846. },
  65847. enumerable: true,
  65848. configurable: true
  65849. });
  65850. /**
  65851. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65852. * what is happening in your scene
  65853. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65854. */
  65855. var DebugLayer = /** @class */ (function () {
  65856. /**
  65857. * Instantiates a new debug layer.
  65858. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65859. * what is happening in your scene
  65860. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65861. * @param scene Defines the scene to inspect
  65862. */
  65863. function DebugLayer(scene) {
  65864. var _this = this;
  65865. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65866. /**
  65867. * Observable triggered when a property is changed through the inspector.
  65868. */
  65869. this.onPropertyChangedObservable = new BABYLON.Observable();
  65870. this._scene = scene;
  65871. this._scene.onDisposeObservable.add(function () {
  65872. // Debug layer
  65873. if (_this._scene._debugLayer) {
  65874. _this._scene._debugLayer.hide();
  65875. }
  65876. });
  65877. }
  65878. /** Creates the inspector window. */
  65879. DebugLayer.prototype._createInspector = function (config) {
  65880. if (config === void 0) { config = {}; }
  65881. var popup = config.popup || false;
  65882. var initialTab = config.initialTab || 0;
  65883. var parentElement = config.parentElement || null;
  65884. if (!this._inspector) {
  65885. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65886. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  65887. } // else nothing to do as instance is already created
  65888. };
  65889. /**
  65890. * Get if the inspector is visible or not.
  65891. * @returns true if visible otherwise, false
  65892. */
  65893. DebugLayer.prototype.isVisible = function () {
  65894. if (!this._inspector) {
  65895. return false;
  65896. }
  65897. return true;
  65898. };
  65899. /**
  65900. * Hide the inspector and close its window.
  65901. */
  65902. DebugLayer.prototype.hide = function () {
  65903. if (this._inspector) {
  65904. try {
  65905. this._inspector.dispose();
  65906. }
  65907. catch (e) {
  65908. // If the inspector has been removed directly from the inspector tool
  65909. }
  65910. this.onPropertyChangedObservable.clear();
  65911. this._inspector = null;
  65912. }
  65913. };
  65914. /**
  65915. *
  65916. * Launch the debugLayer.
  65917. *
  65918. * initialTab:
  65919. * | Value | Tab Name |
  65920. * | --- | --- |
  65921. * | 0 | Scene |
  65922. * | 1 | Console |
  65923. * | 2 | Stats |
  65924. * | 3 | Textures |
  65925. * | 4 | Mesh |
  65926. * | 5 | Light |
  65927. * | 6 | Material |
  65928. * | 7 | GLTF |
  65929. * | 8 | GUI |
  65930. * | 9 | Physics |
  65931. * | 10 | Camera |
  65932. * | 11 | Audio |
  65933. *
  65934. * @param config Define the configuration of the inspector
  65935. */
  65936. DebugLayer.prototype.show = function (config) {
  65937. if (config === void 0) { config = {}; }
  65938. if (typeof this.BJSINSPECTOR == 'undefined') {
  65939. // Load inspector and add it to the DOM
  65940. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  65941. }
  65942. else {
  65943. // Otherwise creates the inspector
  65944. this._createInspector(config);
  65945. }
  65946. };
  65947. /**
  65948. * Gets the active tab
  65949. * @return the index of the active tab or -1 if the inspector is hidden
  65950. */
  65951. DebugLayer.prototype.getActiveTab = function () {
  65952. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  65953. };
  65954. /**
  65955. * Define the url to get the inspector script from.
  65956. * By default it uses the babylonjs CDN.
  65957. * @ignoreNaming
  65958. */
  65959. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  65960. return DebugLayer;
  65961. }());
  65962. BABYLON.DebugLayer = DebugLayer;
  65963. })(BABYLON || (BABYLON = {}));
  65964. //# sourceMappingURL=babylon.debugLayer.js.map
  65965. var BABYLON;
  65966. (function (BABYLON) {
  65967. var Debug;
  65968. (function (Debug) {
  65969. /**
  65970. * Used to show the physics impostor around the specific mesh
  65971. */
  65972. var PhysicsViewer = /** @class */ (function () {
  65973. /**
  65974. * Creates a new PhysicsViewer
  65975. * @param scene defines the hosting scene
  65976. */
  65977. function PhysicsViewer(scene) {
  65978. /** @hidden */
  65979. this._impostors = [];
  65980. /** @hidden */
  65981. this._meshes = [];
  65982. /** @hidden */
  65983. this._numMeshes = 0;
  65984. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  65985. var physicEngine = this._scene.getPhysicsEngine();
  65986. if (physicEngine) {
  65987. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  65988. }
  65989. }
  65990. /** @hidden */
  65991. PhysicsViewer.prototype._updateDebugMeshes = function () {
  65992. var plugin = this._physicsEnginePlugin;
  65993. for (var i = 0; i < this._numMeshes; i++) {
  65994. var impostor = this._impostors[i];
  65995. if (!impostor) {
  65996. continue;
  65997. }
  65998. if (impostor.isDisposed) {
  65999. this.hideImpostor(this._impostors[i--]);
  66000. }
  66001. else {
  66002. var mesh = this._meshes[i];
  66003. if (mesh && plugin) {
  66004. plugin.syncMeshWithImpostor(mesh, impostor);
  66005. }
  66006. }
  66007. }
  66008. };
  66009. /**
  66010. * Renders a specified physic impostor
  66011. * @param impostor defines the impostor to render
  66012. */
  66013. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66014. if (!this._scene) {
  66015. return;
  66016. }
  66017. for (var i = 0; i < this._numMeshes; i++) {
  66018. if (this._impostors[i] == impostor) {
  66019. return;
  66020. }
  66021. }
  66022. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66023. if (debugMesh) {
  66024. this._impostors[this._numMeshes] = impostor;
  66025. this._meshes[this._numMeshes] = debugMesh;
  66026. if (this._numMeshes === 0) {
  66027. this._renderFunction = this._updateDebugMeshes.bind(this);
  66028. this._scene.registerBeforeRender(this._renderFunction);
  66029. }
  66030. this._numMeshes++;
  66031. }
  66032. };
  66033. /**
  66034. * Hides a specified physic impostor
  66035. * @param impostor defines the impostor to hide
  66036. */
  66037. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66038. if (!impostor || !this._scene) {
  66039. return;
  66040. }
  66041. var removed = false;
  66042. for (var i = 0; i < this._numMeshes; i++) {
  66043. if (this._impostors[i] == impostor) {
  66044. var mesh = this._meshes[i];
  66045. if (!mesh) {
  66046. continue;
  66047. }
  66048. this._scene.removeMesh(mesh);
  66049. mesh.dispose();
  66050. this._numMeshes--;
  66051. if (this._numMeshes > 0) {
  66052. this._meshes[i] = this._meshes[this._numMeshes];
  66053. this._impostors[i] = this._impostors[this._numMeshes];
  66054. this._meshes[this._numMeshes] = null;
  66055. this._impostors[this._numMeshes] = null;
  66056. }
  66057. else {
  66058. this._meshes[0] = null;
  66059. this._impostors[0] = null;
  66060. }
  66061. removed = true;
  66062. break;
  66063. }
  66064. }
  66065. if (removed && this._numMeshes === 0) {
  66066. this._scene.unregisterBeforeRender(this._renderFunction);
  66067. }
  66068. };
  66069. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66070. if (!this._debugMaterial) {
  66071. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66072. this._debugMaterial.wireframe = true;
  66073. }
  66074. return this._debugMaterial;
  66075. };
  66076. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66077. if (!this._debugBoxMesh) {
  66078. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66079. this._debugBoxMesh.renderingGroupId = 1;
  66080. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66081. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66082. scene.removeMesh(this._debugBoxMesh);
  66083. }
  66084. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66085. };
  66086. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66087. if (!this._debugSphereMesh) {
  66088. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66089. this._debugSphereMesh.renderingGroupId = 1;
  66090. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66091. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66092. scene.removeMesh(this._debugSphereMesh);
  66093. }
  66094. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66095. };
  66096. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66097. var mesh = null;
  66098. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66099. mesh = this._getDebugBoxMesh(scene);
  66100. impostor.getBoxSizeToRef(mesh.scaling);
  66101. }
  66102. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66103. mesh = this._getDebugSphereMesh(scene);
  66104. var radius = impostor.getRadius();
  66105. mesh.scaling.x = radius * 2;
  66106. mesh.scaling.y = radius * 2;
  66107. mesh.scaling.z = radius * 2;
  66108. }
  66109. return mesh;
  66110. };
  66111. /** Releases all resources */
  66112. PhysicsViewer.prototype.dispose = function () {
  66113. for (var i = 0; i < this._numMeshes; i++) {
  66114. this.hideImpostor(this._impostors[i]);
  66115. }
  66116. if (this._debugBoxMesh) {
  66117. this._debugBoxMesh.dispose();
  66118. }
  66119. if (this._debugSphereMesh) {
  66120. this._debugSphereMesh.dispose();
  66121. }
  66122. if (this._debugMaterial) {
  66123. this._debugMaterial.dispose();
  66124. }
  66125. this._impostors.length = 0;
  66126. this._scene = null;
  66127. this._physicsEnginePlugin = null;
  66128. };
  66129. return PhysicsViewer;
  66130. }());
  66131. Debug.PhysicsViewer = PhysicsViewer;
  66132. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66133. })(BABYLON || (BABYLON = {}));
  66134. //# sourceMappingURL=babylon.physicsViewer.js.map
  66135. var BABYLON;
  66136. (function (BABYLON) {
  66137. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66138. get: function () {
  66139. return this._forceShowBoundingBoxes || false;
  66140. },
  66141. set: function (value) {
  66142. this._forceShowBoundingBoxes = value;
  66143. // Lazyly creates a BB renderer if needed.
  66144. if (value) {
  66145. this.getBoundingBoxRenderer();
  66146. }
  66147. },
  66148. enumerable: true,
  66149. configurable: true
  66150. });
  66151. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66152. if (!this._boundingBoxRenderer) {
  66153. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66154. }
  66155. return this._boundingBoxRenderer;
  66156. };
  66157. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66158. get: function () {
  66159. return this._showBoundingBox || false;
  66160. },
  66161. set: function (value) {
  66162. this._showBoundingBox = value;
  66163. // Lazyly creates a BB renderer if needed.
  66164. if (value) {
  66165. this.getScene().getBoundingBoxRenderer();
  66166. }
  66167. },
  66168. enumerable: true,
  66169. configurable: true
  66170. });
  66171. /**
  66172. * Component responsible of rendering the bounding box of the meshes in a scene.
  66173. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66174. */
  66175. var BoundingBoxRenderer = /** @class */ (function () {
  66176. /**
  66177. * Instantiates a new bounding box renderer in a scene.
  66178. * @param scene the scene the renderer renders in
  66179. */
  66180. function BoundingBoxRenderer(scene) {
  66181. /**
  66182. * The component name helpfull to identify the component in the list of scene components.
  66183. */
  66184. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66185. /**
  66186. * Color of the bounding box lines placed in front of an object
  66187. */
  66188. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66189. /**
  66190. * Color of the bounding box lines placed behind an object
  66191. */
  66192. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66193. /**
  66194. * Defines if the renderer should show the back lines or not
  66195. */
  66196. this.showBackLines = true;
  66197. /**
  66198. * @hidden
  66199. */
  66200. this.renderList = new BABYLON.SmartArray(32);
  66201. this._vertexBuffers = {};
  66202. this.scene = scene;
  66203. scene._addComponent(this);
  66204. }
  66205. /**
  66206. * Registers the component in a given scene
  66207. */
  66208. BoundingBoxRenderer.prototype.register = function () {
  66209. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66210. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66211. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66212. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66213. };
  66214. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66215. if (mesh.showSubMeshesBoundingBox) {
  66216. var boundingInfo = subMesh.getBoundingInfo();
  66217. if (boundingInfo !== null && boundingInfo !== undefined) {
  66218. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66219. this.renderList.push(boundingInfo.boundingBox);
  66220. }
  66221. }
  66222. };
  66223. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66224. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66225. var boundingInfo = sourceMesh.getBoundingInfo();
  66226. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66227. this.renderList.push(boundingInfo.boundingBox);
  66228. }
  66229. };
  66230. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66231. if (this._colorShader) {
  66232. return;
  66233. }
  66234. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66235. attributes: [BABYLON.VertexBuffer.PositionKind],
  66236. uniforms: ["world", "viewProjection", "color"]
  66237. });
  66238. var engine = this.scene.getEngine();
  66239. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66240. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66241. this._createIndexBuffer();
  66242. };
  66243. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66244. var engine = this.scene.getEngine();
  66245. 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]);
  66246. };
  66247. /**
  66248. * Rebuilds the elements related to this component in case of
  66249. * context lost for instance.
  66250. */
  66251. BoundingBoxRenderer.prototype.rebuild = function () {
  66252. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66253. if (vb) {
  66254. vb._rebuild();
  66255. }
  66256. this._createIndexBuffer();
  66257. };
  66258. /**
  66259. * @hidden
  66260. */
  66261. BoundingBoxRenderer.prototype.reset = function () {
  66262. this.renderList.reset();
  66263. };
  66264. /**
  66265. * Render the bounding boxes of a specific rendering group
  66266. * @param renderingGroupId defines the rendering group to render
  66267. */
  66268. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66269. if (this.renderList.length === 0) {
  66270. return;
  66271. }
  66272. this._prepareRessources();
  66273. if (!this._colorShader.isReady()) {
  66274. return;
  66275. }
  66276. var engine = this.scene.getEngine();
  66277. engine.setDepthWrite(false);
  66278. this._colorShader._preBind();
  66279. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66280. var boundingBox = this.renderList.data[boundingBoxIndex];
  66281. if (boundingBox._tag !== renderingGroupId) {
  66282. continue;
  66283. }
  66284. var min = boundingBox.minimum;
  66285. var max = boundingBox.maximum;
  66286. var diff = max.subtract(min);
  66287. var median = min.add(diff.scale(0.5));
  66288. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66289. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66290. .multiply(boundingBox.getWorldMatrix());
  66291. // VBOs
  66292. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66293. if (this.showBackLines) {
  66294. // Back
  66295. engine.setDepthFunctionToGreaterOrEqual();
  66296. this.scene.resetCachedMaterial();
  66297. this._colorShader.setColor4("color", this.backColor.toColor4());
  66298. this._colorShader.bind(worldMatrix);
  66299. // Draw order
  66300. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66301. }
  66302. // Front
  66303. engine.setDepthFunctionToLess();
  66304. this.scene.resetCachedMaterial();
  66305. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66306. this._colorShader.bind(worldMatrix);
  66307. // Draw order
  66308. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66309. }
  66310. this._colorShader.unbind();
  66311. engine.setDepthFunctionToLessOrEqual();
  66312. engine.setDepthWrite(true);
  66313. };
  66314. /**
  66315. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66316. * @param mesh Define the mesh to render the occlusion bounding box for
  66317. */
  66318. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66319. this._prepareRessources();
  66320. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66321. return;
  66322. }
  66323. var engine = this.scene.getEngine();
  66324. engine.setDepthWrite(false);
  66325. engine.setColorWrite(false);
  66326. this._colorShader._preBind();
  66327. var boundingBox = mesh._boundingInfo.boundingBox;
  66328. var min = boundingBox.minimum;
  66329. var max = boundingBox.maximum;
  66330. var diff = max.subtract(min);
  66331. var median = min.add(diff.scale(0.5));
  66332. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66333. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66334. .multiply(boundingBox.getWorldMatrix());
  66335. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66336. engine.setDepthFunctionToLess();
  66337. this.scene.resetCachedMaterial();
  66338. this._colorShader.bind(worldMatrix);
  66339. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66340. this._colorShader.unbind();
  66341. engine.setDepthFunctionToLessOrEqual();
  66342. engine.setDepthWrite(true);
  66343. engine.setColorWrite(true);
  66344. };
  66345. /**
  66346. * Dispose and release the resources attached to this renderer.
  66347. */
  66348. BoundingBoxRenderer.prototype.dispose = function () {
  66349. if (!this._colorShader) {
  66350. return;
  66351. }
  66352. this.renderList.dispose();
  66353. this._colorShader.dispose();
  66354. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66355. if (buffer) {
  66356. buffer.dispose();
  66357. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66358. }
  66359. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66360. };
  66361. return BoundingBoxRenderer;
  66362. }());
  66363. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66364. })(BABYLON || (BABYLON = {}));
  66365. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66366. var BABYLON;
  66367. (function (BABYLON) {
  66368. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66369. return this._gl.createTransformFeedback();
  66370. };
  66371. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66372. this._gl.deleteTransformFeedback(value);
  66373. };
  66374. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66375. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66376. };
  66377. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66378. if (usePoints === void 0) { usePoints = true; }
  66379. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66380. };
  66381. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66382. this._gl.endTransformFeedback();
  66383. };
  66384. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66385. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66386. };
  66387. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66388. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66389. };
  66390. })(BABYLON || (BABYLON = {}));
  66391. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66392. var BABYLON;
  66393. (function (BABYLON) {
  66394. /**
  66395. * This represents a GPU particle system in Babylon
  66396. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66397. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66398. */
  66399. var GPUParticleSystem = /** @class */ (function (_super) {
  66400. __extends(GPUParticleSystem, _super);
  66401. /**
  66402. * Instantiates a GPU particle system.
  66403. * 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.
  66404. * @param name The name of the particle system
  66405. * @param options The options used to create the system
  66406. * @param scene The scene the particle system belongs to
  66407. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66408. */
  66409. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66410. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66411. var _this = _super.call(this, name) || this;
  66412. /**
  66413. * The layer mask we are rendering the particles through.
  66414. */
  66415. _this.layerMask = 0x0FFFFFFF;
  66416. _this._accumulatedCount = 0;
  66417. _this._targetIndex = 0;
  66418. _this._currentRenderId = -1;
  66419. _this._started = false;
  66420. _this._stopped = false;
  66421. _this._timeDelta = 0;
  66422. _this._attributesStrideSize = 21;
  66423. _this._actualFrame = 0;
  66424. _this._rawTextureWidth = 256;
  66425. /**
  66426. * An event triggered when the system is disposed.
  66427. */
  66428. _this.onDisposeObservable = new BABYLON.Observable();
  66429. /**
  66430. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66431. * to override the particles.
  66432. */
  66433. _this.forceDepthWrite = false;
  66434. _this._preWarmDone = false;
  66435. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66436. // Setup the default processing configuration to the scene.
  66437. _this._attachImageProcessingConfiguration(null);
  66438. _this._engine = _this._scene.getEngine();
  66439. if (!options.randomTextureSize) {
  66440. delete options.randomTextureSize;
  66441. }
  66442. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66443. var optionsAsNumber = options;
  66444. if (isFinite(optionsAsNumber)) {
  66445. fullOptions.capacity = optionsAsNumber;
  66446. }
  66447. _this._capacity = fullOptions.capacity;
  66448. _this._activeCount = fullOptions.capacity;
  66449. _this._currentActiveCount = 0;
  66450. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66451. _this._scene.particleSystems.push(_this);
  66452. _this._updateEffectOptions = {
  66453. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66454. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66455. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66456. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66457. uniformBuffersNames: [],
  66458. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66459. defines: "",
  66460. fallbacks: null,
  66461. onCompiled: null,
  66462. onError: null,
  66463. indexParameters: null,
  66464. maxSimultaneousLights: 0,
  66465. transformFeedbackVaryings: []
  66466. };
  66467. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66468. // Random data
  66469. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66470. var d = [];
  66471. for (var i = 0; i < maxTextureSize; ++i) {
  66472. d.push(Math.random());
  66473. d.push(Math.random());
  66474. d.push(Math.random());
  66475. d.push(Math.random());
  66476. }
  66477. _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);
  66478. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66479. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66480. d = [];
  66481. for (var i = 0; i < maxTextureSize; ++i) {
  66482. d.push(Math.random());
  66483. d.push(Math.random());
  66484. d.push(Math.random());
  66485. d.push(Math.random());
  66486. }
  66487. _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);
  66488. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66489. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66490. _this._randomTextureSize = maxTextureSize;
  66491. return _this;
  66492. }
  66493. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66494. /**
  66495. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66496. */
  66497. get: function () {
  66498. if (!BABYLON.Engine.LastCreatedEngine) {
  66499. return false;
  66500. }
  66501. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66502. },
  66503. enumerable: true,
  66504. configurable: true
  66505. });
  66506. /**
  66507. * Gets the maximum number of particles active at the same time.
  66508. * @returns The max number of active particles.
  66509. */
  66510. GPUParticleSystem.prototype.getCapacity = function () {
  66511. return this._capacity;
  66512. };
  66513. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66514. /**
  66515. * Gets or set the number of active particles
  66516. */
  66517. get: function () {
  66518. return this._activeCount;
  66519. },
  66520. set: function (value) {
  66521. this._activeCount = Math.min(value, this._capacity);
  66522. },
  66523. enumerable: true,
  66524. configurable: true
  66525. });
  66526. /**
  66527. * Is this system ready to be used/rendered
  66528. * @return true if the system is ready
  66529. */
  66530. GPUParticleSystem.prototype.isReady = function () {
  66531. if (!this._updateEffect) {
  66532. this._recreateUpdateEffect();
  66533. this._recreateRenderEffect();
  66534. return false;
  66535. }
  66536. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66537. return false;
  66538. }
  66539. return true;
  66540. };
  66541. /**
  66542. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66543. * @returns True if it has been started, otherwise false.
  66544. */
  66545. GPUParticleSystem.prototype.isStarted = function () {
  66546. return this._started;
  66547. };
  66548. /**
  66549. * Starts the particle system and begins to emit
  66550. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66551. */
  66552. GPUParticleSystem.prototype.start = function (delay) {
  66553. var _this = this;
  66554. if (delay === void 0) { delay = this.startDelay; }
  66555. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66556. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66557. }
  66558. if (delay) {
  66559. setTimeout(function () {
  66560. _this.start(0);
  66561. }, delay);
  66562. return;
  66563. }
  66564. this._started = true;
  66565. this._stopped = false;
  66566. this._preWarmDone = false;
  66567. // Animations
  66568. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66569. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66570. }
  66571. };
  66572. /**
  66573. * Stops the particle system.
  66574. */
  66575. GPUParticleSystem.prototype.stop = function () {
  66576. this._stopped = true;
  66577. };
  66578. /**
  66579. * Remove all active particles
  66580. */
  66581. GPUParticleSystem.prototype.reset = function () {
  66582. this._releaseBuffers();
  66583. this._releaseVAOs();
  66584. this._currentActiveCount = 0;
  66585. this._targetIndex = 0;
  66586. };
  66587. /**
  66588. * Returns the string "GPUParticleSystem"
  66589. * @returns a string containing the class name
  66590. */
  66591. GPUParticleSystem.prototype.getClassName = function () {
  66592. return "GPUParticleSystem";
  66593. };
  66594. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66595. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66596. this._releaseBuffers();
  66597. return this;
  66598. };
  66599. /**
  66600. * Adds a new color gradient
  66601. * @param gradient defines the gradient to use (between 0 and 1)
  66602. * @param color1 defines the color to affect to the specified gradient
  66603. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66604. * @returns the current particle system
  66605. */
  66606. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66607. if (!this._colorGradients) {
  66608. this._colorGradients = [];
  66609. }
  66610. var colorGradient = new BABYLON.ColorGradient();
  66611. colorGradient.gradient = gradient;
  66612. colorGradient.color1 = color1;
  66613. this._colorGradients.push(colorGradient);
  66614. this._colorGradients.sort(function (a, b) {
  66615. if (a.gradient < b.gradient) {
  66616. return -1;
  66617. }
  66618. else if (a.gradient > b.gradient) {
  66619. return 1;
  66620. }
  66621. return 0;
  66622. });
  66623. if (this._colorGradientsTexture) {
  66624. this._colorGradientsTexture.dispose();
  66625. this._colorGradientsTexture = null;
  66626. }
  66627. this._releaseBuffers();
  66628. return this;
  66629. };
  66630. /**
  66631. * Remove a specific color gradient
  66632. * @param gradient defines the gradient to remove
  66633. * @returns the current particle system
  66634. */
  66635. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66636. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66637. this._colorGradientsTexture = null;
  66638. return this;
  66639. };
  66640. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66641. var valueGradient = new BABYLON.FactorGradient();
  66642. valueGradient.gradient = gradient;
  66643. valueGradient.factor1 = factor;
  66644. factorGradients.push(valueGradient);
  66645. factorGradients.sort(function (a, b) {
  66646. if (a.gradient < b.gradient) {
  66647. return -1;
  66648. }
  66649. else if (a.gradient > b.gradient) {
  66650. return 1;
  66651. }
  66652. return 0;
  66653. });
  66654. this._releaseBuffers();
  66655. };
  66656. /**
  66657. * Adds a new size gradient
  66658. * @param gradient defines the gradient to use (between 0 and 1)
  66659. * @param factor defines the size factor to affect to the specified gradient
  66660. * @returns the current particle system
  66661. */
  66662. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66663. if (!this._sizeGradients) {
  66664. this._sizeGradients = [];
  66665. }
  66666. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66667. if (this._sizeGradientsTexture) {
  66668. this._sizeGradientsTexture.dispose();
  66669. this._sizeGradientsTexture = null;
  66670. }
  66671. this._releaseBuffers();
  66672. return this;
  66673. };
  66674. /**
  66675. * Remove a specific size gradient
  66676. * @param gradient defines the gradient to remove
  66677. * @returns the current particle system
  66678. */
  66679. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66680. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66681. this._sizeGradientsTexture = null;
  66682. return this;
  66683. };
  66684. /**
  66685. * Adds a new angular speed gradient
  66686. * @param gradient defines the gradient to use (between 0 and 1)
  66687. * @param factor defines the angular speed to affect to the specified gradient
  66688. * @returns the current particle system
  66689. */
  66690. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66691. if (!this._angularSpeedGradients) {
  66692. this._angularSpeedGradients = [];
  66693. }
  66694. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66695. if (this._angularSpeedGradientsTexture) {
  66696. this._angularSpeedGradientsTexture.dispose();
  66697. this._angularSpeedGradientsTexture = null;
  66698. }
  66699. this._releaseBuffers();
  66700. return this;
  66701. };
  66702. /**
  66703. * Remove a specific angular speed gradient
  66704. * @param gradient defines the gradient to remove
  66705. * @returns the current particle system
  66706. */
  66707. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66708. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66709. this._angularSpeedGradientsTexture = null;
  66710. return this;
  66711. };
  66712. /**
  66713. * Adds a new velocity gradient
  66714. * @param gradient defines the gradient to use (between 0 and 1)
  66715. * @param factor defines the velocity to affect to the specified gradient
  66716. * @returns the current particle system
  66717. */
  66718. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66719. if (!this._velocityGradients) {
  66720. this._velocityGradients = [];
  66721. }
  66722. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66723. if (this._velocityGradientsTexture) {
  66724. this._velocityGradientsTexture.dispose();
  66725. this._velocityGradientsTexture = null;
  66726. }
  66727. this._releaseBuffers();
  66728. return this;
  66729. };
  66730. /**
  66731. * Remove a specific velocity gradient
  66732. * @param gradient defines the gradient to remove
  66733. * @returns the current particle system
  66734. */
  66735. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66736. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66737. this._velocityGradientsTexture = null;
  66738. return this;
  66739. };
  66740. /**
  66741. * Adds a new limit velocity gradient
  66742. * @param gradient defines the gradient to use (between 0 and 1)
  66743. * @param factor defines the limit velocity value to affect to the specified gradient
  66744. * @returns the current particle system
  66745. */
  66746. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  66747. if (!this._limitVelocityGradients) {
  66748. this._limitVelocityGradients = [];
  66749. }
  66750. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  66751. if (this._limitVelocityGradientsTexture) {
  66752. this._limitVelocityGradientsTexture.dispose();
  66753. this._limitVelocityGradientsTexture = null;
  66754. }
  66755. this._releaseBuffers();
  66756. return this;
  66757. };
  66758. /**
  66759. * Remove a specific limit velocity gradient
  66760. * @param gradient defines the gradient to remove
  66761. * @returns the current particle system
  66762. */
  66763. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  66764. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  66765. this._limitVelocityGradientsTexture = null;
  66766. return this;
  66767. };
  66768. /**
  66769. * Adds a new drag gradient
  66770. * @param gradient defines the gradient to use (between 0 and 1)
  66771. * @param factor defines the drag value to affect to the specified gradient
  66772. * @returns the current particle system
  66773. */
  66774. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  66775. if (!this._dragGradients) {
  66776. this._dragGradients = [];
  66777. }
  66778. this._addFactorGradient(this._dragGradients, gradient, factor);
  66779. if (this._dragGradientsTexture) {
  66780. this._dragGradientsTexture.dispose();
  66781. this._dragGradientsTexture = null;
  66782. }
  66783. this._releaseBuffers();
  66784. return this;
  66785. };
  66786. /**
  66787. * Remove a specific drag gradient
  66788. * @param gradient defines the gradient to remove
  66789. * @returns the current particle system
  66790. */
  66791. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  66792. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  66793. this._dragGradientsTexture = null;
  66794. return this;
  66795. };
  66796. /**
  66797. * Not supported by GPUParticleSystem
  66798. * @param gradient defines the gradient to use (between 0 and 1)
  66799. * @param factor defines the emit rate value to affect to the specified gradient
  66800. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66801. * @returns the current particle system
  66802. */
  66803. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  66804. // Do nothing as emit rate is not supported by GPUParticleSystem
  66805. return this;
  66806. };
  66807. /**
  66808. * Not supported by GPUParticleSystem
  66809. * @param gradient defines the gradient to remove
  66810. * @returns the current particle system
  66811. */
  66812. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  66813. // Do nothing as emit rate is not supported by GPUParticleSystem
  66814. return this;
  66815. };
  66816. /**
  66817. * Not supported by GPUParticleSystem
  66818. * @param gradient defines the gradient to use (between 0 and 1)
  66819. * @param factor defines the start size value to affect to the specified gradient
  66820. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66821. * @returns the current particle system
  66822. */
  66823. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  66824. // Do nothing as start size is not supported by GPUParticleSystem
  66825. return this;
  66826. };
  66827. /**
  66828. * Not supported by GPUParticleSystem
  66829. * @param gradient defines the gradient to remove
  66830. * @returns the current particle system
  66831. */
  66832. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  66833. // Do nothing as start size is not supported by GPUParticleSystem
  66834. return this;
  66835. };
  66836. /**
  66837. * Not supported by GPUParticleSystem
  66838. * @param gradient defines the gradient to use (between 0 and 1)
  66839. * @param min defines the color remap minimal range
  66840. * @param max defines the color remap maximal range
  66841. * @returns the current particle system
  66842. */
  66843. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  66844. // Do nothing as start size is not supported by GPUParticleSystem
  66845. return this;
  66846. };
  66847. /**
  66848. * Not supported by GPUParticleSystem
  66849. * @param gradient defines the gradient to remove
  66850. * @returns the current particle system
  66851. */
  66852. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  66853. // Do nothing as start size is not supported by GPUParticleSystem
  66854. return this;
  66855. };
  66856. /**
  66857. * Not supported by GPUParticleSystem
  66858. * @param gradient defines the gradient to use (between 0 and 1)
  66859. * @param min defines the alpha remap minimal range
  66860. * @param max defines the alpha remap maximal range
  66861. * @returns the current particle system
  66862. */
  66863. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  66864. // Do nothing as start size is not supported by GPUParticleSystem
  66865. return this;
  66866. };
  66867. /**
  66868. * Not supported by GPUParticleSystem
  66869. * @param gradient defines the gradient to remove
  66870. * @returns the current particle system
  66871. */
  66872. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  66873. // Do nothing as start size is not supported by GPUParticleSystem
  66874. return this;
  66875. };
  66876. /**
  66877. * Not supported by GPUParticleSystem
  66878. * @param gradient defines the gradient to use (between 0 and 1)
  66879. * @param color defines the color to affect to the specified gradient
  66880. * @returns the current particle system
  66881. */
  66882. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  66883. //Not supported by GPUParticleSystem
  66884. return this;
  66885. };
  66886. /**
  66887. * Not supported by GPUParticleSystem
  66888. * @param gradient defines the gradient to remove
  66889. * @returns the current particle system
  66890. */
  66891. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  66892. //Not supported by GPUParticleSystem
  66893. return this;
  66894. };
  66895. /**
  66896. * Not supported by GPUParticleSystem
  66897. * @returns the list of ramp gradients
  66898. */
  66899. GPUParticleSystem.prototype.getRampGradients = function () {
  66900. return null;
  66901. };
  66902. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  66903. /**
  66904. * Not supported by GPUParticleSystem
  66905. * Gets or sets a boolean indicating that ramp gradients must be used
  66906. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  66907. */
  66908. get: function () {
  66909. //Not supported by GPUParticleSystem
  66910. return false;
  66911. },
  66912. set: function (value) {
  66913. //Not supported by GPUParticleSystem
  66914. },
  66915. enumerable: true,
  66916. configurable: true
  66917. });
  66918. /**
  66919. * Not supported by GPUParticleSystem
  66920. * @param gradient defines the gradient to use (between 0 and 1)
  66921. * @param factor defines the life time factor to affect to the specified gradient
  66922. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66923. * @returns the current particle system
  66924. */
  66925. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  66926. //Not supported by GPUParticleSystem
  66927. return this;
  66928. };
  66929. /**
  66930. * Not supported by GPUParticleSystem
  66931. * @param gradient defines the gradient to remove
  66932. * @returns the current particle system
  66933. */
  66934. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  66935. //Not supported by GPUParticleSystem
  66936. return this;
  66937. };
  66938. GPUParticleSystem.prototype._reset = function () {
  66939. this._releaseBuffers();
  66940. };
  66941. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  66942. var updateVertexBuffers = {};
  66943. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  66944. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  66945. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  66946. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  66947. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  66948. var offset = 12;
  66949. if (!this._colorGradientsTexture) {
  66950. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  66951. offset += 4;
  66952. }
  66953. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  66954. offset += 3;
  66955. if (!this._isBillboardBased) {
  66956. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  66957. offset += 3;
  66958. }
  66959. if (this._angularSpeedGradientsTexture) {
  66960. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  66961. offset += 1;
  66962. }
  66963. else {
  66964. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  66965. offset += 2;
  66966. }
  66967. if (this._isAnimationSheetEnabled) {
  66968. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  66969. offset += 1;
  66970. if (this.spriteRandomStartCell) {
  66971. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  66972. offset += 1;
  66973. }
  66974. }
  66975. if (this.noiseTexture) {
  66976. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  66977. offset += 3;
  66978. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  66979. offset += 3;
  66980. }
  66981. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  66982. this._engine.bindArrayBuffer(null);
  66983. return vao;
  66984. };
  66985. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  66986. var renderVertexBuffers = {};
  66987. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  66988. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  66989. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  66990. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  66991. var offset = 12;
  66992. if (!this._colorGradientsTexture) {
  66993. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  66994. offset += 4;
  66995. }
  66996. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  66997. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  66998. }
  66999. offset += 3; // Direction
  67000. if (!this._isBillboardBased) {
  67001. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67002. offset += 3;
  67003. }
  67004. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67005. if (this._angularSpeedGradientsTexture) {
  67006. offset++;
  67007. }
  67008. else {
  67009. offset += 2;
  67010. }
  67011. if (this._isAnimationSheetEnabled) {
  67012. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67013. offset += 1;
  67014. if (this.spriteRandomStartCell) {
  67015. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67016. offset += 1;
  67017. }
  67018. }
  67019. if (this.noiseTexture) {
  67020. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67021. offset += 3;
  67022. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67023. offset += 3;
  67024. }
  67025. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67026. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67027. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67028. this._engine.bindArrayBuffer(null);
  67029. return vao;
  67030. };
  67031. GPUParticleSystem.prototype._initialize = function (force) {
  67032. if (force === void 0) { force = false; }
  67033. if (this._buffer0 && !force) {
  67034. return;
  67035. }
  67036. var engine = this._scene.getEngine();
  67037. var data = new Array();
  67038. if (!this.isBillboardBased) {
  67039. this._attributesStrideSize += 3;
  67040. }
  67041. if (this._colorGradientsTexture) {
  67042. this._attributesStrideSize -= 4;
  67043. }
  67044. if (this._angularSpeedGradientsTexture) {
  67045. this._attributesStrideSize -= 1;
  67046. }
  67047. if (this._isAnimationSheetEnabled) {
  67048. this._attributesStrideSize += 1;
  67049. if (this.spriteRandomStartCell) {
  67050. this._attributesStrideSize += 1;
  67051. }
  67052. }
  67053. if (this.noiseTexture) {
  67054. this._attributesStrideSize += 6;
  67055. }
  67056. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67057. // position
  67058. data.push(0.0);
  67059. data.push(0.0);
  67060. data.push(0.0);
  67061. // Age and life
  67062. data.push(0.0); // create the particle as a dead one to create a new one at start
  67063. data.push(0.0);
  67064. // Seed
  67065. data.push(Math.random());
  67066. data.push(Math.random());
  67067. data.push(Math.random());
  67068. data.push(Math.random());
  67069. // Size
  67070. data.push(0.0);
  67071. data.push(0.0);
  67072. data.push(0.0);
  67073. if (!this._colorGradientsTexture) {
  67074. // color
  67075. data.push(0.0);
  67076. data.push(0.0);
  67077. data.push(0.0);
  67078. data.push(0.0);
  67079. }
  67080. // direction
  67081. data.push(0.0);
  67082. data.push(0.0);
  67083. data.push(0.0);
  67084. if (!this.isBillboardBased) {
  67085. // initialDirection
  67086. data.push(0.0);
  67087. data.push(0.0);
  67088. data.push(0.0);
  67089. }
  67090. // angle
  67091. data.push(0.0);
  67092. if (!this._angularSpeedGradientsTexture) {
  67093. data.push(0.0);
  67094. }
  67095. if (this._isAnimationSheetEnabled) {
  67096. data.push(0.0);
  67097. if (this.spriteRandomStartCell) {
  67098. data.push(0.0);
  67099. }
  67100. }
  67101. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67102. data.push(Math.random());
  67103. data.push(Math.random());
  67104. data.push(Math.random());
  67105. data.push(Math.random());
  67106. data.push(Math.random());
  67107. data.push(Math.random());
  67108. }
  67109. }
  67110. // Sprite data
  67111. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67112. -0.5, 0.5, 0, 1,
  67113. -0.5, -0.5, 0, 0,
  67114. 0.5, -0.5, 1, 0]);
  67115. // Buffers
  67116. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67117. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67118. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67119. // Update VAO
  67120. this._updateVAO = [];
  67121. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67122. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67123. // Render VAO
  67124. this._renderVAO = [];
  67125. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67126. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67127. // Links
  67128. this._sourceBuffer = this._buffer0;
  67129. this._targetBuffer = this._buffer1;
  67130. };
  67131. /** @hidden */
  67132. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67133. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67134. if (this._isBillboardBased) {
  67135. defines += "\n#define BILLBOARD";
  67136. }
  67137. if (this._colorGradientsTexture) {
  67138. defines += "\n#define COLORGRADIENTS";
  67139. }
  67140. if (this._sizeGradientsTexture) {
  67141. defines += "\n#define SIZEGRADIENTS";
  67142. }
  67143. if (this._angularSpeedGradientsTexture) {
  67144. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67145. }
  67146. if (this._velocityGradientsTexture) {
  67147. defines += "\n#define VELOCITYGRADIENTS";
  67148. }
  67149. if (this._limitVelocityGradientsTexture) {
  67150. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67151. }
  67152. if (this._dragGradientsTexture) {
  67153. defines += "\n#define DRAGGRADIENTS";
  67154. }
  67155. if (this.isAnimationSheetEnabled) {
  67156. defines += "\n#define ANIMATESHEET";
  67157. if (this.spriteRandomStartCell) {
  67158. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67159. }
  67160. }
  67161. if (this.noiseTexture) {
  67162. defines += "\n#define NOISE";
  67163. }
  67164. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67165. return;
  67166. }
  67167. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67168. if (!this._colorGradientsTexture) {
  67169. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67170. }
  67171. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67172. if (!this._isBillboardBased) {
  67173. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67174. }
  67175. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67176. if (this.isAnimationSheetEnabled) {
  67177. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67178. if (this.spriteRandomStartCell) {
  67179. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67180. }
  67181. }
  67182. if (this.noiseTexture) {
  67183. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67184. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67185. }
  67186. this._updateEffectOptions.defines = defines;
  67187. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67188. };
  67189. /** @hidden */
  67190. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67191. var defines = "";
  67192. if (this._scene.clipPlane) {
  67193. defines = "\n#define CLIPPLANE";
  67194. }
  67195. if (this._scene.clipPlane2) {
  67196. defines = "\n#define CLIPPLANE2";
  67197. }
  67198. if (this._scene.clipPlane3) {
  67199. defines = "\n#define CLIPPLANE3";
  67200. }
  67201. if (this._scene.clipPlane4) {
  67202. defines = "\n#define CLIPPLANE4";
  67203. }
  67204. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67205. defines = "\n#define BLENDMULTIPLYMODE";
  67206. }
  67207. if (this._isBillboardBased) {
  67208. defines += "\n#define BILLBOARD";
  67209. switch (this.billboardMode) {
  67210. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67211. defines += "\n#define BILLBOARDY";
  67212. break;
  67213. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67214. defines += "\n#define BILLBOARDSTRETCHED";
  67215. break;
  67216. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67217. default:
  67218. break;
  67219. }
  67220. }
  67221. if (this._colorGradientsTexture) {
  67222. defines += "\n#define COLORGRADIENTS";
  67223. }
  67224. if (this.isAnimationSheetEnabled) {
  67225. defines += "\n#define ANIMATESHEET";
  67226. }
  67227. if (this._imageProcessingConfiguration) {
  67228. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67229. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67230. }
  67231. if (this._renderEffect && this._renderEffect.defines === defines) {
  67232. return;
  67233. }
  67234. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67235. var samplers = ["textureSampler", "colorGradientSampler"];
  67236. if (BABYLON.ImageProcessingConfiguration) {
  67237. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67238. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67239. }
  67240. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67241. };
  67242. /**
  67243. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67244. * @param preWarm defines if we are in the pre-warmimg phase
  67245. */
  67246. GPUParticleSystem.prototype.animate = function (preWarm) {
  67247. if (preWarm === void 0) { preWarm = false; }
  67248. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67249. this._actualFrame += this._timeDelta;
  67250. if (!this._stopped) {
  67251. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67252. this.stop();
  67253. }
  67254. }
  67255. };
  67256. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67257. var texture = this[textureName];
  67258. if (!factorGradients || !factorGradients.length || texture) {
  67259. return;
  67260. }
  67261. var data = new Float32Array(this._rawTextureWidth);
  67262. for (var x = 0; x < this._rawTextureWidth; x++) {
  67263. var ratio = x / this._rawTextureWidth;
  67264. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67265. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67266. });
  67267. }
  67268. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67269. };
  67270. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67271. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67272. };
  67273. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67274. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67275. };
  67276. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67277. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67278. };
  67279. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67280. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67281. };
  67282. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67283. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67284. };
  67285. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67286. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67287. return;
  67288. }
  67289. var data = new Uint8Array(this._rawTextureWidth * 4);
  67290. var tmpColor = BABYLON.Tmp.Color4[0];
  67291. for (var x = 0; x < this._rawTextureWidth; x++) {
  67292. var ratio = x / this._rawTextureWidth;
  67293. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67294. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67295. data[x * 4] = tmpColor.r * 255;
  67296. data[x * 4 + 1] = tmpColor.g * 255;
  67297. data[x * 4 + 2] = tmpColor.b * 255;
  67298. data[x * 4 + 3] = tmpColor.a * 255;
  67299. });
  67300. }
  67301. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67302. };
  67303. /**
  67304. * Renders the particle system in its current state
  67305. * @param preWarm defines if the system should only update the particles but not render them
  67306. * @returns the current number of particles
  67307. */
  67308. GPUParticleSystem.prototype.render = function (preWarm) {
  67309. if (preWarm === void 0) { preWarm = false; }
  67310. if (!this._started) {
  67311. return 0;
  67312. }
  67313. this._createColorGradientTexture();
  67314. this._createSizeGradientTexture();
  67315. this._createAngularSpeedGradientTexture();
  67316. this._createVelocityGradientTexture();
  67317. this._createLimitVelocityGradientTexture();
  67318. this._createDragGradientTexture();
  67319. this._recreateUpdateEffect();
  67320. this._recreateRenderEffect();
  67321. if (!this.isReady()) {
  67322. return 0;
  67323. }
  67324. if (!preWarm) {
  67325. if (!this._preWarmDone && this.preWarmCycles) {
  67326. for (var index = 0; index < this.preWarmCycles; index++) {
  67327. this.animate(true);
  67328. this.render(true);
  67329. }
  67330. this._preWarmDone = true;
  67331. }
  67332. if (this._currentRenderId === this._scene.getFrameId()) {
  67333. return 0;
  67334. }
  67335. this._currentRenderId = this._scene.getFrameId();
  67336. }
  67337. // Get everything ready to render
  67338. this._initialize();
  67339. this._accumulatedCount += this.emitRate * this._timeDelta;
  67340. if (this._accumulatedCount > 1) {
  67341. var intPart = this._accumulatedCount | 0;
  67342. this._accumulatedCount -= intPart;
  67343. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67344. }
  67345. if (!this._currentActiveCount) {
  67346. return 0;
  67347. }
  67348. // Enable update effect
  67349. this._engine.enableEffect(this._updateEffect);
  67350. this._engine.setState(false);
  67351. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67352. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67353. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67354. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67355. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67356. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67357. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67358. if (!this._colorGradientsTexture) {
  67359. this._updateEffect.setDirectColor4("color1", this.color1);
  67360. this._updateEffect.setDirectColor4("color2", this.color2);
  67361. }
  67362. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67363. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67364. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67365. this._updateEffect.setVector3("gravity", this.gravity);
  67366. if (this._sizeGradientsTexture) {
  67367. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67368. }
  67369. if (this._angularSpeedGradientsTexture) {
  67370. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67371. }
  67372. if (this._velocityGradientsTexture) {
  67373. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67374. }
  67375. if (this._limitVelocityGradientsTexture) {
  67376. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67377. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67378. }
  67379. if (this._dragGradientsTexture) {
  67380. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67381. }
  67382. if (this.particleEmitterType) {
  67383. this.particleEmitterType.applyToShader(this._updateEffect);
  67384. }
  67385. if (this._isAnimationSheetEnabled) {
  67386. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67387. }
  67388. if (this.noiseTexture) {
  67389. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67390. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67391. }
  67392. var emitterWM;
  67393. if (this.emitter.position) {
  67394. var emitterMesh = this.emitter;
  67395. emitterWM = emitterMesh.getWorldMatrix();
  67396. }
  67397. else {
  67398. var emitterPosition = this.emitter;
  67399. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67400. }
  67401. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67402. // Bind source VAO
  67403. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67404. // Update
  67405. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67406. this._engine.setRasterizerState(false);
  67407. this._engine.beginTransformFeedback(true);
  67408. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67409. this._engine.endTransformFeedback();
  67410. this._engine.setRasterizerState(true);
  67411. this._engine.bindTransformFeedbackBuffer(null);
  67412. if (!preWarm) {
  67413. // Enable render effect
  67414. this._engine.enableEffect(this._renderEffect);
  67415. var viewMatrix = this._scene.getViewMatrix();
  67416. this._renderEffect.setMatrix("view", viewMatrix);
  67417. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67418. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67419. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67420. if (this._colorGradientsTexture) {
  67421. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67422. }
  67423. else {
  67424. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67425. }
  67426. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67427. var baseSize = this.particleTexture.getBaseSize();
  67428. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67429. }
  67430. if (this._isBillboardBased) {
  67431. var camera = this._scene.activeCamera;
  67432. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67433. }
  67434. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67435. var invView = viewMatrix.clone();
  67436. invView.invert();
  67437. this._renderEffect.setMatrix("invView", invView);
  67438. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67439. }
  67440. // image processing
  67441. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67442. this._imageProcessingConfiguration.bind(this._renderEffect);
  67443. }
  67444. // Draw order
  67445. switch (this.blendMode) {
  67446. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67447. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67448. break;
  67449. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67450. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67451. break;
  67452. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67453. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67454. break;
  67455. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67456. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67457. break;
  67458. }
  67459. if (this.forceDepthWrite) {
  67460. this._engine.setDepthWrite(true);
  67461. }
  67462. // Bind source VAO
  67463. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67464. // Render
  67465. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67466. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67467. }
  67468. // Switch VAOs
  67469. this._targetIndex++;
  67470. if (this._targetIndex === 2) {
  67471. this._targetIndex = 0;
  67472. }
  67473. // Switch buffers
  67474. var tmpBuffer = this._sourceBuffer;
  67475. this._sourceBuffer = this._targetBuffer;
  67476. this._targetBuffer = tmpBuffer;
  67477. return this._currentActiveCount;
  67478. };
  67479. /**
  67480. * Rebuilds the particle system
  67481. */
  67482. GPUParticleSystem.prototype.rebuild = function () {
  67483. this._initialize(true);
  67484. };
  67485. GPUParticleSystem.prototype._releaseBuffers = function () {
  67486. if (this._buffer0) {
  67487. this._buffer0.dispose();
  67488. this._buffer0 = null;
  67489. }
  67490. if (this._buffer1) {
  67491. this._buffer1.dispose();
  67492. this._buffer1 = null;
  67493. }
  67494. if (this._spriteBuffer) {
  67495. this._spriteBuffer.dispose();
  67496. this._spriteBuffer = null;
  67497. }
  67498. };
  67499. GPUParticleSystem.prototype._releaseVAOs = function () {
  67500. if (!this._updateVAO) {
  67501. return;
  67502. }
  67503. for (var index = 0; index < this._updateVAO.length; index++) {
  67504. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67505. }
  67506. this._updateVAO = [];
  67507. for (var index = 0; index < this._renderVAO.length; index++) {
  67508. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67509. }
  67510. this._renderVAO = [];
  67511. };
  67512. /**
  67513. * Disposes the particle system and free the associated resources
  67514. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67515. */
  67516. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67517. if (disposeTexture === void 0) { disposeTexture = true; }
  67518. var index = this._scene.particleSystems.indexOf(this);
  67519. if (index > -1) {
  67520. this._scene.particleSystems.splice(index, 1);
  67521. }
  67522. this._releaseBuffers();
  67523. this._releaseVAOs();
  67524. if (this._colorGradientsTexture) {
  67525. this._colorGradientsTexture.dispose();
  67526. this._colorGradientsTexture = null;
  67527. }
  67528. if (this._sizeGradientsTexture) {
  67529. this._sizeGradientsTexture.dispose();
  67530. this._sizeGradientsTexture = null;
  67531. }
  67532. if (this._angularSpeedGradientsTexture) {
  67533. this._angularSpeedGradientsTexture.dispose();
  67534. this._angularSpeedGradientsTexture = null;
  67535. }
  67536. if (this._velocityGradientsTexture) {
  67537. this._velocityGradientsTexture.dispose();
  67538. this._velocityGradientsTexture = null;
  67539. }
  67540. if (this._limitVelocityGradientsTexture) {
  67541. this._limitVelocityGradientsTexture.dispose();
  67542. this._limitVelocityGradientsTexture = null;
  67543. }
  67544. if (this._dragGradientsTexture) {
  67545. this._dragGradientsTexture.dispose();
  67546. this._dragGradientsTexture = null;
  67547. }
  67548. if (this._randomTexture) {
  67549. this._randomTexture.dispose();
  67550. this._randomTexture = null;
  67551. }
  67552. if (this._randomTexture2) {
  67553. this._randomTexture2.dispose();
  67554. this._randomTexture2 = null;
  67555. }
  67556. if (disposeTexture && this.particleTexture) {
  67557. this.particleTexture.dispose();
  67558. this.particleTexture = null;
  67559. }
  67560. if (disposeTexture && this.noiseTexture) {
  67561. this.noiseTexture.dispose();
  67562. this.noiseTexture = null;
  67563. }
  67564. // Callback
  67565. this.onDisposeObservable.notifyObservers(this);
  67566. this.onDisposeObservable.clear();
  67567. };
  67568. /**
  67569. * Clones the particle system.
  67570. * @param name The name of the cloned object
  67571. * @param newEmitter The new emitter to use
  67572. * @returns the cloned particle system
  67573. */
  67574. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67575. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67576. BABYLON.Tools.DeepCopy(this, result);
  67577. if (newEmitter === undefined) {
  67578. newEmitter = this.emitter;
  67579. }
  67580. result.emitter = newEmitter;
  67581. if (this.particleTexture) {
  67582. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67583. }
  67584. return result;
  67585. };
  67586. /**
  67587. * Serializes the particle system to a JSON object.
  67588. * @returns the JSON object
  67589. */
  67590. GPUParticleSystem.prototype.serialize = function () {
  67591. var serializationObject = {};
  67592. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67593. serializationObject.activeParticleCount = this.activeParticleCount;
  67594. return serializationObject;
  67595. };
  67596. /**
  67597. * Parses a JSON object to create a GPU particle system.
  67598. * @param parsedParticleSystem The JSON object to parse
  67599. * @param scene The scene to create the particle system in
  67600. * @param rootUrl The root url to use to load external dependencies like texture
  67601. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67602. * @returns the parsed GPU particle system
  67603. */
  67604. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67605. if (doNotStart === void 0) { doNotStart = false; }
  67606. var name = parsedParticleSystem.name;
  67607. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67608. if (parsedParticleSystem.activeParticleCount) {
  67609. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67610. }
  67611. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67612. // Auto start
  67613. if (parsedParticleSystem.preventAutoStart) {
  67614. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67615. }
  67616. if (!doNotStart && !particleSystem.preventAutoStart) {
  67617. particleSystem.start();
  67618. }
  67619. return particleSystem;
  67620. };
  67621. return GPUParticleSystem;
  67622. }(BABYLON.BaseParticleSystem));
  67623. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67624. })(BABYLON || (BABYLON = {}));
  67625. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67626. var BABYLON;
  67627. (function (BABYLON) {
  67628. /**
  67629. * Represents one particle of a solid particle system.
  67630. */
  67631. var SolidParticle = /** @class */ (function () {
  67632. /**
  67633. * Creates a Solid Particle object.
  67634. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67635. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67636. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67637. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67638. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67639. * @param shapeId (integer) is the model shape identifier in the SPS.
  67640. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67641. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67642. */
  67643. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67644. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67645. /**
  67646. * particle global index
  67647. */
  67648. this.idx = 0;
  67649. /**
  67650. * The color of the particle
  67651. */
  67652. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67653. /**
  67654. * The world space position of the particle.
  67655. */
  67656. this.position = BABYLON.Vector3.Zero();
  67657. /**
  67658. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67659. */
  67660. this.rotation = BABYLON.Vector3.Zero();
  67661. /**
  67662. * The scaling of the particle.
  67663. */
  67664. this.scaling = BABYLON.Vector3.One();
  67665. /**
  67666. * The uvs of the particle.
  67667. */
  67668. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67669. /**
  67670. * The current speed of the particle.
  67671. */
  67672. this.velocity = BABYLON.Vector3.Zero();
  67673. /**
  67674. * The pivot point in the particle local space.
  67675. */
  67676. this.pivot = BABYLON.Vector3.Zero();
  67677. /**
  67678. * Must the particle be translated from its pivot point in its local space ?
  67679. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67680. * Default : false
  67681. */
  67682. this.translateFromPivot = false;
  67683. /**
  67684. * Is the particle active or not ?
  67685. */
  67686. this.alive = true;
  67687. /**
  67688. * Is the particle visible or not ?
  67689. */
  67690. this.isVisible = true;
  67691. /**
  67692. * Index of this particle in the global "positions" array (Internal use)
  67693. * @hidden
  67694. */
  67695. this._pos = 0;
  67696. /**
  67697. * @hidden Index of this particle in the global "indices" array (Internal use)
  67698. */
  67699. this._ind = 0;
  67700. /**
  67701. * ModelShape id of this particle
  67702. */
  67703. this.shapeId = 0;
  67704. /**
  67705. * Index of the particle in its shape id (Internal use)
  67706. */
  67707. this.idxInShape = 0;
  67708. /**
  67709. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67710. */
  67711. this._stillInvisible = false;
  67712. /**
  67713. * @hidden Last computed particle rotation matrix
  67714. */
  67715. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67716. /**
  67717. * Parent particle Id, if any.
  67718. * Default null.
  67719. */
  67720. this.parentId = null;
  67721. /**
  67722. * @hidden Internal global position in the SPS.
  67723. */
  67724. this._globalPosition = BABYLON.Vector3.Zero();
  67725. this.idx = particleIndex;
  67726. this._pos = positionIndex;
  67727. this._ind = indiceIndex;
  67728. this._model = model;
  67729. this.shapeId = shapeId;
  67730. this.idxInShape = idxInShape;
  67731. this._sps = sps;
  67732. if (modelBoundingInfo) {
  67733. this._modelBoundingInfo = modelBoundingInfo;
  67734. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67735. }
  67736. }
  67737. Object.defineProperty(SolidParticle.prototype, "scale", {
  67738. /**
  67739. * Legacy support, changed scale to scaling
  67740. */
  67741. get: function () {
  67742. return this.scaling;
  67743. },
  67744. /**
  67745. * Legacy support, changed scale to scaling
  67746. */
  67747. set: function (scale) {
  67748. this.scaling = scale;
  67749. },
  67750. enumerable: true,
  67751. configurable: true
  67752. });
  67753. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  67754. /**
  67755. * Legacy support, changed quaternion to rotationQuaternion
  67756. */
  67757. get: function () {
  67758. return this.rotationQuaternion;
  67759. },
  67760. /**
  67761. * Legacy support, changed quaternion to rotationQuaternion
  67762. */
  67763. set: function (q) {
  67764. this.rotationQuaternion = q;
  67765. },
  67766. enumerable: true,
  67767. configurable: true
  67768. });
  67769. /**
  67770. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  67771. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  67772. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  67773. * @returns true if it intersects
  67774. */
  67775. SolidParticle.prototype.intersectsMesh = function (target) {
  67776. if (!this._boundingInfo || !target._boundingInfo) {
  67777. return false;
  67778. }
  67779. if (this._sps._bSphereOnly) {
  67780. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  67781. }
  67782. return this._boundingInfo.intersects(target._boundingInfo, false);
  67783. };
  67784. /**
  67785. * get the rotation matrix of the particle
  67786. * @hidden
  67787. */
  67788. SolidParticle.prototype.getRotationMatrix = function (m) {
  67789. var quaternion;
  67790. if (this.rotationQuaternion) {
  67791. quaternion = this.rotationQuaternion;
  67792. }
  67793. else {
  67794. quaternion = BABYLON.Tmp.Quaternion[0];
  67795. var rotation = this.rotation;
  67796. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67797. }
  67798. quaternion.toRotationMatrix(m);
  67799. };
  67800. return SolidParticle;
  67801. }());
  67802. BABYLON.SolidParticle = SolidParticle;
  67803. /**
  67804. * Represents the shape of the model used by one particle of a solid particle system.
  67805. * SPS internal tool, don't use it manually.
  67806. */
  67807. var ModelShape = /** @class */ (function () {
  67808. /**
  67809. * 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.
  67810. * SPS internal tool, don't use it manually.
  67811. * @hidden
  67812. */
  67813. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  67814. /**
  67815. * length of the shape in the model indices array (internal use)
  67816. * @hidden
  67817. */
  67818. this._indicesLength = 0;
  67819. this.shapeID = id;
  67820. this._shape = shape;
  67821. this._indicesLength = indicesLength;
  67822. this._shapeUV = shapeUV;
  67823. this._positionFunction = posFunction;
  67824. this._vertexFunction = vtxFunction;
  67825. }
  67826. return ModelShape;
  67827. }());
  67828. BABYLON.ModelShape = ModelShape;
  67829. /**
  67830. * Represents a Depth Sorted Particle in the solid particle system.
  67831. */
  67832. var DepthSortedParticle = /** @class */ (function () {
  67833. function DepthSortedParticle() {
  67834. /**
  67835. * Index of the particle in the "indices" array
  67836. */
  67837. this.ind = 0;
  67838. /**
  67839. * Length of the particle shape in the "indices" array
  67840. */
  67841. this.indicesLength = 0;
  67842. /**
  67843. * Squared distance from the particle to the camera
  67844. */
  67845. this.sqDistance = 0.0;
  67846. }
  67847. return DepthSortedParticle;
  67848. }());
  67849. BABYLON.DepthSortedParticle = DepthSortedParticle;
  67850. })(BABYLON || (BABYLON = {}));
  67851. //# sourceMappingURL=babylon.solidParticle.js.map
  67852. var BABYLON;
  67853. (function (BABYLON) {
  67854. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  67855. /**
  67856. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  67857. *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.
  67858. * The SPS is also a particle system. It provides some methods to manage the particles.
  67859. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  67860. *
  67861. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  67862. */
  67863. var SolidParticleSystem = /** @class */ (function () {
  67864. /**
  67865. * Creates a SPS (Solid Particle System) object.
  67866. * @param name (String) is the SPS name, this will be the underlying mesh name.
  67867. * @param scene (Scene) is the scene in which the SPS is added.
  67868. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  67869. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  67870. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  67871. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  67872. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  67873. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  67874. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  67875. */
  67876. function SolidParticleSystem(name, scene, options) {
  67877. /**
  67878. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  67879. * Example : var p = SPS.particles[i];
  67880. */
  67881. this.particles = new Array();
  67882. /**
  67883. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  67884. */
  67885. this.nbParticles = 0;
  67886. /**
  67887. * If the particles must ever face the camera (default false). Useful for planar particles.
  67888. */
  67889. this.billboard = false;
  67890. /**
  67891. * Recompute normals when adding a shape
  67892. */
  67893. this.recomputeNormals = true;
  67894. /**
  67895. * This a counter ofr your own usage. It's not set by any SPS functions.
  67896. */
  67897. this.counter = 0;
  67898. /**
  67899. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  67900. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  67901. */
  67902. this.vars = {};
  67903. /**
  67904. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  67905. * @hidden
  67906. */
  67907. this._bSphereOnly = false;
  67908. /**
  67909. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  67910. * @hidden
  67911. */
  67912. this._bSphereRadiusFactor = 1.0;
  67913. this._positions = new Array();
  67914. this._indices = new Array();
  67915. this._normals = new Array();
  67916. this._colors = new Array();
  67917. this._uvs = new Array();
  67918. this._index = 0; // indices index
  67919. this._updatable = true;
  67920. this._pickable = false;
  67921. this._isVisibilityBoxLocked = false;
  67922. this._alwaysVisible = false;
  67923. this._depthSort = false;
  67924. this._shapeCounter = 0;
  67925. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  67926. this._color = new BABYLON.Color4(0, 0, 0, 0);
  67927. this._computeParticleColor = true;
  67928. this._computeParticleTexture = true;
  67929. this._computeParticleRotation = true;
  67930. this._computeParticleVertex = false;
  67931. this._computeBoundingBox = false;
  67932. this._depthSortParticles = true;
  67933. this._mustUnrotateFixedNormals = false;
  67934. this._particlesIntersect = false;
  67935. this._needs32Bits = false;
  67936. this.name = name;
  67937. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67938. this._camera = scene.activeCamera;
  67939. this._pickable = options ? options.isPickable : false;
  67940. this._depthSort = options ? options.enableDepthSort : false;
  67941. this._particlesIntersect = options ? options.particleIntersection : false;
  67942. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  67943. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  67944. if (options && options.updatable !== undefined) {
  67945. this._updatable = options.updatable;
  67946. }
  67947. else {
  67948. this._updatable = true;
  67949. }
  67950. if (this._pickable) {
  67951. this.pickedParticles = [];
  67952. }
  67953. if (this._depthSort) {
  67954. this.depthSortedParticles = [];
  67955. }
  67956. }
  67957. /**
  67958. * Builds the SPS underlying mesh. Returns a standard Mesh.
  67959. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  67960. * @returns the created mesh
  67961. */
  67962. SolidParticleSystem.prototype.buildMesh = function () {
  67963. if (this.nbParticles === 0) {
  67964. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  67965. this.addShape(triangle, 1);
  67966. triangle.dispose();
  67967. }
  67968. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  67969. this._positions32 = new Float32Array(this._positions);
  67970. this._uvs32 = new Float32Array(this._uvs);
  67971. this._colors32 = new Float32Array(this._colors);
  67972. if (this.recomputeNormals) {
  67973. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  67974. }
  67975. this._normals32 = new Float32Array(this._normals);
  67976. this._fixedNormal32 = new Float32Array(this._normals);
  67977. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  67978. this._unrotateFixedNormals();
  67979. }
  67980. var vertexData = new BABYLON.VertexData();
  67981. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  67982. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  67983. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  67984. if (this._uvs32.length > 0) {
  67985. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  67986. }
  67987. if (this._colors32.length > 0) {
  67988. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  67989. }
  67990. var mesh = new BABYLON.Mesh(this.name, this._scene);
  67991. vertexData.applyToMesh(mesh, this._updatable);
  67992. this.mesh = mesh;
  67993. this.mesh.isPickable = this._pickable;
  67994. // free memory
  67995. if (!this._depthSort) {
  67996. this._indices = null;
  67997. }
  67998. this._positions = null;
  67999. this._normals = null;
  68000. this._uvs = null;
  68001. this._colors = null;
  68002. if (!this._updatable) {
  68003. this.particles.length = 0;
  68004. }
  68005. return mesh;
  68006. };
  68007. /**
  68008. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68009. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68010. * Thus the particles generated from `digest()` have their property `position` set yet.
  68011. * @param mesh ( Mesh ) is the mesh to be digested
  68012. * @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
  68013. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68014. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68015. * @returns the current SPS
  68016. */
  68017. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68018. var size = (options && options.facetNb) || 1;
  68019. var number = (options && options.number) || 0;
  68020. var delta = (options && options.delta) || 0;
  68021. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68022. var meshInd = mesh.getIndices();
  68023. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68024. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68025. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68026. var f = 0; // facet counter
  68027. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68028. // compute size from number
  68029. if (number) {
  68030. number = (number > totalFacets) ? totalFacets : number;
  68031. size = Math.round(totalFacets / number);
  68032. delta = 0;
  68033. }
  68034. else {
  68035. size = (size > totalFacets) ? totalFacets : size;
  68036. }
  68037. var facetPos = []; // submesh positions
  68038. var facetInd = []; // submesh indices
  68039. var facetUV = []; // submesh UV
  68040. var facetCol = []; // submesh colors
  68041. var barycenter = BABYLON.Vector3.Zero();
  68042. var sizeO = size;
  68043. while (f < totalFacets) {
  68044. size = sizeO + Math.floor((1 + delta) * Math.random());
  68045. if (f > totalFacets - size) {
  68046. size = totalFacets - f;
  68047. }
  68048. // reset temp arrays
  68049. facetPos.length = 0;
  68050. facetInd.length = 0;
  68051. facetUV.length = 0;
  68052. facetCol.length = 0;
  68053. // iterate over "size" facets
  68054. var fi = 0;
  68055. for (var j = f * 3; j < (f + size) * 3; j++) {
  68056. facetInd.push(fi);
  68057. var i = meshInd[j];
  68058. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68059. if (meshUV) {
  68060. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68061. }
  68062. if (meshCol) {
  68063. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68064. }
  68065. fi++;
  68066. }
  68067. // create a model shape for each single particle
  68068. var idx = this.nbParticles;
  68069. var shape = this._posToShape(facetPos);
  68070. var shapeUV = this._uvsToShapeUV(facetUV);
  68071. // compute the barycenter of the shape
  68072. var v;
  68073. for (v = 0; v < shape.length; v++) {
  68074. barycenter.addInPlace(shape[v]);
  68075. }
  68076. barycenter.scaleInPlace(1 / shape.length);
  68077. // shift the shape from its barycenter to the origin
  68078. for (v = 0; v < shape.length; v++) {
  68079. shape[v].subtractInPlace(barycenter);
  68080. }
  68081. var bInfo;
  68082. if (this._particlesIntersect) {
  68083. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68084. }
  68085. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68086. // add the particle in the SPS
  68087. var currentPos = this._positions.length;
  68088. var currentInd = this._indices.length;
  68089. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68090. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68091. // initialize the particle position
  68092. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68093. this._index += shape.length;
  68094. idx++;
  68095. this.nbParticles++;
  68096. this._shapeCounter++;
  68097. f += size;
  68098. }
  68099. return this;
  68100. };
  68101. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68102. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68103. var index = 0;
  68104. var idx = 0;
  68105. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68106. var quaternion = BABYLON.Tmp.Quaternion[0];
  68107. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68108. for (var p = 0; p < this.particles.length; p++) {
  68109. var particle = this.particles[p];
  68110. var shape = particle._model._shape;
  68111. // computing the inverse of the rotation matrix from the quaternion
  68112. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68113. if (particle.rotationQuaternion) {
  68114. particle.rotationQuaternion.conjugateToRef(quaternion);
  68115. }
  68116. else {
  68117. var rotation = particle.rotation;
  68118. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68119. quaternion.conjugateInPlace();
  68120. }
  68121. quaternion.toRotationMatrix(invertedRotMatrix);
  68122. for (var pt = 0; pt < shape.length; pt++) {
  68123. idx = index + pt * 3;
  68124. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68125. tmpNormal.toArray(this._fixedNormal32, idx);
  68126. }
  68127. index = idx + 3;
  68128. }
  68129. };
  68130. //reset copy
  68131. SolidParticleSystem.prototype._resetCopy = function () {
  68132. var copy = this._copy;
  68133. copy.position.setAll(0);
  68134. copy.rotation.setAll(0);
  68135. copy.rotationQuaternion = null;
  68136. copy.scaling.setAll(1);
  68137. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68138. copy.color = null;
  68139. copy.translateFromPivot = false;
  68140. };
  68141. // _meshBuilder : inserts the shape model in the global SPS mesh
  68142. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68143. var i;
  68144. var u = 0;
  68145. var c = 0;
  68146. var n = 0;
  68147. this._resetCopy();
  68148. var copy = this._copy;
  68149. if (options && options.positionFunction) { // call to custom positionFunction
  68150. options.positionFunction(copy, idx, idxInShape);
  68151. this._mustUnrotateFixedNormals = true;
  68152. }
  68153. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68154. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68155. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68156. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68157. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68158. copy.getRotationMatrix(rotMatrix);
  68159. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68160. if (copy.translateFromPivot) {
  68161. pivotBackTranslation.setAll(0.0);
  68162. }
  68163. else {
  68164. pivotBackTranslation.copyFrom(scaledPivot);
  68165. }
  68166. for (i = 0; i < shape.length; i++) {
  68167. tmpVertex.copyFrom(shape[i]);
  68168. if (options && options.vertexFunction) {
  68169. options.vertexFunction(copy, tmpVertex, i);
  68170. }
  68171. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68172. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68173. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68174. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68175. if (meshUV) {
  68176. var copyUvs = copy.uvs;
  68177. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68178. u += 2;
  68179. }
  68180. if (copy.color) {
  68181. this._color = copy.color;
  68182. }
  68183. else {
  68184. var color = this._color;
  68185. if (meshCol && meshCol[c] !== undefined) {
  68186. color.r = meshCol[c];
  68187. color.g = meshCol[c + 1];
  68188. color.b = meshCol[c + 2];
  68189. color.a = meshCol[c + 3];
  68190. }
  68191. else {
  68192. color.r = 1.0;
  68193. color.g = 1.0;
  68194. color.b = 1.0;
  68195. color.a = 1.0;
  68196. }
  68197. }
  68198. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68199. c += 4;
  68200. if (!this.recomputeNormals && meshNor) {
  68201. tmpVertex.x = meshNor[n];
  68202. tmpVertex.y = meshNor[n + 1];
  68203. tmpVertex.z = meshNor[n + 2];
  68204. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68205. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68206. n += 3;
  68207. }
  68208. }
  68209. for (i = 0; i < meshInd.length; i++) {
  68210. var current_ind = p + meshInd[i];
  68211. indices.push(current_ind);
  68212. if (current_ind > 65535) {
  68213. this._needs32Bits = true;
  68214. }
  68215. }
  68216. if (this._pickable) {
  68217. var nbfaces = meshInd.length / 3;
  68218. for (i = 0; i < nbfaces; i++) {
  68219. this.pickedParticles.push({ idx: idx, faceId: i });
  68220. }
  68221. }
  68222. if (this._depthSort) {
  68223. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68224. }
  68225. return copy;
  68226. };
  68227. // returns a shape array from positions array
  68228. SolidParticleSystem.prototype._posToShape = function (positions) {
  68229. var shape = [];
  68230. for (var i = 0; i < positions.length; i += 3) {
  68231. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68232. }
  68233. return shape;
  68234. };
  68235. // returns a shapeUV array from a Vector4 uvs
  68236. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68237. var shapeUV = [];
  68238. if (uvs) {
  68239. for (var i = 0; i < uvs.length; i++) {
  68240. shapeUV.push(uvs[i]);
  68241. }
  68242. }
  68243. return shapeUV;
  68244. };
  68245. // adds a new particle object in the particles array
  68246. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68247. if (bInfo === void 0) { bInfo = null; }
  68248. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68249. this.particles.push(sp);
  68250. return sp;
  68251. };
  68252. /**
  68253. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68254. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68255. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68256. * @param nb (positive integer) the number of particles to be created from this model
  68257. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68258. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68259. * @returns the number of shapes in the system
  68260. */
  68261. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68262. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68263. var meshInd = mesh.getIndices();
  68264. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68265. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68266. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68267. var bbInfo;
  68268. if (this._particlesIntersect) {
  68269. bbInfo = mesh.getBoundingInfo();
  68270. }
  68271. var shape = this._posToShape(meshPos);
  68272. var shapeUV = this._uvsToShapeUV(meshUV);
  68273. var posfunc = options ? options.positionFunction : null;
  68274. var vtxfunc = options ? options.vertexFunction : null;
  68275. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68276. // particles
  68277. var sp;
  68278. var currentCopy;
  68279. var idx = this.nbParticles;
  68280. for (var i = 0; i < nb; i++) {
  68281. var currentPos = this._positions.length;
  68282. var currentInd = this._indices.length;
  68283. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68284. if (this._updatable) {
  68285. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68286. sp.position.copyFrom(currentCopy.position);
  68287. sp.rotation.copyFrom(currentCopy.rotation);
  68288. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68289. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68290. }
  68291. if (currentCopy.color && sp.color) {
  68292. sp.color.copyFrom(currentCopy.color);
  68293. }
  68294. sp.scaling.copyFrom(currentCopy.scaling);
  68295. sp.uvs.copyFrom(currentCopy.uvs);
  68296. }
  68297. this._index += shape.length;
  68298. idx++;
  68299. }
  68300. this.nbParticles += nb;
  68301. this._shapeCounter++;
  68302. return this._shapeCounter - 1;
  68303. };
  68304. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68305. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68306. this._resetCopy();
  68307. var copy = this._copy;
  68308. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68309. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68310. }
  68311. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68312. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68313. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68314. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68315. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68316. copy.getRotationMatrix(rotMatrix);
  68317. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68318. if (copy.translateFromPivot) {
  68319. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68320. }
  68321. else {
  68322. pivotBackTranslation.copyFrom(scaledPivot);
  68323. }
  68324. var shape = particle._model._shape;
  68325. for (var pt = 0; pt < shape.length; pt++) {
  68326. tmpVertex.copyFrom(shape[pt]);
  68327. if (particle._model._vertexFunction) {
  68328. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68329. }
  68330. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68331. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68332. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68333. }
  68334. particle.position.setAll(0.0);
  68335. particle.rotation.setAll(0.0);
  68336. particle.rotationQuaternion = null;
  68337. particle.scaling.setAll(1.0);
  68338. particle.uvs.setAll(0.0);
  68339. particle.pivot.setAll(0.0);
  68340. particle.translateFromPivot = false;
  68341. particle.parentId = null;
  68342. };
  68343. /**
  68344. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68345. * @returns the SPS.
  68346. */
  68347. SolidParticleSystem.prototype.rebuildMesh = function () {
  68348. for (var p = 0; p < this.particles.length; p++) {
  68349. this._rebuildParticle(this.particles[p]);
  68350. }
  68351. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68352. return this;
  68353. };
  68354. /**
  68355. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68356. * This method calls `updateParticle()` for each particle of the SPS.
  68357. * For an animated SPS, it is usually called within the render loop.
  68358. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68359. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68360. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68361. * @returns the SPS.
  68362. */
  68363. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68364. if (start === void 0) { start = 0; }
  68365. if (end === void 0) { end = this.nbParticles - 1; }
  68366. if (update === void 0) { update = true; }
  68367. if (!this._updatable) {
  68368. return this;
  68369. }
  68370. // custom beforeUpdate
  68371. this.beforeUpdateParticles(start, end, update);
  68372. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68373. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68374. var mesh = this.mesh;
  68375. var colors32 = this._colors32;
  68376. var positions32 = this._positions32;
  68377. var normals32 = this._normals32;
  68378. var uvs32 = this._uvs32;
  68379. var indices32 = this._indices32;
  68380. var indices = this._indices;
  68381. var fixedNormal32 = this._fixedNormal32;
  68382. var tempVectors = BABYLON.Tmp.Vector3;
  68383. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68384. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68385. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68386. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68387. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68388. var camInvertedPosition = tempVectors[10].setAll(0);
  68389. // cases when the World Matrix is to be computed first
  68390. if (this.billboard || this._depthSort) {
  68391. this.mesh.computeWorldMatrix(true);
  68392. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68393. }
  68394. // if the particles will always face the camera
  68395. if (this.billboard) {
  68396. // compute the camera position and un-rotate it by the current mesh rotation
  68397. var tmpVertex = tempVectors[0];
  68398. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68399. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68400. camAxisZ.normalize();
  68401. // same for camera up vector extracted from the cam view matrix
  68402. var view = this._camera.getViewMatrix(true);
  68403. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68404. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68405. camAxisY.normalize();
  68406. camAxisX.normalize();
  68407. }
  68408. // if depthSort, compute the camera global position in the mesh local system
  68409. if (this._depthSort) {
  68410. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68411. }
  68412. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68413. var idx = 0; // current position index in the global array positions32
  68414. var index = 0; // position start index in the global array positions32 of the current particle
  68415. var colidx = 0; // current color index in the global array colors32
  68416. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68417. var uvidx = 0; // current uv index in the global array uvs32
  68418. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68419. var pt = 0; // current index in the particle model shape
  68420. if (this.mesh.isFacetDataEnabled) {
  68421. this._computeBoundingBox = true;
  68422. }
  68423. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68424. if (this._computeBoundingBox) {
  68425. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68426. var boundingInfo = this.mesh._boundingInfo;
  68427. if (boundingInfo) {
  68428. minimum.copyFrom(boundingInfo.minimum);
  68429. maximum.copyFrom(boundingInfo.maximum);
  68430. }
  68431. }
  68432. }
  68433. // particle loop
  68434. index = this.particles[start]._pos;
  68435. var vpos = (index / 3) | 0;
  68436. colorIndex = vpos * 4;
  68437. uvIndex = vpos * 2;
  68438. for (var p = start; p <= end; p++) {
  68439. var particle = this.particles[p];
  68440. // call to custom user function to update the particle properties
  68441. this.updateParticle(particle);
  68442. var shape = particle._model._shape;
  68443. var shapeUV = particle._model._shapeUV;
  68444. var particleRotationMatrix = particle._rotationMatrix;
  68445. var particlePosition = particle.position;
  68446. var particleRotation = particle.rotation;
  68447. var particleScaling = particle.scaling;
  68448. var particleGlobalPosition = particle._globalPosition;
  68449. // camera-particle distance for depth sorting
  68450. if (this._depthSort && this._depthSortParticles) {
  68451. var dsp = this.depthSortedParticles[p];
  68452. dsp.ind = particle._ind;
  68453. dsp.indicesLength = particle._model._indicesLength;
  68454. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68455. }
  68456. // skip the computations for inactive or already invisible particles
  68457. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68458. // increment indexes for the next particle
  68459. pt = shape.length;
  68460. index += pt * 3;
  68461. colorIndex += pt * 4;
  68462. uvIndex += pt * 2;
  68463. continue;
  68464. }
  68465. if (particle.isVisible) {
  68466. particle._stillInvisible = false; // un-mark permanent invisibility
  68467. var scaledPivot = tempVectors[12];
  68468. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68469. // particle rotation matrix
  68470. if (this.billboard) {
  68471. particleRotation.x = 0.0;
  68472. particleRotation.y = 0.0;
  68473. }
  68474. if (this._computeParticleRotation || this.billboard) {
  68475. particle.getRotationMatrix(rotMatrix);
  68476. }
  68477. var particleHasParent = (particle.parentId !== null);
  68478. if (particleHasParent) {
  68479. var parent_1 = this.particles[particle.parentId];
  68480. var parentRotationMatrix = parent_1._rotationMatrix;
  68481. var parentGlobalPosition = parent_1._globalPosition;
  68482. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68483. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68484. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68485. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68486. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68487. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68488. if (this._computeParticleRotation || this.billboard) {
  68489. var rotMatrixValues = rotMatrix.m;
  68490. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68491. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68492. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68493. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68494. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68495. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68496. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68497. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68498. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68499. }
  68500. }
  68501. else {
  68502. particleGlobalPosition.x = particlePosition.x;
  68503. particleGlobalPosition.y = particlePosition.y;
  68504. particleGlobalPosition.z = particlePosition.z;
  68505. if (this._computeParticleRotation || this.billboard) {
  68506. var rotMatrixValues = rotMatrix.m;
  68507. particleRotationMatrix[0] = rotMatrixValues[0];
  68508. particleRotationMatrix[1] = rotMatrixValues[1];
  68509. particleRotationMatrix[2] = rotMatrixValues[2];
  68510. particleRotationMatrix[3] = rotMatrixValues[4];
  68511. particleRotationMatrix[4] = rotMatrixValues[5];
  68512. particleRotationMatrix[5] = rotMatrixValues[6];
  68513. particleRotationMatrix[6] = rotMatrixValues[8];
  68514. particleRotationMatrix[7] = rotMatrixValues[9];
  68515. particleRotationMatrix[8] = rotMatrixValues[10];
  68516. }
  68517. }
  68518. var pivotBackTranslation = tempVectors[11];
  68519. if (particle.translateFromPivot) {
  68520. pivotBackTranslation.setAll(0.0);
  68521. }
  68522. else {
  68523. pivotBackTranslation.copyFrom(scaledPivot);
  68524. }
  68525. // particle vertex loop
  68526. for (pt = 0; pt < shape.length; pt++) {
  68527. idx = index + pt * 3;
  68528. colidx = colorIndex + pt * 4;
  68529. uvidx = uvIndex + pt * 2;
  68530. var tmpVertex = tempVectors[0];
  68531. tmpVertex.copyFrom(shape[pt]);
  68532. if (this._computeParticleVertex) {
  68533. this.updateParticleVertex(particle, tmpVertex, pt);
  68534. }
  68535. // positions
  68536. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68537. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68538. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68539. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68540. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68541. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68542. rotatedX += pivotBackTranslation.x;
  68543. rotatedY += pivotBackTranslation.y;
  68544. rotatedZ += pivotBackTranslation.z;
  68545. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68546. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68547. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68548. if (this._computeBoundingBox) {
  68549. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68550. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68551. }
  68552. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68553. if (!this._computeParticleVertex) {
  68554. var normalx = fixedNormal32[idx];
  68555. var normaly = fixedNormal32[idx + 1];
  68556. var normalz = fixedNormal32[idx + 2];
  68557. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68558. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68559. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68560. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68561. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68562. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68563. }
  68564. if (this._computeParticleColor && particle.color) {
  68565. var color = particle.color;
  68566. var colors32_1 = this._colors32;
  68567. colors32_1[colidx] = color.r;
  68568. colors32_1[colidx + 1] = color.g;
  68569. colors32_1[colidx + 2] = color.b;
  68570. colors32_1[colidx + 3] = color.a;
  68571. }
  68572. if (this._computeParticleTexture) {
  68573. var uvs = particle.uvs;
  68574. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68575. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68576. }
  68577. }
  68578. }
  68579. // particle just set invisible : scaled to zero and positioned at the origin
  68580. else {
  68581. particle._stillInvisible = true; // mark the particle as invisible
  68582. for (pt = 0; pt < shape.length; pt++) {
  68583. idx = index + pt * 3;
  68584. colidx = colorIndex + pt * 4;
  68585. uvidx = uvIndex + pt * 2;
  68586. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68587. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68588. if (this._computeParticleColor && particle.color) {
  68589. var color = particle.color;
  68590. colors32[colidx] = color.r;
  68591. colors32[colidx + 1] = color.g;
  68592. colors32[colidx + 2] = color.b;
  68593. colors32[colidx + 3] = color.a;
  68594. }
  68595. if (this._computeParticleTexture) {
  68596. var uvs = particle.uvs;
  68597. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68598. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68599. }
  68600. }
  68601. }
  68602. // if the particle intersections must be computed : update the bbInfo
  68603. if (this._particlesIntersect) {
  68604. var bInfo = particle._boundingInfo;
  68605. var bBox = bInfo.boundingBox;
  68606. var bSphere = bInfo.boundingSphere;
  68607. var modelBoundingInfo = particle._modelBoundingInfo;
  68608. if (!this._bSphereOnly) {
  68609. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68610. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68611. var tempMin = tempVectors[1];
  68612. var tempMax = tempVectors[2];
  68613. tempMin.setAll(Number.MAX_VALUE);
  68614. tempMax.setAll(-Number.MAX_VALUE);
  68615. for (var b = 0; b < 8; b++) {
  68616. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68617. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68618. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68619. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68620. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68621. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68622. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68623. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68624. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68625. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68626. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68627. }
  68628. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68629. }
  68630. // place and scale the particle bouding sphere in the SPS local system, then update it
  68631. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68632. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68633. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68634. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68635. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68636. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68637. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68638. }
  68639. // increment indexes for the next particle
  68640. index = idx + 3;
  68641. colorIndex = colidx + 4;
  68642. uvIndex = uvidx + 2;
  68643. }
  68644. // if the VBO must be updated
  68645. if (update) {
  68646. if (this._computeParticleColor) {
  68647. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68648. }
  68649. if (this._computeParticleTexture) {
  68650. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68651. }
  68652. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68653. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68654. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68655. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68656. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68657. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68658. for (var i = 0; i < normals32.length; i++) {
  68659. fixedNormal32[i] = normals32[i];
  68660. }
  68661. }
  68662. if (!mesh.areNormalsFrozen) {
  68663. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68664. }
  68665. }
  68666. if (this._depthSort && this._depthSortParticles) {
  68667. var depthSortedParticles = this.depthSortedParticles;
  68668. depthSortedParticles.sort(depthSortFunction);
  68669. var dspl = depthSortedParticles.length;
  68670. var sid = 0;
  68671. for (var sorted = 0; sorted < dspl; sorted++) {
  68672. var lind = depthSortedParticles[sorted].indicesLength;
  68673. var sind = depthSortedParticles[sorted].ind;
  68674. for (var i = 0; i < lind; i++) {
  68675. indices32[sid] = indices[sind + i];
  68676. sid++;
  68677. }
  68678. }
  68679. mesh.updateIndices(indices32);
  68680. }
  68681. }
  68682. if (this._computeBoundingBox) {
  68683. if (mesh._boundingInfo) {
  68684. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68685. }
  68686. else {
  68687. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68688. }
  68689. }
  68690. this.afterUpdateParticles(start, end, update);
  68691. return this;
  68692. };
  68693. /**
  68694. * Disposes the SPS.
  68695. */
  68696. SolidParticleSystem.prototype.dispose = function () {
  68697. this.mesh.dispose();
  68698. this.vars = null;
  68699. // drop references to internal big arrays for the GC
  68700. this._positions = null;
  68701. this._indices = null;
  68702. this._normals = null;
  68703. this._uvs = null;
  68704. this._colors = null;
  68705. this._indices32 = null;
  68706. this._positions32 = null;
  68707. this._normals32 = null;
  68708. this._fixedNormal32 = null;
  68709. this._uvs32 = null;
  68710. this._colors32 = null;
  68711. this.pickedParticles = null;
  68712. };
  68713. /**
  68714. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68715. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68716. * @returns the SPS.
  68717. */
  68718. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68719. if (!this._isVisibilityBoxLocked) {
  68720. this.mesh.refreshBoundingInfo();
  68721. }
  68722. return this;
  68723. };
  68724. /**
  68725. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68726. * @param size the size (float) of the visibility box
  68727. * note : this doesn't lock the SPS mesh bounding box.
  68728. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68729. */
  68730. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68731. var vis = size / 2;
  68732. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68733. };
  68734. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68735. /**
  68736. * Gets whether the SPS as always visible or not
  68737. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68738. */
  68739. get: function () {
  68740. return this._alwaysVisible;
  68741. },
  68742. /**
  68743. * Sets the SPS as always visible or not
  68744. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68745. */
  68746. set: function (val) {
  68747. this._alwaysVisible = val;
  68748. this.mesh.alwaysSelectAsActiveMesh = val;
  68749. },
  68750. enumerable: true,
  68751. configurable: true
  68752. });
  68753. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  68754. /**
  68755. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68756. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68757. */
  68758. get: function () {
  68759. return this._isVisibilityBoxLocked;
  68760. },
  68761. /**
  68762. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68763. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68764. */
  68765. set: function (val) {
  68766. this._isVisibilityBoxLocked = val;
  68767. var boundingInfo = this.mesh.getBoundingInfo();
  68768. boundingInfo.isLocked = val;
  68769. },
  68770. enumerable: true,
  68771. configurable: true
  68772. });
  68773. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  68774. /**
  68775. * Gets if `setParticles()` computes the particle rotations or not.
  68776. * Default value : true. The SPS is faster when it's set to false.
  68777. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68778. */
  68779. get: function () {
  68780. return this._computeParticleRotation;
  68781. },
  68782. /**
  68783. * Tells to `setParticles()` to compute the particle rotations or not.
  68784. * Default value : true. The SPS is faster when it's set to false.
  68785. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68786. */
  68787. set: function (val) {
  68788. this._computeParticleRotation = val;
  68789. },
  68790. enumerable: true,
  68791. configurable: true
  68792. });
  68793. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  68794. /**
  68795. * Gets if `setParticles()` computes the particle colors or not.
  68796. * Default value : true. The SPS is faster when it's set to false.
  68797. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68798. */
  68799. get: function () {
  68800. return this._computeParticleColor;
  68801. },
  68802. /**
  68803. * Tells to `setParticles()` to compute the particle colors or not.
  68804. * Default value : true. The SPS is faster when it's set to false.
  68805. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68806. */
  68807. set: function (val) {
  68808. this._computeParticleColor = val;
  68809. },
  68810. enumerable: true,
  68811. configurable: true
  68812. });
  68813. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  68814. /**
  68815. * Gets if `setParticles()` computes the particle textures or not.
  68816. * Default value : true. The SPS is faster when it's set to false.
  68817. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  68818. */
  68819. get: function () {
  68820. return this._computeParticleTexture;
  68821. },
  68822. set: function (val) {
  68823. this._computeParticleTexture = val;
  68824. },
  68825. enumerable: true,
  68826. configurable: true
  68827. });
  68828. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  68829. /**
  68830. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  68831. * Default value : false. The SPS is faster when it's set to false.
  68832. * Note : the particle custom vertex positions aren't stored values.
  68833. */
  68834. get: function () {
  68835. return this._computeParticleVertex;
  68836. },
  68837. /**
  68838. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  68839. * Default value : false. The SPS is faster when it's set to false.
  68840. * Note : the particle custom vertex positions aren't stored values.
  68841. */
  68842. set: function (val) {
  68843. this._computeParticleVertex = val;
  68844. },
  68845. enumerable: true,
  68846. configurable: true
  68847. });
  68848. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  68849. /**
  68850. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  68851. */
  68852. get: function () {
  68853. return this._computeBoundingBox;
  68854. },
  68855. /**
  68856. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  68857. */
  68858. set: function (val) {
  68859. this._computeBoundingBox = val;
  68860. },
  68861. enumerable: true,
  68862. configurable: true
  68863. });
  68864. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  68865. /**
  68866. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  68867. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68868. * Default : `true`
  68869. */
  68870. get: function () {
  68871. return this._depthSortParticles;
  68872. },
  68873. /**
  68874. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  68875. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68876. * Default : `true`
  68877. */
  68878. set: function (val) {
  68879. this._depthSortParticles = val;
  68880. },
  68881. enumerable: true,
  68882. configurable: true
  68883. });
  68884. // =======================================================================
  68885. // Particle behavior logic
  68886. // these following methods may be overwritten by the user to fit his needs
  68887. /**
  68888. * This function does nothing. It may be overwritten to set all the particle first values.
  68889. * The SPS doesn't call this function, you may have to call it by your own.
  68890. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68891. */
  68892. SolidParticleSystem.prototype.initParticles = function () {
  68893. };
  68894. /**
  68895. * This function does nothing. It may be overwritten to recycle a particle.
  68896. * The SPS doesn't call this function, you may have to call it by your own.
  68897. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68898. * @param particle The particle to recycle
  68899. * @returns the recycled particle
  68900. */
  68901. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  68902. return particle;
  68903. };
  68904. /**
  68905. * Updates a particle : this function should be overwritten by the user.
  68906. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  68907. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  68908. * @example : just set a particle position or velocity and recycle conditions
  68909. * @param particle The particle to update
  68910. * @returns the updated particle
  68911. */
  68912. SolidParticleSystem.prototype.updateParticle = function (particle) {
  68913. return particle;
  68914. };
  68915. /**
  68916. * Updates a vertex of a particle : it can be overwritten by the user.
  68917. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  68918. * @param particle the current particle
  68919. * @param vertex the current index of the current particle
  68920. * @param pt the index of the current vertex in the particle shape
  68921. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  68922. * @example : just set a vertex particle position
  68923. * @returns the updated vertex
  68924. */
  68925. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  68926. return vertex;
  68927. };
  68928. /**
  68929. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  68930. * This does nothing and may be overwritten by the user.
  68931. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68932. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68933. * @param update the boolean update value actually passed to setParticles()
  68934. */
  68935. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  68936. };
  68937. /**
  68938. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  68939. * This will be passed three parameters.
  68940. * This does nothing and may be overwritten by the user.
  68941. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68942. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  68943. * @param update the boolean update value actually passed to setParticles()
  68944. */
  68945. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  68946. };
  68947. return SolidParticleSystem;
  68948. }());
  68949. BABYLON.SolidParticleSystem = SolidParticleSystem;
  68950. })(BABYLON || (BABYLON = {}));
  68951. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  68952. var BABYLON;
  68953. (function (BABYLON) {
  68954. /**
  68955. * Class containing static functions to help procedurally build meshes
  68956. */
  68957. var MeshBuilder = /** @class */ (function () {
  68958. function MeshBuilder() {
  68959. }
  68960. MeshBuilder.updateSideOrientation = function (orientation) {
  68961. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  68962. return BABYLON.Mesh.DOUBLESIDE;
  68963. }
  68964. if (orientation === undefined || orientation === null) {
  68965. return BABYLON.Mesh.FRONTSIDE;
  68966. }
  68967. return orientation;
  68968. };
  68969. /**
  68970. * Creates a box mesh
  68971. * * The parameter `size` sets the size (float) of each box side (default 1)
  68972. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  68973. * * 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)
  68974. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  68975. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  68976. * * 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
  68977. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  68978. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  68979. * @param name defines the name of the mesh
  68980. * @param options defines the options used to create the mesh
  68981. * @param scene defines the hosting scene
  68982. * @returns the box mesh
  68983. */
  68984. MeshBuilder.CreateBox = function (name, options, scene) {
  68985. if (scene === void 0) { scene = null; }
  68986. var box = new BABYLON.Mesh(name, scene);
  68987. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  68988. box._originalBuilderSideOrientation = options.sideOrientation;
  68989. var vertexData = BABYLON.VertexData.CreateBox(options);
  68990. vertexData.applyToMesh(box, options.updatable);
  68991. return box;
  68992. };
  68993. /**
  68994. * Creates a sphere mesh
  68995. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  68996. * * 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`)
  68997. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  68998. * * 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
  68999. * * 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)
  69000. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69001. * * 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
  69002. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69003. * @param name defines the name of the mesh
  69004. * @param options defines the options used to create the mesh
  69005. * @param scene defines the hosting scene
  69006. * @returns the sphere mesh
  69007. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  69008. */
  69009. MeshBuilder.CreateSphere = function (name, options, scene) {
  69010. var sphere = new BABYLON.Mesh(name, scene);
  69011. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69012. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69013. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69014. vertexData.applyToMesh(sphere, options.updatable);
  69015. return sphere;
  69016. };
  69017. /**
  69018. * Creates a plane polygonal mesh. By default, this is a disc
  69019. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69020. * * 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
  69021. * * 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
  69022. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69023. * * 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
  69024. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69025. * @param name defines the name of the mesh
  69026. * @param options defines the options used to create the mesh
  69027. * @param scene defines the hosting scene
  69028. * @returns the plane polygonal mesh
  69029. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69030. */
  69031. MeshBuilder.CreateDisc = function (name, options, scene) {
  69032. if (scene === void 0) { scene = null; }
  69033. var disc = new BABYLON.Mesh(name, scene);
  69034. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69035. disc._originalBuilderSideOrientation = options.sideOrientation;
  69036. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69037. vertexData.applyToMesh(disc, options.updatable);
  69038. return disc;
  69039. };
  69040. /**
  69041. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69042. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69043. * * 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`)
  69044. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69045. * * 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
  69046. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69047. * * 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
  69048. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69049. * @param name defines the name of the mesh
  69050. * @param options defines the options used to create the mesh
  69051. * @param scene defines the hosting scene
  69052. * @returns the icosahedron mesh
  69053. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69054. */
  69055. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69056. var sphere = new BABYLON.Mesh(name, scene);
  69057. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69058. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69059. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69060. vertexData.applyToMesh(sphere, options.updatable);
  69061. return sphere;
  69062. };
  69063. /**
  69064. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69065. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69066. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69067. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69068. * * 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
  69069. * * 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
  69070. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
  69071. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69072. * * 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
  69073. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69074. * * 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
  69075. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69076. * * 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
  69077. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69078. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69079. * @param name defines the name of the mesh
  69080. * @param options defines the options used to create the mesh
  69081. * @param scene defines the hosting scene
  69082. * @returns the ribbon mesh
  69083. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  69084. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69085. */
  69086. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69087. if (scene === void 0) { scene = null; }
  69088. var pathArray = options.pathArray;
  69089. var closeArray = options.closeArray;
  69090. var closePath = options.closePath;
  69091. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69092. var instance = options.instance;
  69093. var updatable = options.updatable;
  69094. if (instance) { // existing ribbon instance update
  69095. // positionFunction : ribbon case
  69096. // only pathArray and sideOrientation parameters are taken into account for positions update
  69097. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69098. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69099. var positionFunction = function (positions) {
  69100. var minlg = pathArray[0].length;
  69101. var mesh = instance;
  69102. var i = 0;
  69103. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69104. for (var si = 1; si <= ns; ++si) {
  69105. for (var p = 0; p < pathArray.length; ++p) {
  69106. var path = pathArray[p];
  69107. var l = path.length;
  69108. minlg = (minlg < l) ? minlg : l;
  69109. for (var j = 0; j < minlg; ++j) {
  69110. var pathPoint = path[j];
  69111. positions[i] = pathPoint.x;
  69112. positions[i + 1] = pathPoint.y;
  69113. positions[i + 2] = pathPoint.z;
  69114. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69115. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69116. i += 3;
  69117. }
  69118. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69119. var pathPoint = path[0];
  69120. positions[i] = pathPoint.x;
  69121. positions[i + 1] = pathPoint.y;
  69122. positions[i + 2] = pathPoint.z;
  69123. i += 3;
  69124. }
  69125. }
  69126. }
  69127. };
  69128. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69129. positionFunction(positions);
  69130. if (instance._boundingInfo) {
  69131. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69132. }
  69133. else {
  69134. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69135. }
  69136. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69137. if (options.colors) {
  69138. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69139. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69140. var color = options.colors[c];
  69141. colors[colorIndex] = color.r;
  69142. colors[colorIndex + 1] = color.g;
  69143. colors[colorIndex + 2] = color.b;
  69144. colors[colorIndex + 3] = color.a;
  69145. }
  69146. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69147. }
  69148. if (options.uvs) {
  69149. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69150. for (var i = 0; i < options.uvs.length; i++) {
  69151. uvs[i * 2] = options.uvs[i].x;
  69152. uvs[i * 2 + 1] = options.uvs[i].y;
  69153. }
  69154. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69155. }
  69156. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69157. var indices = instance.getIndices();
  69158. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69159. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69160. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69161. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69162. var indexFirst = 0;
  69163. var indexLast = 0;
  69164. for (var p = 0; p < pathArray.length; p++) {
  69165. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69166. if (p + 1 < pathArray.length) {
  69167. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69168. }
  69169. else {
  69170. indexLast = normals.length - 3;
  69171. }
  69172. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69173. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69174. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69175. normals[indexLast] = normals[indexFirst];
  69176. normals[indexLast + 1] = normals[indexFirst + 1];
  69177. normals[indexLast + 2] = normals[indexFirst + 2];
  69178. }
  69179. }
  69180. if (!(instance.areNormalsFrozen)) {
  69181. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69182. }
  69183. }
  69184. return instance;
  69185. }
  69186. else { // new ribbon creation
  69187. var ribbon = new BABYLON.Mesh(name, scene);
  69188. ribbon._originalBuilderSideOrientation = sideOrientation;
  69189. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69190. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69191. if (closePath) {
  69192. ribbon._creationDataStorage.idx = vertexData._idx;
  69193. }
  69194. ribbon._creationDataStorage.closePath = closePath;
  69195. ribbon._creationDataStorage.closeArray = closeArray;
  69196. vertexData.applyToMesh(ribbon, updatable);
  69197. return ribbon;
  69198. }
  69199. };
  69200. /**
  69201. * Creates a cylinder or a cone mesh
  69202. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69203. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69204. * * 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.
  69205. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69206. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69207. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69208. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69209. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69210. * * 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).
  69211. * * 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
  69212. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69213. * * 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
  69214. * * 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.
  69215. * * If `enclose` is false, a ring surface is one element.
  69216. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69217. * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69218. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69219. * * 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
  69220. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69221. * @param name defines the name of the mesh
  69222. * @param options defines the options used to create the mesh
  69223. * @param scene defines the hosting scene
  69224. * @returns the cylinder mesh
  69225. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69226. */
  69227. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69228. var cylinder = new BABYLON.Mesh(name, scene);
  69229. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69230. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69231. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69232. vertexData.applyToMesh(cylinder, options.updatable);
  69233. return cylinder;
  69234. };
  69235. /**
  69236. * Creates a torus mesh
  69237. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69238. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69239. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69240. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69241. * * 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
  69242. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69243. * @param name defines the name of the mesh
  69244. * @param options defines the options used to create the mesh
  69245. * @param scene defines the hosting scene
  69246. * @returns the torus mesh
  69247. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69248. */
  69249. MeshBuilder.CreateTorus = function (name, options, scene) {
  69250. var torus = new BABYLON.Mesh(name, scene);
  69251. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69252. torus._originalBuilderSideOrientation = options.sideOrientation;
  69253. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69254. vertexData.applyToMesh(torus, options.updatable);
  69255. return torus;
  69256. };
  69257. /**
  69258. * Creates a torus knot mesh
  69259. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69260. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69261. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69262. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69263. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69264. * * 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
  69265. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69266. * @param name defines the name of the mesh
  69267. * @param options defines the options used to create the mesh
  69268. * @param scene defines the hosting scene
  69269. * @returns the torus knot mesh
  69270. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69271. */
  69272. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69273. var torusKnot = new BABYLON.Mesh(name, scene);
  69274. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69275. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69276. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69277. vertexData.applyToMesh(torusKnot, options.updatable);
  69278. return torusKnot;
  69279. };
  69280. /**
  69281. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69282. * * 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
  69283. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69284. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69285. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69286. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69287. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69288. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69289. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69290. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69291. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69292. * @param name defines the name of the new line system
  69293. * @param options defines the options used to create the line system
  69294. * @param scene defines the hosting scene
  69295. * @returns a new line system mesh
  69296. */
  69297. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69298. var instance = options.instance;
  69299. var lines = options.lines;
  69300. var colors = options.colors;
  69301. if (instance) { // lines update
  69302. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69303. var vertexColor;
  69304. var lineColors;
  69305. if (colors) {
  69306. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69307. }
  69308. var i = 0;
  69309. var c = 0;
  69310. for (var l = 0; l < lines.length; l++) {
  69311. var points = lines[l];
  69312. for (var p = 0; p < points.length; p++) {
  69313. positions[i] = points[p].x;
  69314. positions[i + 1] = points[p].y;
  69315. positions[i + 2] = points[p].z;
  69316. if (colors && vertexColor) {
  69317. lineColors = colors[l];
  69318. vertexColor[c] = lineColors[p].r;
  69319. vertexColor[c + 1] = lineColors[p].g;
  69320. vertexColor[c + 2] = lineColors[p].b;
  69321. vertexColor[c + 3] = lineColors[p].a;
  69322. c += 4;
  69323. }
  69324. i += 3;
  69325. }
  69326. }
  69327. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69328. if (colors && vertexColor) {
  69329. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69330. }
  69331. return instance;
  69332. }
  69333. // line system creation
  69334. var useVertexColor = (colors) ? true : false;
  69335. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69336. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69337. vertexData.applyToMesh(lineSystem, options.updatable);
  69338. return lineSystem;
  69339. };
  69340. /**
  69341. * Creates a line mesh
  69342. * 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
  69343. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69344. * * The parameter `points` is an array successive Vector3
  69345. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69346. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69347. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69348. * * When updating an instance, remember that only point positions can change, not the number of points
  69349. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69350. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69351. * @param name defines the name of the new line system
  69352. * @param options defines the options used to create the line system
  69353. * @param scene defines the hosting scene
  69354. * @returns a new line mesh
  69355. */
  69356. MeshBuilder.CreateLines = function (name, options, scene) {
  69357. if (scene === void 0) { scene = null; }
  69358. var colors = (options.colors) ? [options.colors] : null;
  69359. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69360. return lines;
  69361. };
  69362. /**
  69363. * Creates a dashed line mesh
  69364. * * 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
  69365. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69366. * * The parameter `points` is an array successive Vector3
  69367. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69368. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69369. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69370. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
  69371. * * When updating an instance, remember that only point positions can change, not the number of points
  69372. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69373. * @param name defines the name of the mesh
  69374. * @param options defines the options used to create the mesh
  69375. * @param scene defines the hosting scene
  69376. * @returns the dashed line mesh
  69377. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69378. */
  69379. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69380. if (scene === void 0) { scene = null; }
  69381. var points = options.points;
  69382. var instance = options.instance;
  69383. var gapSize = options.gapSize || 1;
  69384. var dashSize = options.dashSize || 3;
  69385. if (instance) { // dashed lines update
  69386. var positionFunction = function (positions) {
  69387. var curvect = BABYLON.Vector3.Zero();
  69388. var nbSeg = positions.length / 6;
  69389. var lg = 0;
  69390. var nb = 0;
  69391. var shft = 0;
  69392. var dashshft = 0;
  69393. var curshft = 0;
  69394. var p = 0;
  69395. var i = 0;
  69396. var j = 0;
  69397. for (i = 0; i < points.length - 1; i++) {
  69398. points[i + 1].subtractToRef(points[i], curvect);
  69399. lg += curvect.length();
  69400. }
  69401. shft = lg / nbSeg;
  69402. var dashSize = instance._creationDataStorage.dashSize;
  69403. var gapSize = instance._creationDataStorage.gapSize;
  69404. dashshft = dashSize * shft / (dashSize + gapSize);
  69405. for (i = 0; i < points.length - 1; i++) {
  69406. points[i + 1].subtractToRef(points[i], curvect);
  69407. nb = Math.floor(curvect.length() / shft);
  69408. curvect.normalize();
  69409. j = 0;
  69410. while (j < nb && p < positions.length) {
  69411. curshft = shft * j;
  69412. positions[p] = points[i].x + curshft * curvect.x;
  69413. positions[p + 1] = points[i].y + curshft * curvect.y;
  69414. positions[p + 2] = points[i].z + curshft * curvect.z;
  69415. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69416. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69417. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69418. p += 6;
  69419. j++;
  69420. }
  69421. }
  69422. while (p < positions.length) {
  69423. positions[p] = points[i].x;
  69424. positions[p + 1] = points[i].y;
  69425. positions[p + 2] = points[i].z;
  69426. p += 3;
  69427. }
  69428. };
  69429. instance.updateMeshPositions(positionFunction, false);
  69430. return instance;
  69431. }
  69432. // dashed lines creation
  69433. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69434. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69435. vertexData.applyToMesh(dashedLines, options.updatable);
  69436. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69437. dashedLines._creationDataStorage.dashSize = dashSize;
  69438. dashedLines._creationDataStorage.gapSize = gapSize;
  69439. return dashedLines;
  69440. };
  69441. /**
  69442. * 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.
  69443. * * 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.
  69444. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69445. * * 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.
  69446. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69447. * * 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
  69448. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69449. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69450. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69451. * * 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
  69452. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69453. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69454. * @param name defines the name of the mesh
  69455. * @param options defines the options used to create the mesh
  69456. * @param scene defines the hosting scene
  69457. * @returns the extruded shape mesh
  69458. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69459. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69460. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69461. */
  69462. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69463. if (scene === void 0) { scene = null; }
  69464. var path = options.path;
  69465. var shape = options.shape;
  69466. var scale = options.scale || 1;
  69467. var rotation = options.rotation || 0;
  69468. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69469. var updatable = options.updatable;
  69470. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69471. var instance = options.instance || null;
  69472. var invertUV = options.invertUV || false;
  69473. 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);
  69474. };
  69475. /**
  69476. * Creates an custom extruded shape mesh.
  69477. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69478. * * 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.
  69479. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69480. * * 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
  69481. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69482. * * 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
  69483. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69484. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69485. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69486. * * 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
  69487. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
  69488. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69489. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69490. * * 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
  69491. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69492. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69493. * @param name defines the name of the mesh
  69494. * @param options defines the options used to create the mesh
  69495. * @param scene defines the hosting scene
  69496. * @returns the custom extruded shape mesh
  69497. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69498. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69499. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69500. */
  69501. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69502. var path = options.path;
  69503. var shape = options.shape;
  69504. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69505. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69506. var ribbonCloseArray = options.ribbonCloseArray || false;
  69507. var ribbonClosePath = options.ribbonClosePath || false;
  69508. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69509. var updatable = options.updatable;
  69510. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69511. var instance = options.instance;
  69512. var invertUV = options.invertUV || false;
  69513. 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);
  69514. };
  69515. /**
  69516. * Creates lathe mesh.
  69517. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69518. * * 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
  69519. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69520. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69521. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69522. * * 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
  69523. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69524. * * 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
  69525. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69526. * * 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
  69527. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69528. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69529. * @param name defines the name of the mesh
  69530. * @param options defines the options used to create the mesh
  69531. * @param scene defines the hosting scene
  69532. * @returns the lathe mesh
  69533. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69534. */
  69535. MeshBuilder.CreateLathe = function (name, options, scene) {
  69536. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69537. var closed = (options.closed === undefined) ? true : options.closed;
  69538. var shape = options.shape;
  69539. var radius = options.radius || 1;
  69540. var tessellation = options.tessellation || 64;
  69541. var clip = options.clip || 0;
  69542. var updatable = options.updatable;
  69543. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69544. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69545. var pi2 = Math.PI * 2;
  69546. var paths = new Array();
  69547. var invertUV = options.invertUV || false;
  69548. var i = 0;
  69549. var p = 0;
  69550. var step = pi2 / tessellation * arc;
  69551. var rotated;
  69552. var path = new Array();
  69553. for (i = 0; i <= tessellation - clip; i++) {
  69554. var path = [];
  69555. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69556. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69557. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69558. }
  69559. for (p = 0; p < shape.length; p++) {
  69560. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69561. path.push(rotated);
  69562. }
  69563. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69564. 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));
  69565. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69566. }
  69567. paths.push(path);
  69568. }
  69569. // lathe ribbon
  69570. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69571. return lathe;
  69572. };
  69573. /**
  69574. * Creates a plane mesh
  69575. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69576. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69577. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69578. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69579. * * 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
  69580. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69581. * @param name defines the name of the mesh
  69582. * @param options defines the options used to create the mesh
  69583. * @param scene defines the hosting scene
  69584. * @returns the plane mesh
  69585. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69586. */
  69587. MeshBuilder.CreatePlane = function (name, options, scene) {
  69588. var plane = new BABYLON.Mesh(name, scene);
  69589. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69590. plane._originalBuilderSideOrientation = options.sideOrientation;
  69591. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69592. vertexData.applyToMesh(plane, options.updatable);
  69593. if (options.sourcePlane) {
  69594. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69595. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69596. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69597. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69598. plane.rotate(vectorProduct, product);
  69599. }
  69600. }
  69601. return plane;
  69602. };
  69603. /**
  69604. * Creates a ground mesh
  69605. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69606. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69607. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69608. * @param name defines the name of the mesh
  69609. * @param options defines the options used to create the mesh
  69610. * @param scene defines the hosting scene
  69611. * @returns the ground mesh
  69612. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69613. */
  69614. MeshBuilder.CreateGround = function (name, options, scene) {
  69615. var ground = new BABYLON.GroundMesh(name, scene);
  69616. ground._setReady(false);
  69617. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69618. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69619. ground._width = options.width || 1;
  69620. ground._height = options.height || 1;
  69621. ground._maxX = ground._width / 2;
  69622. ground._maxZ = ground._height / 2;
  69623. ground._minX = -ground._maxX;
  69624. ground._minZ = -ground._maxZ;
  69625. var vertexData = BABYLON.VertexData.CreateGround(options);
  69626. vertexData.applyToMesh(ground, options.updatable);
  69627. ground._setReady(true);
  69628. return ground;
  69629. };
  69630. /**
  69631. * Creates a tiled ground mesh
  69632. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69633. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69634. * * 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
  69635. * * 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
  69636. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69637. * @param name defines the name of the mesh
  69638. * @param options defines the options used to create the mesh
  69639. * @param scene defines the hosting scene
  69640. * @returns the tiled ground mesh
  69641. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69642. */
  69643. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69644. var tiledGround = new BABYLON.Mesh(name, scene);
  69645. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69646. vertexData.applyToMesh(tiledGround, options.updatable);
  69647. return tiledGround;
  69648. };
  69649. /**
  69650. * Creates a ground mesh from a height map
  69651. * * The parameter `url` sets the URL of the height map image resource.
  69652. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69653. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69654. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69655. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69656. * * 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.
  69657. * * 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).
  69658. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69659. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69660. * @param name defines the name of the mesh
  69661. * @param url defines the url to the height map
  69662. * @param options defines the options used to create the mesh
  69663. * @param scene defines the hosting scene
  69664. * @returns the ground mesh
  69665. * @see http://doc.babylonjs.com/babylon101/height_map
  69666. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69667. */
  69668. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69669. var width = options.width || 10.0;
  69670. var height = options.height || 10.0;
  69671. var subdivisions = options.subdivisions || 1 | 0;
  69672. var minHeight = options.minHeight || 0.0;
  69673. var maxHeight = options.maxHeight || 1.0;
  69674. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69675. var alphaFilter = options.alphaFilter || 0.0;
  69676. var updatable = options.updatable;
  69677. var onReady = options.onReady;
  69678. var ground = new BABYLON.GroundMesh(name, scene);
  69679. ground._subdivisionsX = subdivisions;
  69680. ground._subdivisionsY = subdivisions;
  69681. ground._width = width;
  69682. ground._height = height;
  69683. ground._maxX = ground._width / 2.0;
  69684. ground._maxZ = ground._height / 2.0;
  69685. ground._minX = -ground._maxX;
  69686. ground._minZ = -ground._maxZ;
  69687. ground._setReady(false);
  69688. var onload = function (img) {
  69689. // Getting height map data
  69690. var canvas = document.createElement("canvas");
  69691. var context = canvas.getContext("2d");
  69692. if (!context) {
  69693. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69694. }
  69695. if (scene.isDisposed) {
  69696. return;
  69697. }
  69698. var bufferWidth = img.width;
  69699. var bufferHeight = img.height;
  69700. canvas.width = bufferWidth;
  69701. canvas.height = bufferHeight;
  69702. context.drawImage(img, 0, 0);
  69703. // Create VertexData from map data
  69704. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69705. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69706. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69707. width: width, height: height,
  69708. subdivisions: subdivisions,
  69709. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69710. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69711. alphaFilter: alphaFilter
  69712. });
  69713. vertexData.applyToMesh(ground, updatable);
  69714. //execute ready callback, if set
  69715. if (onReady) {
  69716. onReady(ground);
  69717. }
  69718. ground._setReady(true);
  69719. };
  69720. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  69721. return ground;
  69722. };
  69723. /**
  69724. * Creates a polygon mesh
  69725. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69726. * * 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
  69727. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69728. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69729. * * 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)
  69730. * * Remember you can only change the shape positions, not their number when updating a polygon
  69731. * @param name defines the name of the mesh
  69732. * @param options defines the options used to create the mesh
  69733. * @param scene defines the hosting scene
  69734. * @returns the polygon mesh
  69735. */
  69736. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69737. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69738. var shape = options.shape;
  69739. var holes = options.holes || [];
  69740. var depth = options.depth || 0;
  69741. var contours = [];
  69742. var hole = [];
  69743. for (var i = 0; i < shape.length; i++) {
  69744. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  69745. }
  69746. var epsilon = 0.00000001;
  69747. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  69748. contours.pop();
  69749. }
  69750. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  69751. for (var hNb = 0; hNb < holes.length; hNb++) {
  69752. hole = [];
  69753. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  69754. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  69755. }
  69756. polygonTriangulation.addHole(hole);
  69757. }
  69758. var polygon = polygonTriangulation.build(options.updatable, depth);
  69759. polygon._originalBuilderSideOrientation = options.sideOrientation;
  69760. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  69761. vertexData.applyToMesh(polygon, options.updatable);
  69762. return polygon;
  69763. };
  69764. /**
  69765. * Creates an extruded polygon mesh, with depth in the Y direction.
  69766. * * 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)
  69767. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69768. * @param name defines the name of the mesh
  69769. * @param options defines the options used to create the mesh
  69770. * @param scene defines the hosting scene
  69771. * @returns the polygon mesh
  69772. */
  69773. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  69774. return MeshBuilder.CreatePolygon(name, options, scene);
  69775. };
  69776. /**
  69777. * Creates a tube mesh.
  69778. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69779. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  69780. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  69781. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  69782. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  69783. * * 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)
  69784. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  69785. * * 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
  69786. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
  69787. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69788. * * 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
  69789. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69791. * @param name defines the name of the mesh
  69792. * @param options defines the options used to create the mesh
  69793. * @param scene defines the hosting scene
  69794. * @returns the tube mesh
  69795. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69796. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  69797. */
  69798. MeshBuilder.CreateTube = function (name, options, scene) {
  69799. var path = options.path;
  69800. var instance = options.instance;
  69801. var radius = 1.0;
  69802. if (options.radius !== undefined) {
  69803. radius = options.radius;
  69804. }
  69805. else if (instance) {
  69806. radius = instance._creationDataStorage.radius;
  69807. }
  69808. var tessellation = options.tessellation || 64 | 0;
  69809. var radiusFunction = options.radiusFunction || null;
  69810. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69811. var invertUV = options.invertUV || false;
  69812. var updatable = options.updatable;
  69813. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69814. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  69815. // tube geometry
  69816. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  69817. var tangents = path3D.getTangents();
  69818. var normals = path3D.getNormals();
  69819. var distances = path3D.getDistances();
  69820. var pi2 = Math.PI * 2;
  69821. var step = pi2 / tessellation * arc;
  69822. var returnRadius = function () { return radius; };
  69823. var radiusFunctionFinal = radiusFunction || returnRadius;
  69824. var circlePath;
  69825. var rad;
  69826. var normal;
  69827. var rotated;
  69828. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69829. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69830. for (var i = 0; i < path.length; i++) {
  69831. rad = radiusFunctionFinal(i, distances[i]); // current radius
  69832. circlePath = Array(); // current circle array
  69833. normal = normals[i]; // current normal
  69834. for (var t = 0; t < tessellation; t++) {
  69835. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  69836. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  69837. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  69838. rotated.scaleInPlace(rad).addInPlace(path[i]);
  69839. circlePath[t] = rotated;
  69840. }
  69841. circlePaths[index] = circlePath;
  69842. index++;
  69843. }
  69844. // cap
  69845. var capPath = function (nbPoints, pathIndex) {
  69846. var pointCap = Array();
  69847. for (var i = 0; i < nbPoints; i++) {
  69848. pointCap.push(path[pathIndex]);
  69849. }
  69850. return pointCap;
  69851. };
  69852. switch (cap) {
  69853. case BABYLON.Mesh.NO_CAP:
  69854. break;
  69855. case BABYLON.Mesh.CAP_START:
  69856. circlePaths[0] = capPath(tessellation, 0);
  69857. circlePaths[1] = circlePaths[2].slice(0);
  69858. break;
  69859. case BABYLON.Mesh.CAP_END:
  69860. circlePaths[index] = circlePaths[index - 1].slice(0);
  69861. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69862. break;
  69863. case BABYLON.Mesh.CAP_ALL:
  69864. circlePaths[0] = capPath(tessellation, 0);
  69865. circlePaths[1] = circlePaths[2].slice(0);
  69866. circlePaths[index] = circlePaths[index - 1].slice(0);
  69867. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69868. break;
  69869. default:
  69870. break;
  69871. }
  69872. return circlePaths;
  69873. };
  69874. var path3D;
  69875. var pathArray;
  69876. if (instance) { // tube update
  69877. var storage = instance._creationDataStorage;
  69878. var arc = options.arc || storage.arc;
  69879. path3D = storage.path3D.update(path);
  69880. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  69881. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  69882. // Update mode, no need to recreate the storage.
  69883. storage.path3D = path3D;
  69884. storage.pathArray = pathArray;
  69885. storage.arc = arc;
  69886. storage.radius = radius;
  69887. return instance;
  69888. }
  69889. // tube creation
  69890. path3D = new BABYLON.Path3D(path);
  69891. var newPathArray = new Array();
  69892. cap = (cap < 0 || cap > 3) ? 0 : cap;
  69893. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  69894. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69895. tube._creationDataStorage.pathArray = pathArray;
  69896. tube._creationDataStorage.path3D = path3D;
  69897. tube._creationDataStorage.tessellation = tessellation;
  69898. tube._creationDataStorage.cap = cap;
  69899. tube._creationDataStorage.arc = options.arc;
  69900. tube._creationDataStorage.radius = radius;
  69901. return tube;
  69902. };
  69903. /**
  69904. * Creates a polyhedron mesh
  69905. * * 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
  69906. * * The parameter `size` (positive float, default 1) sets the polygon size
  69907. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  69908. * * 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`
  69909. * * 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
  69910. * * 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)`)
  69911. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69912. * * 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
  69913. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69914. * * 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
  69915. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69916. * @param name defines the name of the mesh
  69917. * @param options defines the options used to create the mesh
  69918. * @param scene defines the hosting scene
  69919. * @returns the polyhedron mesh
  69920. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  69921. */
  69922. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  69923. var polyhedron = new BABYLON.Mesh(name, scene);
  69924. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69925. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  69926. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  69927. vertexData.applyToMesh(polyhedron, options.updatable);
  69928. return polyhedron;
  69929. };
  69930. /**
  69931. * Creates a decal mesh.
  69932. * 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
  69933. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  69934. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  69935. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  69936. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  69937. * @param name defines the name of the mesh
  69938. * @param sourceMesh defines the mesh where the decal must be applied
  69939. * @param options defines the options used to create the mesh
  69940. * @param scene defines the hosting scene
  69941. * @returns the decal mesh
  69942. * @see http://doc.babylonjs.com/how_to/decals
  69943. */
  69944. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  69945. var indices = sourceMesh.getIndices();
  69946. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69947. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69948. var position = options.position || BABYLON.Vector3.Zero();
  69949. var normal = options.normal || BABYLON.Vector3.Up();
  69950. var size = options.size || BABYLON.Vector3.One();
  69951. var angle = options.angle || 0;
  69952. // Getting correct rotation
  69953. if (!normal) {
  69954. var target = new BABYLON.Vector3(0, 0, 1);
  69955. var camera = sourceMesh.getScene().activeCamera;
  69956. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  69957. normal = camera.globalPosition.subtract(cameraWorldTarget);
  69958. }
  69959. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  69960. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  69961. var pitch = Math.atan2(normal.y, len);
  69962. // Matrix
  69963. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  69964. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  69965. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  69966. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  69967. var vertexData = new BABYLON.VertexData();
  69968. vertexData.indices = [];
  69969. vertexData.positions = [];
  69970. vertexData.normals = [];
  69971. vertexData.uvs = [];
  69972. var currentVertexDataIndex = 0;
  69973. var extractDecalVector3 = function (indexId) {
  69974. var result = new BABYLON.PositionNormalVertex();
  69975. if (!indices || !positions || !normals) {
  69976. return result;
  69977. }
  69978. var vertexId = indices[indexId];
  69979. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  69980. // Send vector to decal local world
  69981. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  69982. // Get normal
  69983. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  69984. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  69985. return result;
  69986. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  69987. var clip = function (vertices, axis) {
  69988. if (vertices.length === 0) {
  69989. return vertices;
  69990. }
  69991. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  69992. var clipVertices = function (v0, v1) {
  69993. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  69994. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  69995. };
  69996. var result = new Array();
  69997. for (var index = 0; index < vertices.length; index += 3) {
  69998. var v1Out;
  69999. var v2Out;
  70000. var v3Out;
  70001. var total = 0;
  70002. var nV1 = null;
  70003. var nV2 = null;
  70004. var nV3 = null;
  70005. var nV4 = null;
  70006. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70007. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70008. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70009. v1Out = d1 > 0;
  70010. v2Out = d2 > 0;
  70011. v3Out = d3 > 0;
  70012. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70013. switch (total) {
  70014. case 0:
  70015. result.push(vertices[index]);
  70016. result.push(vertices[index + 1]);
  70017. result.push(vertices[index + 2]);
  70018. break;
  70019. case 1:
  70020. if (v1Out) {
  70021. nV1 = vertices[index + 1];
  70022. nV2 = vertices[index + 2];
  70023. nV3 = clipVertices(vertices[index], nV1);
  70024. nV4 = clipVertices(vertices[index], nV2);
  70025. }
  70026. if (v2Out) {
  70027. nV1 = vertices[index];
  70028. nV2 = vertices[index + 2];
  70029. nV3 = clipVertices(vertices[index + 1], nV1);
  70030. nV4 = clipVertices(vertices[index + 1], nV2);
  70031. result.push(nV3);
  70032. result.push(nV2.clone());
  70033. result.push(nV1.clone());
  70034. result.push(nV2.clone());
  70035. result.push(nV3.clone());
  70036. result.push(nV4);
  70037. break;
  70038. }
  70039. if (v3Out) {
  70040. nV1 = vertices[index];
  70041. nV2 = vertices[index + 1];
  70042. nV3 = clipVertices(vertices[index + 2], nV1);
  70043. nV4 = clipVertices(vertices[index + 2], nV2);
  70044. }
  70045. if (nV1 && nV2 && nV3 && nV4) {
  70046. result.push(nV1.clone());
  70047. result.push(nV2.clone());
  70048. result.push(nV3);
  70049. result.push(nV4);
  70050. result.push(nV3.clone());
  70051. result.push(nV2.clone());
  70052. }
  70053. break;
  70054. case 2:
  70055. if (!v1Out) {
  70056. nV1 = vertices[index].clone();
  70057. nV2 = clipVertices(nV1, vertices[index + 1]);
  70058. nV3 = clipVertices(nV1, vertices[index + 2]);
  70059. result.push(nV1);
  70060. result.push(nV2);
  70061. result.push(nV3);
  70062. }
  70063. if (!v2Out) {
  70064. nV1 = vertices[index + 1].clone();
  70065. nV2 = clipVertices(nV1, vertices[index + 2]);
  70066. nV3 = clipVertices(nV1, vertices[index]);
  70067. result.push(nV1);
  70068. result.push(nV2);
  70069. result.push(nV3);
  70070. }
  70071. if (!v3Out) {
  70072. nV1 = vertices[index + 2].clone();
  70073. nV2 = clipVertices(nV1, vertices[index]);
  70074. nV3 = clipVertices(nV1, vertices[index + 1]);
  70075. result.push(nV1);
  70076. result.push(nV2);
  70077. result.push(nV3);
  70078. }
  70079. break;
  70080. case 3:
  70081. break;
  70082. }
  70083. }
  70084. return result;
  70085. };
  70086. for (var index = 0; index < indices.length; index += 3) {
  70087. var faceVertices = new Array();
  70088. faceVertices.push(extractDecalVector3(index));
  70089. faceVertices.push(extractDecalVector3(index + 1));
  70090. faceVertices.push(extractDecalVector3(index + 2));
  70091. // Clip
  70092. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70093. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70094. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70095. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70096. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70097. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70098. if (faceVertices.length === 0) {
  70099. continue;
  70100. }
  70101. // Add UVs and get back to world
  70102. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70103. var vertex = faceVertices[vIndex];
  70104. //TODO check for Int32Array | Uint32Array | Uint16Array
  70105. vertexData.indices.push(currentVertexDataIndex);
  70106. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70107. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70108. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70109. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70110. currentVertexDataIndex++;
  70111. }
  70112. }
  70113. // Return mesh
  70114. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70115. vertexData.applyToMesh(decal);
  70116. decal.position = position.clone();
  70117. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70118. return decal;
  70119. };
  70120. // Privates
  70121. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70122. // extrusion geometry
  70123. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70124. var tangents = path3D.getTangents();
  70125. var normals = path3D.getNormals();
  70126. var binormals = path3D.getBinormals();
  70127. var distances = path3D.getDistances();
  70128. var angle = 0;
  70129. var returnScale = function () { return scale !== null ? scale : 1; };
  70130. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70131. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70132. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70133. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70134. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70135. for (var i = 0; i < curve.length; i++) {
  70136. var shapePath = new Array();
  70137. var angleStep = rotate(i, distances[i]);
  70138. var scaleRatio = scl(i, distances[i]);
  70139. for (var p = 0; p < shape.length; p++) {
  70140. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70141. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70142. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70143. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70144. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70145. shapePath[p] = rotated;
  70146. }
  70147. shapePaths[index] = shapePath;
  70148. angle += angleStep;
  70149. index++;
  70150. }
  70151. // cap
  70152. var capPath = function (shapePath) {
  70153. var pointCap = Array();
  70154. var barycenter = BABYLON.Vector3.Zero();
  70155. var i;
  70156. for (i = 0; i < shapePath.length; i++) {
  70157. barycenter.addInPlace(shapePath[i]);
  70158. }
  70159. barycenter.scaleInPlace(1.0 / shapePath.length);
  70160. for (i = 0; i < shapePath.length; i++) {
  70161. pointCap.push(barycenter);
  70162. }
  70163. return pointCap;
  70164. };
  70165. switch (cap) {
  70166. case BABYLON.Mesh.NO_CAP:
  70167. break;
  70168. case BABYLON.Mesh.CAP_START:
  70169. shapePaths[0] = capPath(shapePaths[2]);
  70170. shapePaths[1] = shapePaths[2];
  70171. break;
  70172. case BABYLON.Mesh.CAP_END:
  70173. shapePaths[index] = shapePaths[index - 1];
  70174. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70175. break;
  70176. case BABYLON.Mesh.CAP_ALL:
  70177. shapePaths[0] = capPath(shapePaths[2]);
  70178. shapePaths[1] = shapePaths[2];
  70179. shapePaths[index] = shapePaths[index - 1];
  70180. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70181. break;
  70182. default:
  70183. break;
  70184. }
  70185. return shapePaths;
  70186. };
  70187. var path3D;
  70188. var pathArray;
  70189. if (instance) { // instance update
  70190. var storage = instance._creationDataStorage;
  70191. path3D = storage.path3D.update(curve);
  70192. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70193. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70194. return instance;
  70195. }
  70196. // extruded shape creation
  70197. path3D = new BABYLON.Path3D(curve);
  70198. var newShapePaths = new Array();
  70199. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70200. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70201. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70202. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70203. extrudedGeneric._creationDataStorage.path3D = path3D;
  70204. extrudedGeneric._creationDataStorage.cap = cap;
  70205. return extrudedGeneric;
  70206. };
  70207. return MeshBuilder;
  70208. }());
  70209. BABYLON.MeshBuilder = MeshBuilder;
  70210. })(BABYLON || (BABYLON = {}));
  70211. //# sourceMappingURL=babylon.meshBuilder.js.map
  70212. var BABYLON;
  70213. (function (BABYLON) {
  70214. /**
  70215. * Draco compression (https://google.github.io/draco/)
  70216. *
  70217. * This class wraps the Draco module.
  70218. *
  70219. * **Encoder**
  70220. *
  70221. * The encoder is not currently implemented.
  70222. *
  70223. * **Decoder**
  70224. *
  70225. * 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.
  70226. *
  70227. * To update the configuration, use the following code:
  70228. * ```javascript
  70229. * BABYLON.DracoCompression.Configuration = {
  70230. * decoder: {
  70231. * wasmUrl: "<url to the WebAssembly library>",
  70232. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70233. * fallbackUrl: "<url to the fallback JavaScript library>",
  70234. * }
  70235. * };
  70236. * ```
  70237. *
  70238. * 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.
  70239. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70240. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70241. *
  70242. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70243. * ```javascript
  70244. * var dracoCompression = new BABYLON.DracoCompression();
  70245. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70246. * [BABYLON.VertexBuffer.PositionKind]: 0
  70247. * });
  70248. * ```
  70249. *
  70250. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70251. */
  70252. var DracoCompression = /** @class */ (function () {
  70253. /**
  70254. * Constructor
  70255. */
  70256. function DracoCompression() {
  70257. }
  70258. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70259. /**
  70260. * Returns true if the decoder is available.
  70261. */
  70262. get: function () {
  70263. if (typeof DracoDecoderModule !== "undefined") {
  70264. return true;
  70265. }
  70266. var decoder = DracoCompression.Configuration.decoder;
  70267. if (decoder) {
  70268. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70269. return true;
  70270. }
  70271. if (decoder.fallbackUrl) {
  70272. return true;
  70273. }
  70274. }
  70275. return false;
  70276. },
  70277. enumerable: true,
  70278. configurable: true
  70279. });
  70280. /**
  70281. * Stop all async operations and release resources.
  70282. */
  70283. DracoCompression.prototype.dispose = function () {
  70284. };
  70285. /**
  70286. * Decode Draco compressed mesh data to vertex data.
  70287. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70288. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70289. * @returns A promise that resolves with the decoded vertex data
  70290. */
  70291. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70292. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70293. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70294. var module = wrappedModule.module;
  70295. var vertexData = new BABYLON.VertexData();
  70296. var buffer = new module.DecoderBuffer();
  70297. buffer.Init(dataView, dataView.byteLength);
  70298. var decoder = new module.Decoder();
  70299. var geometry;
  70300. var status;
  70301. try {
  70302. var type = decoder.GetEncodedGeometryType(buffer);
  70303. switch (type) {
  70304. case module.TRIANGULAR_MESH:
  70305. geometry = new module.Mesh();
  70306. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70307. break;
  70308. case module.POINT_CLOUD:
  70309. geometry = new module.PointCloud();
  70310. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70311. break;
  70312. default:
  70313. throw new Error("Invalid geometry type " + type);
  70314. }
  70315. if (!status.ok() || !geometry.ptr) {
  70316. throw new Error(status.error_msg());
  70317. }
  70318. var numPoints = geometry.num_points();
  70319. if (type === module.TRIANGULAR_MESH) {
  70320. var numFaces = geometry.num_faces();
  70321. var faceIndices = new module.DracoInt32Array();
  70322. try {
  70323. var indices = new Uint32Array(numFaces * 3);
  70324. for (var i = 0; i < numFaces; i++) {
  70325. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70326. var offset = i * 3;
  70327. indices[offset + 0] = faceIndices.GetValue(0);
  70328. indices[offset + 1] = faceIndices.GetValue(1);
  70329. indices[offset + 2] = faceIndices.GetValue(2);
  70330. }
  70331. vertexData.indices = indices;
  70332. }
  70333. finally {
  70334. module.destroy(faceIndices);
  70335. }
  70336. }
  70337. for (var kind in attributes) {
  70338. var uniqueId = attributes[kind];
  70339. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70340. var dracoData = new module.DracoFloat32Array();
  70341. try {
  70342. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70343. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70344. for (var i = 0; i < babylonData.length; i++) {
  70345. babylonData[i] = dracoData.GetValue(i);
  70346. }
  70347. vertexData.set(babylonData, kind);
  70348. }
  70349. finally {
  70350. module.destroy(dracoData);
  70351. }
  70352. }
  70353. }
  70354. finally {
  70355. if (geometry) {
  70356. module.destroy(geometry);
  70357. }
  70358. module.destroy(decoder);
  70359. module.destroy(buffer);
  70360. }
  70361. return vertexData;
  70362. });
  70363. };
  70364. DracoCompression._GetDecoderModule = function () {
  70365. if (!DracoCompression._DecoderModulePromise) {
  70366. var promise = null;
  70367. var config_1 = {};
  70368. if (typeof DracoDecoderModule !== "undefined") {
  70369. promise = Promise.resolve();
  70370. }
  70371. else {
  70372. var decoder = DracoCompression.Configuration.decoder;
  70373. if (decoder) {
  70374. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70375. promise = Promise.all([
  70376. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70377. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70378. config_1.wasmBinary = data;
  70379. })
  70380. ]);
  70381. }
  70382. else if (decoder.fallbackUrl) {
  70383. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70384. }
  70385. }
  70386. }
  70387. if (!promise) {
  70388. throw new Error("Draco decoder module is not available");
  70389. }
  70390. DracoCompression._DecoderModulePromise = promise.then(function () {
  70391. return new Promise(function (resolve) {
  70392. config_1.onModuleLoaded = function (decoderModule) {
  70393. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70394. resolve({ module: decoderModule });
  70395. };
  70396. DracoDecoderModule(config_1);
  70397. });
  70398. });
  70399. }
  70400. return DracoCompression._DecoderModulePromise;
  70401. };
  70402. DracoCompression._LoadScriptAsync = function (url) {
  70403. return new Promise(function (resolve, reject) {
  70404. BABYLON.Tools.LoadScript(url, function () {
  70405. resolve();
  70406. }, function (message) {
  70407. reject(new Error(message));
  70408. });
  70409. });
  70410. };
  70411. DracoCompression._LoadFileAsync = function (url) {
  70412. return new Promise(function (resolve, reject) {
  70413. BABYLON.Tools.LoadFile(url, function (data) {
  70414. resolve(data);
  70415. }, undefined, undefined, true, function (request, exception) {
  70416. reject(exception);
  70417. });
  70418. });
  70419. };
  70420. /**
  70421. * The configuration. Defaults to the following urls:
  70422. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70423. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70424. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70425. */
  70426. DracoCompression.Configuration = {
  70427. decoder: {
  70428. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70429. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70430. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70431. }
  70432. };
  70433. return DracoCompression;
  70434. }());
  70435. BABYLON.DracoCompression = DracoCompression;
  70436. })(BABYLON || (BABYLON = {}));
  70437. //# sourceMappingURL=babylon.dracoCompression.js.map
  70438. var BABYLON;
  70439. (function (BABYLON) {
  70440. // Sets the default audio engine to Babylon.js
  70441. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70442. /**
  70443. * This represents the default audio engine used in babylon.
  70444. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70445. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70446. */
  70447. var AudioEngine = /** @class */ (function () {
  70448. /**
  70449. * Instantiates a new audio engine.
  70450. *
  70451. * There should be only one per page as some browsers restrict the number
  70452. * of audio contexts you can create.
  70453. * @param hostElement defines the host element where to display the mute icon if necessary
  70454. */
  70455. function AudioEngine(hostElement) {
  70456. if (hostElement === void 0) { hostElement = null; }
  70457. var _this = this;
  70458. this._audioContext = null;
  70459. this._audioContextInitialized = false;
  70460. this._muteButton = null;
  70461. /**
  70462. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70463. */
  70464. this.canUseWebAudio = false;
  70465. /**
  70466. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70467. * @ignoreNaming
  70468. */
  70469. this.WarnedWebAudioUnsupported = false;
  70470. /**
  70471. * Gets whether or not mp3 are supported by your browser.
  70472. */
  70473. this.isMP3supported = false;
  70474. /**
  70475. * Gets whether or not ogg are supported by your browser.
  70476. */
  70477. this.isOGGsupported = false;
  70478. /**
  70479. * Gets whether audio has been unlocked on the device.
  70480. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70481. * a user interaction has happened.
  70482. */
  70483. this.unlocked = true;
  70484. /**
  70485. * Defines if the audio engine relies on a custom unlocked button.
  70486. * In this case, the embedded button will not be displayed.
  70487. */
  70488. this.useCustomUnlockedButton = false;
  70489. /**
  70490. * Event raised when audio has been unlocked on the browser.
  70491. */
  70492. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70493. /**
  70494. * Event raised when audio has been locked on the browser.
  70495. */
  70496. this.onAudioLockedObservable = new BABYLON.Observable();
  70497. this._tryToRun = false;
  70498. this._onResize = function () {
  70499. _this._moveButtonToTopLeft();
  70500. };
  70501. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70502. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70503. this.canUseWebAudio = true;
  70504. }
  70505. var audioElem = document.createElement('audio');
  70506. this._hostElement = hostElement;
  70507. try {
  70508. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70509. this.isMP3supported = true;
  70510. }
  70511. }
  70512. catch (e) {
  70513. // protect error during capability check.
  70514. }
  70515. try {
  70516. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70517. this.isOGGsupported = true;
  70518. }
  70519. }
  70520. catch (e) {
  70521. // protect error during capability check.
  70522. }
  70523. }
  70524. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70525. /**
  70526. * Gets the current AudioContext if available.
  70527. */
  70528. get: function () {
  70529. if (!this._audioContextInitialized) {
  70530. this._initializeAudioContext();
  70531. }
  70532. else {
  70533. if (!this.unlocked && !this._muteButton) {
  70534. this._displayMuteButton();
  70535. }
  70536. }
  70537. return this._audioContext;
  70538. },
  70539. enumerable: true,
  70540. configurable: true
  70541. });
  70542. /**
  70543. * Flags the audio engine in Locked state.
  70544. * This happens due to new browser policies preventing audio to autoplay.
  70545. */
  70546. AudioEngine.prototype.lock = function () {
  70547. this._triggerSuspendedState();
  70548. };
  70549. /**
  70550. * Unlocks the audio engine once a user action has been done on the dom.
  70551. * This is helpful to resume play once browser policies have been satisfied.
  70552. */
  70553. AudioEngine.prototype.unlock = function () {
  70554. this._triggerRunningState();
  70555. };
  70556. AudioEngine.prototype._resumeAudioContext = function () {
  70557. var result;
  70558. if (this._audioContext.resume) {
  70559. result = this._audioContext.resume();
  70560. }
  70561. return result || Promise.resolve();
  70562. };
  70563. AudioEngine.prototype._initializeAudioContext = function () {
  70564. try {
  70565. if (this.canUseWebAudio) {
  70566. this._audioContext = new AudioContext();
  70567. // create a global volume gain node
  70568. this.masterGain = this._audioContext.createGain();
  70569. this.masterGain.gain.value = 1;
  70570. this.masterGain.connect(this._audioContext.destination);
  70571. this._audioContextInitialized = true;
  70572. if (this._audioContext.state === "running") {
  70573. // Do not wait for the promise to unlock.
  70574. this._triggerRunningState();
  70575. }
  70576. }
  70577. }
  70578. catch (e) {
  70579. this.canUseWebAudio = false;
  70580. BABYLON.Tools.Error("Web Audio: " + e.message);
  70581. }
  70582. };
  70583. AudioEngine.prototype._triggerRunningState = function () {
  70584. var _this = this;
  70585. if (this._tryToRun) {
  70586. return;
  70587. }
  70588. this._tryToRun = true;
  70589. this._resumeAudioContext()
  70590. .then(function () {
  70591. _this._tryToRun = false;
  70592. if (_this._muteButton) {
  70593. _this._hideMuteButton();
  70594. }
  70595. }).catch(function () {
  70596. _this._tryToRun = false;
  70597. _this.unlocked = false;
  70598. });
  70599. // Notify users that the audio stack is unlocked/unmuted
  70600. this.unlocked = true;
  70601. this.onAudioUnlockedObservable.notifyObservers(this);
  70602. };
  70603. AudioEngine.prototype._triggerSuspendedState = function () {
  70604. this.unlocked = false;
  70605. this.onAudioLockedObservable.notifyObservers(this);
  70606. this._displayMuteButton();
  70607. };
  70608. AudioEngine.prototype._displayMuteButton = function () {
  70609. var _this = this;
  70610. if (this.useCustomUnlockedButton) {
  70611. return;
  70612. }
  70613. this._muteButton = document.createElement("BUTTON");
  70614. this._muteButton.className = "babylonUnmuteIcon";
  70615. this._muteButton.id = "babylonUnmuteIconBtn";
  70616. this._muteButton.title = "Unmute";
  70617. 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) }";
  70618. var style = document.createElement('style');
  70619. style.appendChild(document.createTextNode(css));
  70620. document.getElementsByTagName('head')[0].appendChild(style);
  70621. document.body.appendChild(this._muteButton);
  70622. this._moveButtonToTopLeft();
  70623. this._muteButton.addEventListener('touchend', function () {
  70624. _this._triggerRunningState();
  70625. }, true);
  70626. this._muteButton.addEventListener('click', function () {
  70627. _this._triggerRunningState();
  70628. }, true);
  70629. window.addEventListener("resize", this._onResize);
  70630. };
  70631. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70632. if (this._hostElement && this._muteButton) {
  70633. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70634. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70635. }
  70636. };
  70637. AudioEngine.prototype._hideMuteButton = function () {
  70638. if (this._muteButton) {
  70639. document.body.removeChild(this._muteButton);
  70640. this._muteButton = null;
  70641. }
  70642. };
  70643. /**
  70644. * Destroy and release the resources associated with the audio ccontext.
  70645. */
  70646. AudioEngine.prototype.dispose = function () {
  70647. if (this.canUseWebAudio && this._audioContextInitialized) {
  70648. if (this._connectedAnalyser && this._audioContext) {
  70649. this._connectedAnalyser.stopDebugCanvas();
  70650. this._connectedAnalyser.dispose();
  70651. this.masterGain.disconnect();
  70652. this.masterGain.connect(this._audioContext.destination);
  70653. this._connectedAnalyser = null;
  70654. }
  70655. this.masterGain.gain.value = 1;
  70656. }
  70657. this.WarnedWebAudioUnsupported = false;
  70658. this._hideMuteButton();
  70659. window.removeEventListener("resize", this._onResize);
  70660. this.onAudioUnlockedObservable.clear();
  70661. this.onAudioLockedObservable.clear();
  70662. };
  70663. /**
  70664. * Gets the global volume sets on the master gain.
  70665. * @returns the global volume if set or -1 otherwise
  70666. */
  70667. AudioEngine.prototype.getGlobalVolume = function () {
  70668. if (this.canUseWebAudio && this._audioContextInitialized) {
  70669. return this.masterGain.gain.value;
  70670. }
  70671. else {
  70672. return -1;
  70673. }
  70674. };
  70675. /**
  70676. * Sets the global volume of your experience (sets on the master gain).
  70677. * @param newVolume Defines the new global volume of the application
  70678. */
  70679. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70680. if (this.canUseWebAudio && this._audioContextInitialized) {
  70681. this.masterGain.gain.value = newVolume;
  70682. }
  70683. };
  70684. /**
  70685. * Connect the audio engine to an audio analyser allowing some amazing
  70686. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70687. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70688. * @param analyser The analyser to connect to the engine
  70689. */
  70690. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70691. if (this._connectedAnalyser) {
  70692. this._connectedAnalyser.stopDebugCanvas();
  70693. }
  70694. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70695. this._connectedAnalyser = analyser;
  70696. this.masterGain.disconnect();
  70697. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70698. }
  70699. };
  70700. return AudioEngine;
  70701. }());
  70702. BABYLON.AudioEngine = AudioEngine;
  70703. })(BABYLON || (BABYLON = {}));
  70704. //# sourceMappingURL=babylon.audioEngine.js.map
  70705. var BABYLON;
  70706. (function (BABYLON) {
  70707. /**
  70708. * Defines a sound that can be played in the application.
  70709. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70710. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70711. */
  70712. var Sound = /** @class */ (function () {
  70713. /**
  70714. * Create a sound and attach it to a scene
  70715. * @param name Name of your sound
  70716. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70717. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70718. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70719. */
  70720. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70721. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70722. var _this = this;
  70723. /**
  70724. * Does the sound autoplay once loaded.
  70725. */
  70726. this.autoplay = false;
  70727. /**
  70728. * Does the sound loop after it finishes playing once.
  70729. */
  70730. this.loop = false;
  70731. /**
  70732. * Does the sound use a custom attenuation curve to simulate the falloff
  70733. * happening when the source gets further away from the camera.
  70734. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70735. */
  70736. this.useCustomAttenuation = false;
  70737. /**
  70738. * Is this sound currently played.
  70739. */
  70740. this.isPlaying = false;
  70741. /**
  70742. * Is this sound currently paused.
  70743. */
  70744. this.isPaused = false;
  70745. /**
  70746. * Does this sound enables spatial sound.
  70747. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70748. */
  70749. this.spatialSound = false;
  70750. /**
  70751. * Define the reference distance the sound should be heard perfectly.
  70752. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70753. */
  70754. this.refDistance = 1;
  70755. /**
  70756. * Define the roll off factor of spatial sounds.
  70757. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70758. */
  70759. this.rolloffFactor = 1;
  70760. /**
  70761. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  70762. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70763. */
  70764. this.maxDistance = 100;
  70765. /**
  70766. * Define the distance attenuation model the sound will follow.
  70767. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70768. */
  70769. this.distanceModel = "linear";
  70770. /**
  70771. * Observable event when the current playing sound finishes.
  70772. */
  70773. this.onEndedObservable = new BABYLON.Observable();
  70774. this._panningModel = "equalpower";
  70775. this._playbackRate = 1;
  70776. this._streaming = false;
  70777. this._startTime = 0;
  70778. this._startOffset = 0;
  70779. this._position = BABYLON.Vector3.Zero();
  70780. /** @hidden */
  70781. this._positionInEmitterSpace = false;
  70782. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  70783. this._volume = 1;
  70784. this._isReadyToPlay = false;
  70785. this._isDirectional = false;
  70786. // Used if you'd like to create a directional sound.
  70787. // If not set, the sound will be omnidirectional
  70788. this._coneInnerAngle = 360;
  70789. this._coneOuterAngle = 360;
  70790. this._coneOuterGain = 0;
  70791. this._isOutputConnected = false;
  70792. this._urlType = "Unknown";
  70793. this.name = name;
  70794. this._scene = scene;
  70795. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  70796. if (!compo) {
  70797. compo = new BABYLON.AudioSceneComponent(scene);
  70798. scene._addComponent(compo);
  70799. }
  70800. this._readyToPlayCallback = readyToPlayCallback;
  70801. // Default custom attenuation function is a linear attenuation
  70802. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  70803. if (currentDistance < maxDistance) {
  70804. return currentVolume * (1 - currentDistance / maxDistance);
  70805. }
  70806. else {
  70807. return 0;
  70808. }
  70809. };
  70810. if (options) {
  70811. this.autoplay = options.autoplay || false;
  70812. this.loop = options.loop || false;
  70813. // if volume === 0, we need another way to check this option
  70814. if (options.volume !== undefined) {
  70815. this._volume = options.volume;
  70816. }
  70817. this.spatialSound = options.spatialSound || false;
  70818. this.maxDistance = options.maxDistance || 100;
  70819. this.useCustomAttenuation = options.useCustomAttenuation || false;
  70820. this.rolloffFactor = options.rolloffFactor || 1;
  70821. this.refDistance = options.refDistance || 1;
  70822. this.distanceModel = options.distanceModel || "linear";
  70823. this._playbackRate = options.playbackRate || 1;
  70824. this._streaming = options.streaming || false;
  70825. }
  70826. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70827. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  70828. this._soundGain.gain.value = this._volume;
  70829. this._inputAudioNode = this._soundGain;
  70830. this._outputAudioNode = this._soundGain;
  70831. if (this.spatialSound) {
  70832. this._createSpatialParameters();
  70833. }
  70834. this._scene.mainSoundTrack.AddSound(this);
  70835. var validParameter = true;
  70836. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  70837. if (urlOrArrayBuffer) {
  70838. try {
  70839. if (typeof (urlOrArrayBuffer) === "string") {
  70840. this._urlType = "String";
  70841. }
  70842. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  70843. this._urlType = "ArrayBuffer";
  70844. }
  70845. else if (urlOrArrayBuffer instanceof MediaStream) {
  70846. this._urlType = "MediaStream";
  70847. }
  70848. else if (Array.isArray(urlOrArrayBuffer)) {
  70849. this._urlType = "Array";
  70850. }
  70851. var urls = [];
  70852. var codecSupportedFound = false;
  70853. switch (this._urlType) {
  70854. case "MediaStream":
  70855. this._streaming = true;
  70856. this._isReadyToPlay = true;
  70857. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  70858. if (this.autoplay) {
  70859. this.play();
  70860. }
  70861. if (this._readyToPlayCallback) {
  70862. this._readyToPlayCallback();
  70863. }
  70864. break;
  70865. case "ArrayBuffer":
  70866. if (urlOrArrayBuffer.byteLength > 0) {
  70867. codecSupportedFound = true;
  70868. this._soundLoaded(urlOrArrayBuffer);
  70869. }
  70870. break;
  70871. case "String":
  70872. urls.push(urlOrArrayBuffer);
  70873. case "Array":
  70874. if (urls.length === 0) {
  70875. urls = urlOrArrayBuffer;
  70876. }
  70877. // If we found a supported format, we load it immediately and stop the loop
  70878. for (var i = 0; i < urls.length; i++) {
  70879. var url = urls[i];
  70880. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  70881. codecSupportedFound = true;
  70882. }
  70883. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  70884. codecSupportedFound = true;
  70885. }
  70886. if (url.indexOf(".wav", url.length - 4) !== -1) {
  70887. codecSupportedFound = true;
  70888. }
  70889. if (url.indexOf("blob:") !== -1) {
  70890. codecSupportedFound = true;
  70891. }
  70892. if (codecSupportedFound) {
  70893. // Loading sound using XHR2
  70894. if (!this._streaming) {
  70895. this._scene._loadFile(url, function (data) {
  70896. _this._soundLoaded(data);
  70897. }, undefined, true, true, function (exception) {
  70898. if (exception) {
  70899. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  70900. }
  70901. BABYLON.Tools.Error("Sound creation aborted.");
  70902. _this._scene.mainSoundTrack.RemoveSound(_this);
  70903. });
  70904. }
  70905. // Streaming sound using HTML5 Audio tag
  70906. else {
  70907. this._htmlAudioElement = new Audio(url);
  70908. this._htmlAudioElement.controls = false;
  70909. this._htmlAudioElement.loop = this.loop;
  70910. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  70911. this._htmlAudioElement.preload = "auto";
  70912. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  70913. _this._isReadyToPlay = true;
  70914. if (_this.autoplay) {
  70915. _this.play();
  70916. }
  70917. if (_this._readyToPlayCallback) {
  70918. _this._readyToPlayCallback();
  70919. }
  70920. });
  70921. document.body.appendChild(this._htmlAudioElement);
  70922. this._htmlAudioElement.load();
  70923. }
  70924. break;
  70925. }
  70926. }
  70927. break;
  70928. default:
  70929. validParameter = false;
  70930. break;
  70931. }
  70932. if (!validParameter) {
  70933. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  70934. }
  70935. else {
  70936. if (!codecSupportedFound) {
  70937. this._isReadyToPlay = true;
  70938. // Simulating a ready to play event to avoid breaking code path
  70939. if (this._readyToPlayCallback) {
  70940. window.setTimeout(function () {
  70941. if (_this._readyToPlayCallback) {
  70942. _this._readyToPlayCallback();
  70943. }
  70944. }, 1000);
  70945. }
  70946. }
  70947. }
  70948. }
  70949. catch (ex) {
  70950. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  70951. this._scene.mainSoundTrack.RemoveSound(this);
  70952. }
  70953. }
  70954. }
  70955. else {
  70956. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  70957. this._scene.mainSoundTrack.AddSound(this);
  70958. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  70959. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  70960. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  70961. }
  70962. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  70963. if (this._readyToPlayCallback) {
  70964. window.setTimeout(function () {
  70965. if (_this._readyToPlayCallback) {
  70966. _this._readyToPlayCallback();
  70967. }
  70968. }, 1000);
  70969. }
  70970. }
  70971. }
  70972. /**
  70973. * Release the sound and its associated resources
  70974. */
  70975. Sound.prototype.dispose = function () {
  70976. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  70977. if (this.isPlaying) {
  70978. this.stop();
  70979. }
  70980. this._isReadyToPlay = false;
  70981. if (this.soundTrackId === -1) {
  70982. this._scene.mainSoundTrack.RemoveSound(this);
  70983. }
  70984. else if (this._scene.soundTracks) {
  70985. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  70986. }
  70987. if (this._soundGain) {
  70988. this._soundGain.disconnect();
  70989. this._soundGain = null;
  70990. }
  70991. if (this._soundPanner) {
  70992. this._soundPanner.disconnect();
  70993. this._soundPanner = null;
  70994. }
  70995. if (this._soundSource) {
  70996. this._soundSource.disconnect();
  70997. this._soundSource = null;
  70998. }
  70999. this._audioBuffer = null;
  71000. if (this._htmlAudioElement) {
  71001. this._htmlAudioElement.pause();
  71002. this._htmlAudioElement.src = "";
  71003. document.body.removeChild(this._htmlAudioElement);
  71004. }
  71005. if (this._streamingSource) {
  71006. this._streamingSource.disconnect();
  71007. }
  71008. if (this._connectedMesh && this._registerFunc) {
  71009. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71010. this._connectedMesh = null;
  71011. }
  71012. }
  71013. };
  71014. /**
  71015. * Gets if the sounds is ready to be played or not.
  71016. * @returns true if ready, otherwise false
  71017. */
  71018. Sound.prototype.isReady = function () {
  71019. return this._isReadyToPlay;
  71020. };
  71021. Sound.prototype._soundLoaded = function (audioData) {
  71022. var _this = this;
  71023. if (!BABYLON.Engine.audioEngine.audioContext) {
  71024. return;
  71025. }
  71026. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71027. _this._audioBuffer = buffer;
  71028. _this._isReadyToPlay = true;
  71029. if (_this.autoplay) {
  71030. _this.play();
  71031. }
  71032. if (_this._readyToPlayCallback) {
  71033. _this._readyToPlayCallback();
  71034. }
  71035. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71036. };
  71037. /**
  71038. * Sets the data of the sound from an audiobuffer
  71039. * @param audioBuffer The audioBuffer containing the data
  71040. */
  71041. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71042. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71043. this._audioBuffer = audioBuffer;
  71044. this._isReadyToPlay = true;
  71045. }
  71046. };
  71047. /**
  71048. * Updates the current sounds options such as maxdistance, loop...
  71049. * @param options A JSON object containing values named as the object properties
  71050. */
  71051. Sound.prototype.updateOptions = function (options) {
  71052. if (options) {
  71053. this.loop = options.loop || this.loop;
  71054. this.maxDistance = options.maxDistance || this.maxDistance;
  71055. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71056. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71057. this.refDistance = options.refDistance || this.refDistance;
  71058. this.distanceModel = options.distanceModel || this.distanceModel;
  71059. this._playbackRate = options.playbackRate || this._playbackRate;
  71060. this._updateSpatialParameters();
  71061. if (this.isPlaying) {
  71062. if (this._streaming && this._htmlAudioElement) {
  71063. this._htmlAudioElement.playbackRate = this._playbackRate;
  71064. }
  71065. else {
  71066. if (this._soundSource) {
  71067. this._soundSource.playbackRate.value = this._playbackRate;
  71068. }
  71069. }
  71070. }
  71071. }
  71072. };
  71073. Sound.prototype._createSpatialParameters = function () {
  71074. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71075. if (this._scene.headphone) {
  71076. this._panningModel = "HRTF";
  71077. }
  71078. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71079. this._updateSpatialParameters();
  71080. this._soundPanner.connect(this._outputAudioNode);
  71081. this._inputAudioNode = this._soundPanner;
  71082. }
  71083. };
  71084. Sound.prototype._updateSpatialParameters = function () {
  71085. if (this.spatialSound && this._soundPanner) {
  71086. if (this.useCustomAttenuation) {
  71087. // Tricks to disable in a way embedded Web Audio attenuation
  71088. this._soundPanner.distanceModel = "linear";
  71089. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71090. this._soundPanner.refDistance = 1;
  71091. this._soundPanner.rolloffFactor = 1;
  71092. this._soundPanner.panningModel = this._panningModel;
  71093. }
  71094. else {
  71095. this._soundPanner.distanceModel = this.distanceModel;
  71096. this._soundPanner.maxDistance = this.maxDistance;
  71097. this._soundPanner.refDistance = this.refDistance;
  71098. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71099. this._soundPanner.panningModel = this._panningModel;
  71100. }
  71101. }
  71102. };
  71103. /**
  71104. * Switch the panning model to HRTF:
  71105. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71106. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71107. */
  71108. Sound.prototype.switchPanningModelToHRTF = function () {
  71109. this._panningModel = "HRTF";
  71110. this._switchPanningModel();
  71111. };
  71112. /**
  71113. * Switch the panning model to Equal Power:
  71114. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71115. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71116. */
  71117. Sound.prototype.switchPanningModelToEqualPower = function () {
  71118. this._panningModel = "equalpower";
  71119. this._switchPanningModel();
  71120. };
  71121. Sound.prototype._switchPanningModel = function () {
  71122. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71123. this._soundPanner.panningModel = this._panningModel;
  71124. }
  71125. };
  71126. /**
  71127. * Connect this sound to a sound track audio node like gain...
  71128. * @param soundTrackAudioNode the sound track audio node to connect to
  71129. */
  71130. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71131. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71132. if (this._isOutputConnected) {
  71133. this._outputAudioNode.disconnect();
  71134. }
  71135. this._outputAudioNode.connect(soundTrackAudioNode);
  71136. this._isOutputConnected = true;
  71137. }
  71138. };
  71139. /**
  71140. * Transform this sound into a directional source
  71141. * @param coneInnerAngle Size of the inner cone in degree
  71142. * @param coneOuterAngle Size of the outer cone in degree
  71143. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71144. */
  71145. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71146. if (coneOuterAngle < coneInnerAngle) {
  71147. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71148. return;
  71149. }
  71150. this._coneInnerAngle = coneInnerAngle;
  71151. this._coneOuterAngle = coneOuterAngle;
  71152. this._coneOuterGain = coneOuterGain;
  71153. this._isDirectional = true;
  71154. if (this.isPlaying && this.loop) {
  71155. this.stop();
  71156. this.play();
  71157. }
  71158. };
  71159. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71160. /**
  71161. * Gets or sets the inner angle for the directional cone.
  71162. */
  71163. get: function () {
  71164. return this._coneInnerAngle;
  71165. },
  71166. /**
  71167. * Gets or sets the inner angle for the directional cone.
  71168. */
  71169. set: function (value) {
  71170. if (value != this._coneInnerAngle) {
  71171. if (this._coneOuterAngle < value) {
  71172. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71173. return;
  71174. }
  71175. this._coneInnerAngle = value;
  71176. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71177. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71178. }
  71179. }
  71180. },
  71181. enumerable: true,
  71182. configurable: true
  71183. });
  71184. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71185. /**
  71186. * Gets or sets the outer angle for the directional cone.
  71187. */
  71188. get: function () {
  71189. return this._coneOuterAngle;
  71190. },
  71191. /**
  71192. * Gets or sets the outer angle for the directional cone.
  71193. */
  71194. set: function (value) {
  71195. if (value != this._coneOuterAngle) {
  71196. if (value < this._coneInnerAngle) {
  71197. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71198. return;
  71199. }
  71200. this._coneOuterAngle = value;
  71201. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71202. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71203. }
  71204. }
  71205. },
  71206. enumerable: true,
  71207. configurable: true
  71208. });
  71209. /**
  71210. * Sets the position of the emitter if spatial sound is enabled
  71211. * @param newPosition Defines the new posisiton
  71212. */
  71213. Sound.prototype.setPosition = function (newPosition) {
  71214. this._position = newPosition;
  71215. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71216. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71217. }
  71218. };
  71219. /**
  71220. * Sets the local direction of the emitter if spatial sound is enabled
  71221. * @param newLocalDirection Defines the new local direction
  71222. */
  71223. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71224. this._localDirection = newLocalDirection;
  71225. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  71226. this._updateDirection();
  71227. }
  71228. };
  71229. Sound.prototype._updateDirection = function () {
  71230. if (!this._connectedMesh || !this._soundPanner) {
  71231. return;
  71232. }
  71233. var mat = this._connectedMesh.getWorldMatrix();
  71234. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71235. direction.normalize();
  71236. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71237. };
  71238. /** @hidden */
  71239. Sound.prototype.updateDistanceFromListener = function () {
  71240. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71241. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  71242. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71243. }
  71244. };
  71245. /**
  71246. * Sets a new custom attenuation function for the sound.
  71247. * @param callback Defines the function used for the attenuation
  71248. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71249. */
  71250. Sound.prototype.setAttenuationFunction = function (callback) {
  71251. this._customAttenuationFunction = callback;
  71252. };
  71253. /**
  71254. * Play the sound
  71255. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71256. * @param offset (optional) Start the sound setting it at a specific time
  71257. */
  71258. Sound.prototype.play = function (time, offset) {
  71259. var _this = this;
  71260. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71261. try {
  71262. if (this._startOffset < 0) {
  71263. time = -this._startOffset;
  71264. this._startOffset = 0;
  71265. }
  71266. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71267. if (!this._soundSource || !this._streamingSource) {
  71268. if (this.spatialSound && this._soundPanner) {
  71269. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71270. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71271. }
  71272. if (this._isDirectional) {
  71273. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71274. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71275. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71276. if (this._connectedMesh) {
  71277. this._updateDirection();
  71278. }
  71279. else {
  71280. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71281. }
  71282. }
  71283. }
  71284. }
  71285. if (this._streaming) {
  71286. if (!this._streamingSource) {
  71287. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71288. this._htmlAudioElement.onended = function () { _this._onended(); };
  71289. this._htmlAudioElement.playbackRate = this._playbackRate;
  71290. }
  71291. this._streamingSource.disconnect();
  71292. this._streamingSource.connect(this._inputAudioNode);
  71293. if (this._htmlAudioElement) {
  71294. // required to manage properly the new suspended default state of Chrome
  71295. // When the option 'streaming: true' is used, we need first to wait for
  71296. // the audio engine to be unlocked by a user gesture before trying to play
  71297. // an HTML Audio elememt
  71298. var tryToPlay = function () {
  71299. if (BABYLON.Engine.audioEngine.unlocked) {
  71300. var playPromise = _this._htmlAudioElement.play();
  71301. // In browsers that don’t yet support this functionality,
  71302. // playPromise won’t be defined.
  71303. if (playPromise !== undefined) {
  71304. playPromise.catch(function (error) {
  71305. // Automatic playback failed.
  71306. // Waiting for the audio engine to be unlocked by user click on unmute
  71307. BABYLON.Engine.audioEngine.lock();
  71308. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71309. });
  71310. }
  71311. }
  71312. else {
  71313. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71314. }
  71315. };
  71316. tryToPlay();
  71317. }
  71318. }
  71319. else {
  71320. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71321. this._soundSource.buffer = this._audioBuffer;
  71322. this._soundSource.connect(this._inputAudioNode);
  71323. this._soundSource.loop = this.loop;
  71324. this._soundSource.playbackRate.value = this._playbackRate;
  71325. this._soundSource.onended = function () { _this._onended(); };
  71326. if (this._soundSource.buffer) {
  71327. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71328. }
  71329. }
  71330. this._startTime = startTime;
  71331. this.isPlaying = true;
  71332. this.isPaused = false;
  71333. }
  71334. catch (ex) {
  71335. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71336. }
  71337. }
  71338. };
  71339. Sound.prototype._onended = function () {
  71340. this.isPlaying = false;
  71341. if (this.onended) {
  71342. this.onended();
  71343. }
  71344. this.onEndedObservable.notifyObservers(this);
  71345. };
  71346. /**
  71347. * Stop the sound
  71348. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71349. */
  71350. Sound.prototype.stop = function (time) {
  71351. if (this.isPlaying) {
  71352. if (this._streaming) {
  71353. if (this._htmlAudioElement) {
  71354. this._htmlAudioElement.pause();
  71355. // Test needed for Firefox or it will generate an Invalid State Error
  71356. if (this._htmlAudioElement.currentTime > 0) {
  71357. this._htmlAudioElement.currentTime = 0;
  71358. }
  71359. }
  71360. else {
  71361. this._streamingSource.disconnect();
  71362. }
  71363. }
  71364. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71365. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71366. this._soundSource.stop(stopTime);
  71367. this._soundSource.onended = function () { };
  71368. if (!this.isPaused) {
  71369. this._startOffset = 0;
  71370. }
  71371. }
  71372. this.isPlaying = false;
  71373. }
  71374. };
  71375. /**
  71376. * Put the sound in pause
  71377. */
  71378. Sound.prototype.pause = function () {
  71379. if (this.isPlaying) {
  71380. this.isPaused = true;
  71381. if (this._streaming) {
  71382. if (this._htmlAudioElement) {
  71383. this._htmlAudioElement.pause();
  71384. }
  71385. else {
  71386. this._streamingSource.disconnect();
  71387. }
  71388. }
  71389. else if (BABYLON.Engine.audioEngine.audioContext) {
  71390. this.stop(0);
  71391. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71392. }
  71393. }
  71394. };
  71395. /**
  71396. * Sets a dedicated volume for this sounds
  71397. * @param newVolume Define the new volume of the sound
  71398. * @param time Define in how long the sound should be at this value
  71399. */
  71400. Sound.prototype.setVolume = function (newVolume, time) {
  71401. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71402. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71403. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71404. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71405. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71406. }
  71407. else {
  71408. this._soundGain.gain.value = newVolume;
  71409. }
  71410. }
  71411. this._volume = newVolume;
  71412. };
  71413. /**
  71414. * Set the sound play back rate
  71415. * @param newPlaybackRate Define the playback rate the sound should be played at
  71416. */
  71417. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71418. this._playbackRate = newPlaybackRate;
  71419. if (this.isPlaying) {
  71420. if (this._streaming && this._htmlAudioElement) {
  71421. this._htmlAudioElement.playbackRate = this._playbackRate;
  71422. }
  71423. else if (this._soundSource) {
  71424. this._soundSource.playbackRate.value = this._playbackRate;
  71425. }
  71426. }
  71427. };
  71428. /**
  71429. * Gets the volume of the sound.
  71430. * @returns the volume of the sound
  71431. */
  71432. Sound.prototype.getVolume = function () {
  71433. return this._volume;
  71434. };
  71435. /**
  71436. * Attach the sound to a dedicated mesh
  71437. * @param meshToConnectTo The mesh to connect the sound with
  71438. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71439. */
  71440. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  71441. var _this = this;
  71442. if (this._connectedMesh && this._registerFunc) {
  71443. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71444. this._registerFunc = null;
  71445. }
  71446. this._connectedMesh = meshToConnectTo;
  71447. if (!this.spatialSound) {
  71448. this.spatialSound = true;
  71449. this._createSpatialParameters();
  71450. if (this.isPlaying && this.loop) {
  71451. this.stop();
  71452. this.play();
  71453. }
  71454. }
  71455. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  71456. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  71457. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  71458. };
  71459. /**
  71460. * Detach the sound from the previously attached mesh
  71461. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71462. */
  71463. Sound.prototype.detachFromMesh = function () {
  71464. if (this._connectedMesh && this._registerFunc) {
  71465. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71466. this._registerFunc = null;
  71467. this._connectedMesh = null;
  71468. }
  71469. };
  71470. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71471. if (!node.getBoundingInfo) {
  71472. return;
  71473. }
  71474. var mesh = node;
  71475. if (this._positionInEmitterSpace) {
  71476. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71477. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71478. }
  71479. else {
  71480. var boundingInfo = mesh.getBoundingInfo();
  71481. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71482. }
  71483. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71484. this._updateDirection();
  71485. }
  71486. };
  71487. /**
  71488. * Clone the current sound in the scene.
  71489. * @returns the new sound clone
  71490. */
  71491. Sound.prototype.clone = function () {
  71492. var _this = this;
  71493. if (!this._streaming) {
  71494. var setBufferAndRun = function () {
  71495. if (_this._isReadyToPlay) {
  71496. clonedSound._audioBuffer = _this.getAudioBuffer();
  71497. clonedSound._isReadyToPlay = true;
  71498. if (clonedSound.autoplay) {
  71499. clonedSound.play();
  71500. }
  71501. }
  71502. else {
  71503. window.setTimeout(setBufferAndRun, 300);
  71504. }
  71505. };
  71506. var currentOptions = {
  71507. autoplay: this.autoplay, loop: this.loop,
  71508. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71509. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71510. refDistance: this.refDistance, distanceModel: this.distanceModel
  71511. };
  71512. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71513. if (this.useCustomAttenuation) {
  71514. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71515. }
  71516. clonedSound.setPosition(this._position);
  71517. clonedSound.setPlaybackRate(this._playbackRate);
  71518. setBufferAndRun();
  71519. return clonedSound;
  71520. }
  71521. // Can't clone a streaming sound
  71522. else {
  71523. return null;
  71524. }
  71525. };
  71526. /**
  71527. * Gets the current underlying audio buffer containing the data
  71528. * @returns the audio buffer
  71529. */
  71530. Sound.prototype.getAudioBuffer = function () {
  71531. return this._audioBuffer;
  71532. };
  71533. /**
  71534. * Serializes the Sound in a JSON representation
  71535. * @returns the JSON representation of the sound
  71536. */
  71537. Sound.prototype.serialize = function () {
  71538. var serializationObject = {
  71539. name: this.name,
  71540. url: this.name,
  71541. autoplay: this.autoplay,
  71542. loop: this.loop,
  71543. volume: this._volume,
  71544. spatialSound: this.spatialSound,
  71545. maxDistance: this.maxDistance,
  71546. rolloffFactor: this.rolloffFactor,
  71547. refDistance: this.refDistance,
  71548. distanceModel: this.distanceModel,
  71549. playbackRate: this._playbackRate,
  71550. panningModel: this._panningModel,
  71551. soundTrackId: this.soundTrackId
  71552. };
  71553. if (this.spatialSound) {
  71554. if (this._connectedMesh) {
  71555. serializationObject.connectedMeshId = this._connectedMesh.id;
  71556. }
  71557. serializationObject.position = this._position.asArray();
  71558. serializationObject.refDistance = this.refDistance;
  71559. serializationObject.distanceModel = this.distanceModel;
  71560. serializationObject.isDirectional = this._isDirectional;
  71561. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71562. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71563. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71564. serializationObject.coneOuterGain = this._coneOuterGain;
  71565. }
  71566. return serializationObject;
  71567. };
  71568. /**
  71569. * Parse a JSON representation of a sound to innstantiate in a given scene
  71570. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71571. * @param scene Define the scene the new parsed sound should be created in
  71572. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71573. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71574. * @returns the newly parsed sound
  71575. */
  71576. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71577. var soundName = parsedSound.name;
  71578. var soundUrl;
  71579. if (parsedSound.url) {
  71580. soundUrl = rootUrl + parsedSound.url;
  71581. }
  71582. else {
  71583. soundUrl = rootUrl + soundName;
  71584. }
  71585. var options = {
  71586. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71587. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71588. rolloffFactor: parsedSound.rolloffFactor,
  71589. refDistance: parsedSound.refDistance,
  71590. distanceModel: parsedSound.distanceModel,
  71591. playbackRate: parsedSound.playbackRate
  71592. };
  71593. var newSound;
  71594. if (!sourceSound) {
  71595. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71596. scene._addPendingData(newSound);
  71597. }
  71598. else {
  71599. var setBufferAndRun = function () {
  71600. if (sourceSound._isReadyToPlay) {
  71601. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71602. newSound._isReadyToPlay = true;
  71603. if (newSound.autoplay) {
  71604. newSound.play();
  71605. }
  71606. }
  71607. else {
  71608. window.setTimeout(setBufferAndRun, 300);
  71609. }
  71610. };
  71611. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71612. setBufferAndRun();
  71613. }
  71614. if (parsedSound.position) {
  71615. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71616. newSound.setPosition(soundPosition);
  71617. }
  71618. if (parsedSound.isDirectional) {
  71619. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71620. if (parsedSound.localDirectionToMesh) {
  71621. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71622. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71623. }
  71624. }
  71625. if (parsedSound.connectedMeshId) {
  71626. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71627. if (connectedMesh) {
  71628. newSound.attachToMesh(connectedMesh);
  71629. }
  71630. }
  71631. return newSound;
  71632. };
  71633. return Sound;
  71634. }());
  71635. BABYLON.Sound = Sound;
  71636. })(BABYLON || (BABYLON = {}));
  71637. //# sourceMappingURL=babylon.sound.js.map
  71638. var BABYLON;
  71639. (function (BABYLON) {
  71640. /**
  71641. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71642. * It will be also used in a future release to apply effects on a specific track.
  71643. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71644. */
  71645. var SoundTrack = /** @class */ (function () {
  71646. /**
  71647. * Creates a new sound track.
  71648. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71649. * @param scene Define the scene the sound track belongs to
  71650. * @param options
  71651. */
  71652. function SoundTrack(scene, options) {
  71653. if (options === void 0) { options = {}; }
  71654. /**
  71655. * The unique identifier of the sound track in the scene.
  71656. */
  71657. this.id = -1;
  71658. this._isMainTrack = false;
  71659. this._isInitialized = false;
  71660. this._scene = scene;
  71661. this.soundCollection = new Array();
  71662. this._options = options;
  71663. if (!this._isMainTrack && this._scene.soundTracks) {
  71664. this._scene.soundTracks.push(this);
  71665. this.id = this._scene.soundTracks.length - 1;
  71666. }
  71667. }
  71668. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71669. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71670. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71671. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71672. if (this._options) {
  71673. if (this._options.volume) {
  71674. this._outputAudioNode.gain.value = this._options.volume;
  71675. }
  71676. if (this._options.mainTrack) {
  71677. this._isMainTrack = this._options.mainTrack;
  71678. }
  71679. }
  71680. this._isInitialized = true;
  71681. }
  71682. };
  71683. /**
  71684. * Release the sound track and its associated resources
  71685. */
  71686. SoundTrack.prototype.dispose = function () {
  71687. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71688. if (this._connectedAnalyser) {
  71689. this._connectedAnalyser.stopDebugCanvas();
  71690. }
  71691. while (this.soundCollection.length) {
  71692. this.soundCollection[0].dispose();
  71693. }
  71694. if (this._outputAudioNode) {
  71695. this._outputAudioNode.disconnect();
  71696. }
  71697. this._outputAudioNode = null;
  71698. }
  71699. };
  71700. /**
  71701. * Adds a sound to this sound track
  71702. * @param sound define the cound to add
  71703. * @ignoreNaming
  71704. */
  71705. SoundTrack.prototype.AddSound = function (sound) {
  71706. if (!this._isInitialized) {
  71707. this._initializeSoundTrackAudioGraph();
  71708. }
  71709. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71710. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71711. }
  71712. if (sound.soundTrackId) {
  71713. if (sound.soundTrackId === -1) {
  71714. this._scene.mainSoundTrack.RemoveSound(sound);
  71715. }
  71716. else if (this._scene.soundTracks) {
  71717. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71718. }
  71719. }
  71720. this.soundCollection.push(sound);
  71721. sound.soundTrackId = this.id;
  71722. };
  71723. /**
  71724. * Removes a sound to this sound track
  71725. * @param sound define the cound to remove
  71726. * @ignoreNaming
  71727. */
  71728. SoundTrack.prototype.RemoveSound = function (sound) {
  71729. var index = this.soundCollection.indexOf(sound);
  71730. if (index !== -1) {
  71731. this.soundCollection.splice(index, 1);
  71732. }
  71733. };
  71734. /**
  71735. * Set a global volume for the full sound track.
  71736. * @param newVolume Define the new volume of the sound track
  71737. */
  71738. SoundTrack.prototype.setVolume = function (newVolume) {
  71739. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71740. this._outputAudioNode.gain.value = newVolume;
  71741. }
  71742. };
  71743. /**
  71744. * Switch the panning model to HRTF:
  71745. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71746. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71747. */
  71748. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  71749. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71750. for (var i = 0; i < this.soundCollection.length; i++) {
  71751. this.soundCollection[i].switchPanningModelToHRTF();
  71752. }
  71753. }
  71754. };
  71755. /**
  71756. * Switch the panning model to Equal Power:
  71757. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71758. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71759. */
  71760. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  71761. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71762. for (var i = 0; i < this.soundCollection.length; i++) {
  71763. this.soundCollection[i].switchPanningModelToEqualPower();
  71764. }
  71765. }
  71766. };
  71767. /**
  71768. * Connect the sound track to an audio analyser allowing some amazing
  71769. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71770. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71771. * @param analyser The analyser to connect to the engine
  71772. */
  71773. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  71774. if (this._connectedAnalyser) {
  71775. this._connectedAnalyser.stopDebugCanvas();
  71776. }
  71777. this._connectedAnalyser = analyser;
  71778. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71779. this._outputAudioNode.disconnect();
  71780. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  71781. }
  71782. };
  71783. return SoundTrack;
  71784. }());
  71785. BABYLON.SoundTrack = SoundTrack;
  71786. })(BABYLON || (BABYLON = {}));
  71787. //# sourceMappingURL=babylon.soundtrack.js.map
  71788. var BABYLON;
  71789. (function (BABYLON) {
  71790. /**
  71791. * Class used to work with sound analyzer using fast fourier transform (FFT)
  71792. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71793. */
  71794. var Analyser = /** @class */ (function () {
  71795. /**
  71796. * Creates a new analyser
  71797. * @param scene defines hosting scene
  71798. */
  71799. function Analyser(scene) {
  71800. /**
  71801. * Gets or sets the smoothing
  71802. * @ignorenaming
  71803. */
  71804. this.SMOOTHING = 0.75;
  71805. /**
  71806. * Gets or sets the FFT table size
  71807. * @ignorenaming
  71808. */
  71809. this.FFT_SIZE = 512;
  71810. /**
  71811. * Gets or sets the bar graph amplitude
  71812. * @ignorenaming
  71813. */
  71814. this.BARGRAPHAMPLITUDE = 256;
  71815. /**
  71816. * Gets or sets the position of the debug canvas
  71817. * @ignorenaming
  71818. */
  71819. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  71820. /**
  71821. * Gets or sets the debug canvas size
  71822. * @ignorenaming
  71823. */
  71824. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  71825. this._scene = scene;
  71826. this._audioEngine = BABYLON.Engine.audioEngine;
  71827. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  71828. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  71829. this._webAudioAnalyser.minDecibels = -140;
  71830. this._webAudioAnalyser.maxDecibels = 0;
  71831. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71832. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71833. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  71834. }
  71835. }
  71836. /**
  71837. * Get the number of data values you will have to play with for the visualization
  71838. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  71839. * @returns a number
  71840. */
  71841. Analyser.prototype.getFrequencyBinCount = function () {
  71842. if (this._audioEngine.canUseWebAudio) {
  71843. return this._webAudioAnalyser.frequencyBinCount;
  71844. }
  71845. else {
  71846. return 0;
  71847. }
  71848. };
  71849. /**
  71850. * Gets the current frequency data as a byte array
  71851. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71852. * @returns a Uint8Array
  71853. */
  71854. Analyser.prototype.getByteFrequencyData = function () {
  71855. if (this._audioEngine.canUseWebAudio) {
  71856. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71857. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71858. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  71859. }
  71860. return this._byteFreqs;
  71861. };
  71862. /**
  71863. * Gets the current waveform as a byte array
  71864. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  71865. * @returns a Uint8Array
  71866. */
  71867. Analyser.prototype.getByteTimeDomainData = function () {
  71868. if (this._audioEngine.canUseWebAudio) {
  71869. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71870. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71871. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  71872. }
  71873. return this._byteTime;
  71874. };
  71875. /**
  71876. * Gets the current frequency data as a float array
  71877. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71878. * @returns a Float32Array
  71879. */
  71880. Analyser.prototype.getFloatFrequencyData = function () {
  71881. if (this._audioEngine.canUseWebAudio) {
  71882. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71883. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71884. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  71885. }
  71886. return this._floatFreqs;
  71887. };
  71888. /**
  71889. * Renders the debug canvas
  71890. */
  71891. Analyser.prototype.drawDebugCanvas = function () {
  71892. var _this = this;
  71893. if (this._audioEngine.canUseWebAudio) {
  71894. if (!this._debugCanvas) {
  71895. this._debugCanvas = document.createElement("canvas");
  71896. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  71897. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  71898. this._debugCanvas.style.position = "absolute";
  71899. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  71900. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  71901. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  71902. document.body.appendChild(this._debugCanvas);
  71903. this._registerFunc = function () {
  71904. _this.drawDebugCanvas();
  71905. };
  71906. this._scene.registerBeforeRender(this._registerFunc);
  71907. }
  71908. if (this._registerFunc && this._debugCanvasContext) {
  71909. var workingArray = this.getByteFrequencyData();
  71910. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  71911. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  71912. // Draw the frequency domain chart.
  71913. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  71914. var value = workingArray[i];
  71915. var percent = value / this.BARGRAPHAMPLITUDE;
  71916. var height = this.DEBUGCANVASSIZE.height * percent;
  71917. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  71918. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  71919. var hue = i / this.getFrequencyBinCount() * 360;
  71920. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  71921. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  71922. }
  71923. }
  71924. }
  71925. };
  71926. /**
  71927. * Stops rendering the debug canvas and removes it
  71928. */
  71929. Analyser.prototype.stopDebugCanvas = function () {
  71930. if (this._debugCanvas) {
  71931. if (this._registerFunc) {
  71932. this._scene.unregisterBeforeRender(this._registerFunc);
  71933. this._registerFunc = null;
  71934. }
  71935. document.body.removeChild(this._debugCanvas);
  71936. this._debugCanvas = null;
  71937. this._debugCanvasContext = null;
  71938. }
  71939. };
  71940. /**
  71941. * Connects two audio nodes
  71942. * @param inputAudioNode defines first node to connect
  71943. * @param outputAudioNode defines second node to connect
  71944. */
  71945. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  71946. if (this._audioEngine.canUseWebAudio) {
  71947. inputAudioNode.connect(this._webAudioAnalyser);
  71948. this._webAudioAnalyser.connect(outputAudioNode);
  71949. }
  71950. };
  71951. /**
  71952. * Releases all associated resources
  71953. */
  71954. Analyser.prototype.dispose = function () {
  71955. if (this._audioEngine.canUseWebAudio) {
  71956. this._webAudioAnalyser.disconnect();
  71957. }
  71958. };
  71959. return Analyser;
  71960. }());
  71961. BABYLON.Analyser = Analyser;
  71962. })(BABYLON || (BABYLON = {}));
  71963. //# sourceMappingURL=babylon.analyser.js.map
  71964. var BABYLON;
  71965. (function (BABYLON) {
  71966. /**
  71967. * Wraps one or more Sound objects and selects one with random weight for playback.
  71968. */
  71969. var WeightedSound = /** @class */ (function () {
  71970. /**
  71971. * Creates a new WeightedSound from the list of sounds given.
  71972. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  71973. * @param sounds Array of Sounds that will be selected from.
  71974. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  71975. */
  71976. function WeightedSound(loop, sounds, weights) {
  71977. var _this = this;
  71978. /** When true a Sound will be selected and played when the current playing Sound completes. */
  71979. this.loop = false;
  71980. this._coneInnerAngle = 360;
  71981. this._coneOuterAngle = 360;
  71982. this._volume = 1;
  71983. /** A Sound is currently playing. */
  71984. this.isPlaying = false;
  71985. /** A Sound is currently paused. */
  71986. this.isPaused = false;
  71987. this._sounds = [];
  71988. this._weights = [];
  71989. if (sounds.length !== weights.length) {
  71990. throw new Error('Sounds length does not equal weights length');
  71991. }
  71992. this.loop = loop;
  71993. this._weights = weights;
  71994. // Normalize the weights
  71995. var weightSum = 0;
  71996. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  71997. var weight = weights_1[_i];
  71998. weightSum += weight;
  71999. }
  72000. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72001. for (var i = 0; i < this._weights.length; i++) {
  72002. this._weights[i] *= invWeightSum;
  72003. }
  72004. this._sounds = sounds;
  72005. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72006. var sound = _b[_a];
  72007. sound.onEndedObservable.add(function () { _this._onended(); });
  72008. }
  72009. }
  72010. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72011. /**
  72012. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72013. */
  72014. get: function () {
  72015. return this._coneInnerAngle;
  72016. },
  72017. /**
  72018. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72019. */
  72020. set: function (value) {
  72021. if (value !== this._coneInnerAngle) {
  72022. if (this._coneOuterAngle < value) {
  72023. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72024. return;
  72025. }
  72026. this._coneInnerAngle = value;
  72027. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72028. var sound = _a[_i];
  72029. sound.directionalConeInnerAngle = value;
  72030. }
  72031. }
  72032. },
  72033. enumerable: true,
  72034. configurable: true
  72035. });
  72036. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72037. /**
  72038. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72039. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72040. */
  72041. get: function () {
  72042. return this._coneOuterAngle;
  72043. },
  72044. /**
  72045. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72046. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72047. */
  72048. set: function (value) {
  72049. if (value !== this._coneOuterAngle) {
  72050. if (value < this._coneInnerAngle) {
  72051. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72052. return;
  72053. }
  72054. this._coneOuterAngle = value;
  72055. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72056. var sound = _a[_i];
  72057. sound.directionalConeOuterAngle = value;
  72058. }
  72059. }
  72060. },
  72061. enumerable: true,
  72062. configurable: true
  72063. });
  72064. Object.defineProperty(WeightedSound.prototype, "volume", {
  72065. /**
  72066. * Playback volume.
  72067. */
  72068. get: function () {
  72069. return this._volume;
  72070. },
  72071. /**
  72072. * Playback volume.
  72073. */
  72074. set: function (value) {
  72075. if (value !== this._volume) {
  72076. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72077. var sound = _a[_i];
  72078. sound.setVolume(value);
  72079. }
  72080. }
  72081. },
  72082. enumerable: true,
  72083. configurable: true
  72084. });
  72085. WeightedSound.prototype._onended = function () {
  72086. if (this._currentIndex !== undefined) {
  72087. this._sounds[this._currentIndex].autoplay = false;
  72088. }
  72089. if (this.loop && this.isPlaying) {
  72090. this.play();
  72091. }
  72092. else {
  72093. this.isPlaying = false;
  72094. }
  72095. };
  72096. /**
  72097. * Suspend playback
  72098. */
  72099. WeightedSound.prototype.pause = function () {
  72100. this.isPaused = true;
  72101. if (this._currentIndex !== undefined) {
  72102. this._sounds[this._currentIndex].pause();
  72103. }
  72104. };
  72105. /**
  72106. * Stop playback
  72107. */
  72108. WeightedSound.prototype.stop = function () {
  72109. this.isPlaying = false;
  72110. if (this._currentIndex !== undefined) {
  72111. this._sounds[this._currentIndex].stop();
  72112. }
  72113. };
  72114. /**
  72115. * Start playback.
  72116. * @param startOffset Position the clip head at a specific time in seconds.
  72117. */
  72118. WeightedSound.prototype.play = function (startOffset) {
  72119. if (!this.isPaused) {
  72120. this.stop();
  72121. var randomValue = Math.random();
  72122. var total = 0;
  72123. for (var i = 0; i < this._weights.length; i++) {
  72124. total += this._weights[i];
  72125. if (randomValue <= total) {
  72126. this._currentIndex = i;
  72127. break;
  72128. }
  72129. }
  72130. }
  72131. var sound = this._sounds[this._currentIndex];
  72132. if (sound.isReady()) {
  72133. sound.play(0, this.isPaused ? undefined : startOffset);
  72134. }
  72135. else {
  72136. sound.autoplay = true;
  72137. }
  72138. this.isPlaying = true;
  72139. this.isPaused = false;
  72140. };
  72141. return WeightedSound;
  72142. }());
  72143. BABYLON.WeightedSound = WeightedSound;
  72144. })(BABYLON || (BABYLON = {}));
  72145. //# sourceMappingURL=babylon.weightedsound.js.map
  72146. var BABYLON;
  72147. (function (BABYLON) {
  72148. // Adds the parser to the scene parsers.
  72149. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72150. // TODO: add sound
  72151. var loadedSounds = [];
  72152. var loadedSound;
  72153. container.sounds = container.sounds || [];
  72154. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72155. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72156. var parsedSound = parsedData.sounds[index];
  72157. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72158. if (!parsedSound.url) {
  72159. parsedSound.url = parsedSound.name;
  72160. }
  72161. if (!loadedSounds[parsedSound.url]) {
  72162. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72163. loadedSounds[parsedSound.url] = loadedSound;
  72164. container.sounds.push(loadedSound);
  72165. }
  72166. else {
  72167. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72168. }
  72169. }
  72170. else {
  72171. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72172. }
  72173. }
  72174. }
  72175. loadedSounds = [];
  72176. });
  72177. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72178. get: function () {
  72179. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72180. if (!compo) {
  72181. compo = new AudioSceneComponent(this);
  72182. this._addComponent(compo);
  72183. }
  72184. if (!this._mainSoundTrack) {
  72185. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72186. }
  72187. return this._mainSoundTrack;
  72188. },
  72189. enumerable: true,
  72190. configurable: true
  72191. });
  72192. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72193. var index;
  72194. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72195. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72196. return this.mainSoundTrack.soundCollection[index];
  72197. }
  72198. }
  72199. if (this.soundTracks) {
  72200. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72201. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72202. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72203. return this.soundTracks[sdIndex].soundCollection[index];
  72204. }
  72205. }
  72206. }
  72207. }
  72208. return null;
  72209. };
  72210. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72211. get: function () {
  72212. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72213. if (!compo) {
  72214. compo = new AudioSceneComponent(this);
  72215. this._addComponent(compo);
  72216. }
  72217. return compo.audioEnabled;
  72218. },
  72219. set: function (value) {
  72220. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72221. if (!compo) {
  72222. compo = new AudioSceneComponent(this);
  72223. this._addComponent(compo);
  72224. }
  72225. if (value) {
  72226. compo.enableAudio();
  72227. }
  72228. else {
  72229. compo.disableAudio();
  72230. }
  72231. },
  72232. enumerable: true,
  72233. configurable: true
  72234. });
  72235. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72236. get: function () {
  72237. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72238. if (!compo) {
  72239. compo = new AudioSceneComponent(this);
  72240. this._addComponent(compo);
  72241. }
  72242. return compo.headphone;
  72243. },
  72244. set: function (value) {
  72245. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72246. if (!compo) {
  72247. compo = new AudioSceneComponent(this);
  72248. this._addComponent(compo);
  72249. }
  72250. if (value) {
  72251. compo.switchAudioModeForHeadphones();
  72252. }
  72253. else {
  72254. compo.switchAudioModeForNormalSpeakers();
  72255. }
  72256. },
  72257. enumerable: true,
  72258. configurable: true
  72259. });
  72260. /**
  72261. * Defines the sound scene component responsible to manage any sounds
  72262. * in a given scene.
  72263. */
  72264. var AudioSceneComponent = /** @class */ (function () {
  72265. /**
  72266. * Creates a new instance of the component for the given scene
  72267. * @param scene Defines the scene to register the component in
  72268. */
  72269. function AudioSceneComponent(scene) {
  72270. /**
  72271. * The component name helpfull to identify the component in the list of scene components.
  72272. */
  72273. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72274. this._audioEnabled = true;
  72275. this._headphone = false;
  72276. this.scene = scene;
  72277. scene.soundTracks = new Array();
  72278. scene.sounds = new Array();
  72279. }
  72280. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72281. /**
  72282. * Gets whether audio is enabled or not.
  72283. * Please use related enable/disable method to switch state.
  72284. */
  72285. get: function () {
  72286. return this._audioEnabled;
  72287. },
  72288. enumerable: true,
  72289. configurable: true
  72290. });
  72291. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72292. /**
  72293. * Gets whether audio is outputing to headphone or not.
  72294. * Please use the according Switch methods to change output.
  72295. */
  72296. get: function () {
  72297. return this._headphone;
  72298. },
  72299. enumerable: true,
  72300. configurable: true
  72301. });
  72302. /**
  72303. * Registers the component in a given scene
  72304. */
  72305. AudioSceneComponent.prototype.register = function () {
  72306. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72307. };
  72308. /**
  72309. * Rebuilds the elements related to this component in case of
  72310. * context lost for instance.
  72311. */
  72312. AudioSceneComponent.prototype.rebuild = function () {
  72313. // Nothing to do here. (Not rendering related)
  72314. };
  72315. /**
  72316. * Serializes the component data to the specified json object
  72317. * @param serializationObject The object to serialize to
  72318. */
  72319. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72320. serializationObject.sounds = [];
  72321. if (this.scene.soundTracks) {
  72322. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72323. var soundtrack = this.scene.soundTracks[index];
  72324. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72325. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72326. }
  72327. }
  72328. }
  72329. };
  72330. /**
  72331. * Adds all the element from the container to the scene
  72332. * @param container the container holding the elements
  72333. */
  72334. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72335. var _this = this;
  72336. if (!container.sounds) {
  72337. return;
  72338. }
  72339. container.sounds.forEach(function (sound) {
  72340. sound.play();
  72341. sound.autoplay = true;
  72342. _this.scene.mainSoundTrack.AddSound(sound);
  72343. });
  72344. };
  72345. /**
  72346. * Removes all the elements in the container from the scene
  72347. * @param container contains the elements to remove
  72348. */
  72349. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72350. var _this = this;
  72351. if (!container.sounds) {
  72352. return;
  72353. }
  72354. container.sounds.forEach(function (sound) {
  72355. sound.stop();
  72356. sound.autoplay = false;
  72357. _this.scene.mainSoundTrack.RemoveSound(sound);
  72358. });
  72359. };
  72360. /**
  72361. * Disposes the component and the associated ressources.
  72362. */
  72363. AudioSceneComponent.prototype.dispose = function () {
  72364. var scene = this.scene;
  72365. if (scene._mainSoundTrack) {
  72366. scene.mainSoundTrack.dispose();
  72367. }
  72368. if (scene.soundTracks) {
  72369. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72370. scene.soundTracks[scIndex].dispose();
  72371. }
  72372. }
  72373. };
  72374. /**
  72375. * Disables audio in the associated scene.
  72376. */
  72377. AudioSceneComponent.prototype.disableAudio = function () {
  72378. var scene = this.scene;
  72379. this._audioEnabled = false;
  72380. var i;
  72381. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72382. scene.mainSoundTrack.soundCollection[i].pause();
  72383. }
  72384. if (scene.soundTracks) {
  72385. for (i = 0; i < scene.soundTracks.length; i++) {
  72386. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72387. scene.soundTracks[i].soundCollection[j].pause();
  72388. }
  72389. }
  72390. }
  72391. };
  72392. /**
  72393. * Enables audio in the associated scene.
  72394. */
  72395. AudioSceneComponent.prototype.enableAudio = function () {
  72396. var scene = this.scene;
  72397. this._audioEnabled = true;
  72398. var i;
  72399. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72400. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72401. scene.mainSoundTrack.soundCollection[i].play();
  72402. }
  72403. }
  72404. if (scene.soundTracks) {
  72405. for (i = 0; i < scene.soundTracks.length; i++) {
  72406. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72407. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72408. scene.soundTracks[i].soundCollection[j].play();
  72409. }
  72410. }
  72411. }
  72412. }
  72413. };
  72414. /**
  72415. * Switch audio to headphone output.
  72416. */
  72417. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72418. var scene = this.scene;
  72419. this._headphone = true;
  72420. scene.mainSoundTrack.switchPanningModelToHRTF();
  72421. if (scene.soundTracks) {
  72422. for (var i = 0; i < scene.soundTracks.length; i++) {
  72423. scene.soundTracks[i].switchPanningModelToHRTF();
  72424. }
  72425. }
  72426. };
  72427. /**
  72428. * Switch audio to normal speakers.
  72429. */
  72430. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72431. var scene = this.scene;
  72432. this._headphone = false;
  72433. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72434. if (scene.soundTracks) {
  72435. for (var i = 0; i < scene.soundTracks.length; i++) {
  72436. scene.soundTracks[i].switchPanningModelToEqualPower();
  72437. }
  72438. }
  72439. };
  72440. AudioSceneComponent.prototype._afterRender = function () {
  72441. var scene = this.scene;
  72442. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72443. return;
  72444. }
  72445. var listeningCamera;
  72446. var audioEngine = BABYLON.Engine.audioEngine;
  72447. if (scene.activeCameras.length > 0) {
  72448. listeningCamera = scene.activeCameras[0];
  72449. }
  72450. else {
  72451. listeningCamera = scene.activeCamera;
  72452. }
  72453. if (listeningCamera && audioEngine.audioContext) {
  72454. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72455. // for VR cameras
  72456. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72457. listeningCamera = listeningCamera.rigCameras[0];
  72458. }
  72459. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72460. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72461. cameraDirection.normalize();
  72462. // To avoid some errors on GearVR
  72463. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72464. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72465. }
  72466. var i;
  72467. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72468. var sound = scene.mainSoundTrack.soundCollection[i];
  72469. if (sound.useCustomAttenuation) {
  72470. sound.updateDistanceFromListener();
  72471. }
  72472. }
  72473. if (scene.soundTracks) {
  72474. for (i = 0; i < scene.soundTracks.length; i++) {
  72475. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72476. sound = scene.soundTracks[i].soundCollection[j];
  72477. if (sound.useCustomAttenuation) {
  72478. sound.updateDistanceFromListener();
  72479. }
  72480. }
  72481. }
  72482. }
  72483. }
  72484. };
  72485. return AudioSceneComponent;
  72486. }());
  72487. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72488. })(BABYLON || (BABYLON = {}));
  72489. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72490. var BABYLON;
  72491. (function (BABYLON) {
  72492. /**
  72493. * This defines an action helpful to play a defined sound on a triggered action.
  72494. */
  72495. var PlaySoundAction = /** @class */ (function (_super) {
  72496. __extends(PlaySoundAction, _super);
  72497. /**
  72498. * Instantiate the action
  72499. * @param triggerOptions defines the trigger options
  72500. * @param sound defines the sound to play
  72501. * @param condition defines the trigger related conditions
  72502. */
  72503. function PlaySoundAction(triggerOptions, sound, condition) {
  72504. var _this = _super.call(this, triggerOptions, condition) || this;
  72505. _this._sound = sound;
  72506. return _this;
  72507. }
  72508. /** @hidden */
  72509. PlaySoundAction.prototype._prepare = function () {
  72510. };
  72511. /**
  72512. * Execute the action and play the sound.
  72513. */
  72514. PlaySoundAction.prototype.execute = function () {
  72515. if (this._sound !== undefined) {
  72516. this._sound.play();
  72517. }
  72518. };
  72519. /**
  72520. * Serializes the actions and its related information.
  72521. * @param parent defines the object to serialize in
  72522. * @returns the serialized object
  72523. */
  72524. PlaySoundAction.prototype.serialize = function (parent) {
  72525. return _super.prototype._serialize.call(this, {
  72526. name: "PlaySoundAction",
  72527. properties: [{ name: "sound", value: this._sound.name }]
  72528. }, parent);
  72529. };
  72530. return PlaySoundAction;
  72531. }(BABYLON.Action));
  72532. BABYLON.PlaySoundAction = PlaySoundAction;
  72533. /**
  72534. * This defines an action helpful to stop a defined sound on a triggered action.
  72535. */
  72536. var StopSoundAction = /** @class */ (function (_super) {
  72537. __extends(StopSoundAction, _super);
  72538. /**
  72539. * Instantiate the action
  72540. * @param triggerOptions defines the trigger options
  72541. * @param sound defines the sound to stop
  72542. * @param condition defines the trigger related conditions
  72543. */
  72544. function StopSoundAction(triggerOptions, sound, condition) {
  72545. var _this = _super.call(this, triggerOptions, condition) || this;
  72546. _this._sound = sound;
  72547. return _this;
  72548. }
  72549. /** @hidden */
  72550. StopSoundAction.prototype._prepare = function () {
  72551. };
  72552. /**
  72553. * Execute the action and stop the sound.
  72554. */
  72555. StopSoundAction.prototype.execute = function () {
  72556. if (this._sound !== undefined) {
  72557. this._sound.stop();
  72558. }
  72559. };
  72560. /**
  72561. * Serializes the actions and its related information.
  72562. * @param parent defines the object to serialize in
  72563. * @returns the serialized object
  72564. */
  72565. StopSoundAction.prototype.serialize = function (parent) {
  72566. return _super.prototype._serialize.call(this, {
  72567. name: "StopSoundAction",
  72568. properties: [{ name: "sound", value: this._sound.name }]
  72569. }, parent);
  72570. };
  72571. return StopSoundAction;
  72572. }(BABYLON.Action));
  72573. BABYLON.StopSoundAction = StopSoundAction;
  72574. })(BABYLON || (BABYLON = {}));
  72575. //# sourceMappingURL=babylon.directAudioActions.js.map
  72576. var BABYLON;
  72577. (function (BABYLON) {
  72578. /**
  72579. * Class for creating a cube texture
  72580. */
  72581. var CubeTexture = /** @class */ (function (_super) {
  72582. __extends(CubeTexture, _super);
  72583. /**
  72584. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72585. * as prefiltered data.
  72586. * @param rootUrl defines the url of the texture or the root name of the six images
  72587. * @param scene defines the scene the texture is attached to
  72588. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72589. * @param noMipmap defines if mipmaps should be created or not
  72590. * @param files defines the six files to load for the different faces
  72591. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72592. * @param onError defines a callback triggered in case of error during load
  72593. * @param format defines the internal format to use for the texture once loaded
  72594. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72595. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72596. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72597. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72598. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72599. * @return the cube texture
  72600. */
  72601. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72602. if (extensions === void 0) { extensions = null; }
  72603. if (noMipmap === void 0) { noMipmap = false; }
  72604. if (files === void 0) { files = null; }
  72605. if (onLoad === void 0) { onLoad = null; }
  72606. if (onError === void 0) { onError = null; }
  72607. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72608. if (prefiltered === void 0) { prefiltered = false; }
  72609. if (forcedExtension === void 0) { forcedExtension = null; }
  72610. if (createPolynomials === void 0) { createPolynomials = false; }
  72611. if (lodScale === void 0) { lodScale = 0.8; }
  72612. if (lodOffset === void 0) { lodOffset = 0; }
  72613. var _this = _super.call(this, scene) || this;
  72614. /**
  72615. * Gets or sets the center of the bounding box associated with the cube texture.
  72616. * It must define where the camera used to render the texture was set
  72617. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72618. */
  72619. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72620. _this._rotationY = 0;
  72621. /** @hidden */
  72622. _this._prefiltered = false;
  72623. _this.name = rootUrl;
  72624. _this.url = rootUrl;
  72625. _this._noMipmap = noMipmap;
  72626. _this.hasAlpha = false;
  72627. _this._format = format;
  72628. _this.isCube = true;
  72629. _this._textureMatrix = BABYLON.Matrix.Identity();
  72630. _this._createPolynomials = createPolynomials;
  72631. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72632. if (!rootUrl && !files) {
  72633. return _this;
  72634. }
  72635. var lastDot = rootUrl.lastIndexOf(".");
  72636. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72637. var isDDS = (extension === ".dds");
  72638. var isEnv = (extension === ".env");
  72639. if (isEnv) {
  72640. _this.gammaSpace = false;
  72641. _this._prefiltered = false;
  72642. }
  72643. else {
  72644. _this._prefiltered = prefiltered;
  72645. if (prefiltered) {
  72646. _this.gammaSpace = false;
  72647. }
  72648. }
  72649. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72650. if (!files) {
  72651. if (!isEnv && !isDDS && !extensions) {
  72652. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72653. }
  72654. files = [];
  72655. if (extensions) {
  72656. for (var index = 0; index < extensions.length; index++) {
  72657. files.push(rootUrl + extensions[index]);
  72658. }
  72659. }
  72660. }
  72661. _this._files = files;
  72662. if (!_this._texture) {
  72663. if (!scene.useDelayedTextureLoading) {
  72664. if (prefiltered) {
  72665. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72666. }
  72667. else {
  72668. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72669. }
  72670. }
  72671. else {
  72672. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72673. }
  72674. }
  72675. else if (onLoad) {
  72676. if (_this._texture.isReady) {
  72677. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72678. }
  72679. else {
  72680. _this._texture.onLoadedObservable.add(onLoad);
  72681. }
  72682. }
  72683. return _this;
  72684. }
  72685. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72686. /**
  72687. * Returns the bounding box size
  72688. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72689. */
  72690. get: function () {
  72691. return this._boundingBoxSize;
  72692. },
  72693. /**
  72694. * Gets or sets the size of the bounding box associated with the cube texture
  72695. * When defined, the cubemap will switch to local mode
  72696. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72697. * @example https://www.babylonjs-playground.com/#RNASML
  72698. */
  72699. set: function (value) {
  72700. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72701. return;
  72702. }
  72703. this._boundingBoxSize = value;
  72704. var scene = this.getScene();
  72705. if (scene) {
  72706. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72707. }
  72708. },
  72709. enumerable: true,
  72710. configurable: true
  72711. });
  72712. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72713. /**
  72714. * Gets texture matrix rotation angle around Y axis radians.
  72715. */
  72716. get: function () {
  72717. return this._rotationY;
  72718. },
  72719. /**
  72720. * Sets texture matrix rotation angle around Y axis in radians.
  72721. */
  72722. set: function (value) {
  72723. this._rotationY = value;
  72724. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72725. },
  72726. enumerable: true,
  72727. configurable: true
  72728. });
  72729. /**
  72730. * Creates a cube texture from an array of image urls
  72731. * @param files defines an array of image urls
  72732. * @param scene defines the hosting scene
  72733. * @param noMipmap specifies if mip maps are not used
  72734. * @returns a cube texture
  72735. */
  72736. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72737. var rootUrlKey = "";
  72738. files.forEach(function (url) { return rootUrlKey += url; });
  72739. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  72740. };
  72741. /**
  72742. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72743. * @param url defines the url of the prefiltered texture
  72744. * @param scene defines the scene the texture is attached to
  72745. * @param forcedExtension defines the extension of the file if different from the url
  72746. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72747. * @return the prefiltered texture
  72748. */
  72749. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  72750. if (forcedExtension === void 0) { forcedExtension = null; }
  72751. if (createPolynomials === void 0) { createPolynomials = true; }
  72752. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  72753. };
  72754. /**
  72755. * Delays loading of the cube texture
  72756. */
  72757. CubeTexture.prototype.delayLoad = function () {
  72758. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  72759. return;
  72760. }
  72761. var scene = this.getScene();
  72762. if (!scene) {
  72763. return;
  72764. }
  72765. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  72766. this._texture = this._getFromCache(this.url, this._noMipmap);
  72767. if (!this._texture) {
  72768. if (this._prefiltered) {
  72769. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  72770. }
  72771. else {
  72772. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  72773. }
  72774. }
  72775. };
  72776. /**
  72777. * Returns the reflection texture matrix
  72778. * @returns the reflection texture matrix
  72779. */
  72780. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  72781. return this._textureMatrix;
  72782. };
  72783. /**
  72784. * Sets the reflection texture matrix
  72785. * @param value Reflection texture matrix
  72786. */
  72787. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  72788. this._textureMatrix = value;
  72789. };
  72790. /**
  72791. * Parses text to create a cube texture
  72792. * @param parsedTexture define the serialized text to read from
  72793. * @param scene defines the hosting scene
  72794. * @param rootUrl defines the root url of the cube texture
  72795. * @returns a cube texture
  72796. */
  72797. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  72798. var texture = BABYLON.SerializationHelper.Parse(function () {
  72799. var prefiltered = false;
  72800. if (parsedTexture.prefiltered) {
  72801. prefiltered = parsedTexture.prefiltered;
  72802. }
  72803. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  72804. }, parsedTexture, scene);
  72805. // Local Cubemaps
  72806. if (parsedTexture.boundingBoxPosition) {
  72807. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  72808. }
  72809. if (parsedTexture.boundingBoxSize) {
  72810. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  72811. }
  72812. // Animations
  72813. if (parsedTexture.animations) {
  72814. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  72815. var parsedAnimation = parsedTexture.animations[animationIndex];
  72816. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  72817. }
  72818. }
  72819. return texture;
  72820. };
  72821. /**
  72822. * Makes a clone, or deep copy, of the cube texture
  72823. * @returns a new cube texture
  72824. */
  72825. CubeTexture.prototype.clone = function () {
  72826. var _this = this;
  72827. return BABYLON.SerializationHelper.Clone(function () {
  72828. var scene = _this.getScene();
  72829. if (!scene) {
  72830. return _this;
  72831. }
  72832. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  72833. }, this);
  72834. };
  72835. __decorate([
  72836. BABYLON.serialize("rotationY")
  72837. ], CubeTexture.prototype, "rotationY", null);
  72838. return CubeTexture;
  72839. }(BABYLON.BaseTexture));
  72840. BABYLON.CubeTexture = CubeTexture;
  72841. })(BABYLON || (BABYLON = {}));
  72842. //# sourceMappingURL=babylon.cubeTexture.js.map
  72843. var BABYLON;
  72844. (function (BABYLON) {
  72845. /**
  72846. * Raw cube texture where the raw buffers are passed in
  72847. */
  72848. var RawCubeTexture = /** @class */ (function (_super) {
  72849. __extends(RawCubeTexture, _super);
  72850. /**
  72851. * Creates a cube texture where the raw buffers are passed in.
  72852. * @param scene defines the scene the texture is attached to
  72853. * @param data defines the array of data to use to create each face
  72854. * @param size defines the size of the textures
  72855. * @param format defines the format of the data
  72856. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  72857. * @param generateMipMaps defines if the engine should generate the mip levels
  72858. * @param invertY defines if data must be stored with Y axis inverted
  72859. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  72860. * @param compression defines the compression used (null by default)
  72861. */
  72862. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  72863. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72864. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72865. if (generateMipMaps === void 0) { generateMipMaps = false; }
  72866. if (invertY === void 0) { invertY = false; }
  72867. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72868. if (compression === void 0) { compression = null; }
  72869. var _this = _super.call(this, "", scene) || this;
  72870. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  72871. return _this;
  72872. }
  72873. /**
  72874. * Updates the raw cube texture.
  72875. * @param data defines the data to store
  72876. * @param format defines the data format
  72877. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  72878. * @param invertY defines if data must be stored with Y axis inverted
  72879. * @param compression defines the compression used (null by default)
  72880. * @param level defines which level of the texture to update
  72881. */
  72882. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  72883. if (compression === void 0) { compression = null; }
  72884. if (level === void 0) { level = 0; }
  72885. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  72886. };
  72887. /**
  72888. * Updates a raw cube texture with RGBD encoded data.
  72889. * @param data defines the array of data [mipmap][face] to use to create each face
  72890. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  72891. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72892. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72893. * @returns a promsie that resolves when the operation is complete
  72894. */
  72895. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  72896. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  72897. if (lodScale === void 0) { lodScale = 0.8; }
  72898. if (lodOffset === void 0) { lodOffset = 0; }
  72899. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  72900. };
  72901. /**
  72902. * Clones the raw cube texture.
  72903. * @return a new cube texture
  72904. */
  72905. RawCubeTexture.prototype.clone = function () {
  72906. var _this = this;
  72907. return BABYLON.SerializationHelper.Clone(function () {
  72908. var scene = _this.getScene();
  72909. var internalTexture = _this._texture;
  72910. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  72911. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  72912. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  72913. }
  72914. return texture;
  72915. }, this);
  72916. };
  72917. /** @hidden */
  72918. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  72919. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  72920. internalTexture._bufferViewArrayArray = data;
  72921. internalTexture._lodGenerationScale = lodScale;
  72922. internalTexture._lodGenerationOffset = lodOffset;
  72923. internalTexture._sphericalPolynomial = sphericalPolynomial;
  72924. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  72925. internalTexture.isReady = true;
  72926. });
  72927. };
  72928. return RawCubeTexture;
  72929. }(BABYLON.CubeTexture));
  72930. BABYLON.RawCubeTexture = RawCubeTexture;
  72931. })(BABYLON || (BABYLON = {}));
  72932. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  72933. var BABYLON;
  72934. (function (BABYLON) {
  72935. /**
  72936. * This Helps creating a texture that will be created from a camera in your scene.
  72937. * It is basically a dynamic texture that could be used to create special effects for instance.
  72938. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  72939. */
  72940. var RenderTargetTexture = /** @class */ (function (_super) {
  72941. __extends(RenderTargetTexture, _super);
  72942. /**
  72943. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  72944. * or used a shadow, depth texture...
  72945. * @param name The friendly name of the texture
  72946. * @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)
  72947. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  72948. * @param generateMipMaps True if mip maps need to be generated after render.
  72949. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  72950. * @param type The type of the buffer in the RTT (int, half float, float...)
  72951. * @param isCube True if a cube texture needs to be created
  72952. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  72953. * @param generateDepthBuffer True to generate a depth buffer
  72954. * @param generateStencilBuffer True to generate a stencil buffer
  72955. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  72956. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  72957. * @param delayAllocation if the texture allocation should be delayed (default: false)
  72958. */
  72959. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  72960. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  72961. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72962. if (isCube === void 0) { isCube = false; }
  72963. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72964. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  72965. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  72966. if (isMulti === void 0) { isMulti = false; }
  72967. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72968. if (delayAllocation === void 0) { delayAllocation = false; }
  72969. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  72970. _this.isCube = isCube;
  72971. /**
  72972. * Define if particles should be rendered in your texture.
  72973. */
  72974. _this.renderParticles = true;
  72975. /**
  72976. * Define if sprites should be rendered in your texture.
  72977. */
  72978. _this.renderSprites = false;
  72979. /**
  72980. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  72981. */
  72982. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  72983. /**
  72984. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  72985. */
  72986. _this.ignoreCameraViewport = false;
  72987. /**
  72988. * An event triggered when the texture is unbind.
  72989. */
  72990. _this.onBeforeBindObservable = new BABYLON.Observable();
  72991. /**
  72992. * An event triggered when the texture is unbind.
  72993. */
  72994. _this.onAfterUnbindObservable = new BABYLON.Observable();
  72995. /**
  72996. * An event triggered before rendering the texture
  72997. */
  72998. _this.onBeforeRenderObservable = new BABYLON.Observable();
  72999. /**
  73000. * An event triggered after rendering the texture
  73001. */
  73002. _this.onAfterRenderObservable = new BABYLON.Observable();
  73003. /**
  73004. * An event triggered after the texture clear
  73005. */
  73006. _this.onClearObservable = new BABYLON.Observable();
  73007. _this._currentRefreshId = -1;
  73008. _this._refreshRate = 1;
  73009. _this._samples = 1;
  73010. /**
  73011. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73012. * It must define where the camera used to render the texture is set
  73013. */
  73014. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73015. scene = _this.getScene();
  73016. if (!scene) {
  73017. return _this;
  73018. }
  73019. _this.renderList = new Array();
  73020. _this._engine = scene.getEngine();
  73021. _this.name = name;
  73022. _this.isRenderTarget = true;
  73023. _this._initialSizeParameter = size;
  73024. _this._processSizeParameter(size);
  73025. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73026. });
  73027. _this._generateMipMaps = generateMipMaps ? true : false;
  73028. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73029. // Rendering groups
  73030. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73031. _this._renderingManager._useSceneAutoClearSetup = true;
  73032. if (isMulti) {
  73033. return _this;
  73034. }
  73035. _this._renderTargetOptions = {
  73036. generateMipMaps: generateMipMaps,
  73037. type: type,
  73038. format: format,
  73039. samplingMode: samplingMode,
  73040. generateDepthBuffer: generateDepthBuffer,
  73041. generateStencilBuffer: generateStencilBuffer
  73042. };
  73043. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73044. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73045. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73046. }
  73047. if (!delayAllocation) {
  73048. if (isCube) {
  73049. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73050. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73051. _this._textureMatrix = BABYLON.Matrix.Identity();
  73052. }
  73053. else {
  73054. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73055. }
  73056. }
  73057. return _this;
  73058. }
  73059. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73060. /**
  73061. * Use this list to define the list of mesh you want to render.
  73062. */
  73063. get: function () {
  73064. return this._renderList;
  73065. },
  73066. set: function (value) {
  73067. this._renderList = value;
  73068. if (this._renderList) {
  73069. this._hookArray(this._renderList);
  73070. }
  73071. },
  73072. enumerable: true,
  73073. configurable: true
  73074. });
  73075. RenderTargetTexture.prototype._hookArray = function (array) {
  73076. var _this = this;
  73077. var oldPush = array.push;
  73078. array.push = function () {
  73079. var items = [];
  73080. for (var _i = 0; _i < arguments.length; _i++) {
  73081. items[_i] = arguments[_i];
  73082. }
  73083. var wasEmpty = array.length === 0;
  73084. var result = oldPush.apply(array, items);
  73085. if (wasEmpty) {
  73086. _this.getScene().meshes.forEach(function (mesh) {
  73087. mesh._markSubMeshesAsLightDirty();
  73088. });
  73089. }
  73090. return result;
  73091. };
  73092. var oldSplice = array.splice;
  73093. array.splice = function (index, deleteCount) {
  73094. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73095. if (array.length === 0) {
  73096. _this.getScene().meshes.forEach(function (mesh) {
  73097. mesh._markSubMeshesAsLightDirty();
  73098. });
  73099. }
  73100. return deleted;
  73101. };
  73102. };
  73103. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73104. /**
  73105. * Set a after unbind callback in the texture.
  73106. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73107. */
  73108. set: function (callback) {
  73109. if (this._onAfterUnbindObserver) {
  73110. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73111. }
  73112. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73113. },
  73114. enumerable: true,
  73115. configurable: true
  73116. });
  73117. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73118. /**
  73119. * Set a before render callback in the texture.
  73120. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73121. */
  73122. set: function (callback) {
  73123. if (this._onBeforeRenderObserver) {
  73124. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73125. }
  73126. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73127. },
  73128. enumerable: true,
  73129. configurable: true
  73130. });
  73131. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73132. /**
  73133. * Set a after render callback in the texture.
  73134. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73135. */
  73136. set: function (callback) {
  73137. if (this._onAfterRenderObserver) {
  73138. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73139. }
  73140. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73141. },
  73142. enumerable: true,
  73143. configurable: true
  73144. });
  73145. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73146. /**
  73147. * Set a clear callback in the texture.
  73148. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73149. */
  73150. set: function (callback) {
  73151. if (this._onClearObserver) {
  73152. this.onClearObservable.remove(this._onClearObserver);
  73153. }
  73154. this._onClearObserver = this.onClearObservable.add(callback);
  73155. },
  73156. enumerable: true,
  73157. configurable: true
  73158. });
  73159. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73160. /**
  73161. * Gets render target creation options that were used.
  73162. */
  73163. get: function () {
  73164. return this._renderTargetOptions;
  73165. },
  73166. enumerable: true,
  73167. configurable: true
  73168. });
  73169. RenderTargetTexture.prototype._onRatioRescale = function () {
  73170. if (this._sizeRatio) {
  73171. this.resize(this._initialSizeParameter);
  73172. }
  73173. };
  73174. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73175. get: function () {
  73176. return this._boundingBoxSize;
  73177. },
  73178. /**
  73179. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73180. * When defined, the cubemap will switch to local mode
  73181. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73182. * @example https://www.babylonjs-playground.com/#RNASML
  73183. */
  73184. set: function (value) {
  73185. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73186. return;
  73187. }
  73188. this._boundingBoxSize = value;
  73189. var scene = this.getScene();
  73190. if (scene) {
  73191. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73192. }
  73193. },
  73194. enumerable: true,
  73195. configurable: true
  73196. });
  73197. /**
  73198. * Creates a depth stencil texture.
  73199. * This is only available in WebGL 2 or with the depth texture extension available.
  73200. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73201. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73202. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73203. */
  73204. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73205. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73206. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73207. if (generateStencil === void 0) { generateStencil = false; }
  73208. if (!this.getScene()) {
  73209. return;
  73210. }
  73211. var engine = this.getScene().getEngine();
  73212. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73213. bilinearFiltering: bilinearFiltering,
  73214. comparisonFunction: comparisonFunction,
  73215. generateStencil: generateStencil,
  73216. isCube: this.isCube
  73217. });
  73218. engine.setFrameBufferDepthStencilTexture(this);
  73219. };
  73220. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73221. if (size.ratio) {
  73222. this._sizeRatio = size.ratio;
  73223. this._size = {
  73224. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73225. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73226. };
  73227. }
  73228. else {
  73229. this._size = size;
  73230. }
  73231. };
  73232. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73233. /**
  73234. * Define the number of samples to use in case of MSAA.
  73235. * It defaults to one meaning no MSAA has been enabled.
  73236. */
  73237. get: function () {
  73238. return this._samples;
  73239. },
  73240. set: function (value) {
  73241. if (this._samples === value) {
  73242. return;
  73243. }
  73244. var scene = this.getScene();
  73245. if (!scene) {
  73246. return;
  73247. }
  73248. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73249. },
  73250. enumerable: true,
  73251. configurable: true
  73252. });
  73253. /**
  73254. * Resets the refresh counter of the texture and start bak from scratch.
  73255. * Could be usefull to regenerate the texture if it is setup to render only once.
  73256. */
  73257. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73258. this._currentRefreshId = -1;
  73259. };
  73260. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73261. /**
  73262. * Define the refresh rate of the texture or the rendering frequency.
  73263. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73264. */
  73265. get: function () {
  73266. return this._refreshRate;
  73267. },
  73268. set: function (value) {
  73269. this._refreshRate = value;
  73270. this.resetRefreshCounter();
  73271. },
  73272. enumerable: true,
  73273. configurable: true
  73274. });
  73275. /**
  73276. * Adds a post process to the render target rendering passes.
  73277. * @param postProcess define the post process to add
  73278. */
  73279. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73280. if (!this._postProcessManager) {
  73281. var scene = this.getScene();
  73282. if (!scene) {
  73283. return;
  73284. }
  73285. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73286. this._postProcesses = new Array();
  73287. }
  73288. this._postProcesses.push(postProcess);
  73289. this._postProcesses[0].autoClear = false;
  73290. };
  73291. /**
  73292. * Clear all the post processes attached to the render target
  73293. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73294. */
  73295. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73296. if (dispose === void 0) { dispose = false; }
  73297. if (!this._postProcesses) {
  73298. return;
  73299. }
  73300. if (dispose) {
  73301. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73302. var postProcess = _a[_i];
  73303. postProcess.dispose();
  73304. }
  73305. }
  73306. this._postProcesses = [];
  73307. };
  73308. /**
  73309. * Remove one of the post process from the list of attached post processes to the texture
  73310. * @param postProcess define the post process to remove from the list
  73311. */
  73312. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73313. if (!this._postProcesses) {
  73314. return;
  73315. }
  73316. var index = this._postProcesses.indexOf(postProcess);
  73317. if (index === -1) {
  73318. return;
  73319. }
  73320. this._postProcesses.splice(index, 1);
  73321. if (this._postProcesses.length > 0) {
  73322. this._postProcesses[0].autoClear = false;
  73323. }
  73324. };
  73325. /** @hidden */
  73326. RenderTargetTexture.prototype._shouldRender = function () {
  73327. if (this._currentRefreshId === -1) { // At least render once
  73328. this._currentRefreshId = 1;
  73329. return true;
  73330. }
  73331. if (this.refreshRate === this._currentRefreshId) {
  73332. this._currentRefreshId = 1;
  73333. return true;
  73334. }
  73335. this._currentRefreshId++;
  73336. return false;
  73337. };
  73338. /**
  73339. * Gets the actual render size of the texture.
  73340. * @returns the width of the render size
  73341. */
  73342. RenderTargetTexture.prototype.getRenderSize = function () {
  73343. return this.getRenderWidth();
  73344. };
  73345. /**
  73346. * Gets the actual render width of the texture.
  73347. * @returns the width of the render size
  73348. */
  73349. RenderTargetTexture.prototype.getRenderWidth = function () {
  73350. if (this._size.width) {
  73351. return this._size.width;
  73352. }
  73353. return this._size;
  73354. };
  73355. /**
  73356. * Gets the actual render height of the texture.
  73357. * @returns the height of the render size
  73358. */
  73359. RenderTargetTexture.prototype.getRenderHeight = function () {
  73360. if (this._size.width) {
  73361. return this._size.height;
  73362. }
  73363. return this._size;
  73364. };
  73365. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73366. /**
  73367. * Get if the texture can be rescaled or not.
  73368. */
  73369. get: function () {
  73370. return true;
  73371. },
  73372. enumerable: true,
  73373. configurable: true
  73374. });
  73375. /**
  73376. * Resize the texture using a ratio.
  73377. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73378. */
  73379. RenderTargetTexture.prototype.scale = function (ratio) {
  73380. var newSize = this.getRenderSize() * ratio;
  73381. this.resize(newSize);
  73382. };
  73383. /**
  73384. * Get the texture reflection matrix used to rotate/transform the reflection.
  73385. * @returns the reflection matrix
  73386. */
  73387. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73388. if (this.isCube) {
  73389. return this._textureMatrix;
  73390. }
  73391. return _super.prototype.getReflectionTextureMatrix.call(this);
  73392. };
  73393. /**
  73394. * Resize the texture to a new desired size.
  73395. * Be carrefull as it will recreate all the data in the new texture.
  73396. * @param size Define the new size. It can be:
  73397. * - a number for squared texture,
  73398. * - an object containing { width: number, height: number }
  73399. * - or an object containing a ratio { ratio: number }
  73400. */
  73401. RenderTargetTexture.prototype.resize = function (size) {
  73402. this.releaseInternalTexture();
  73403. var scene = this.getScene();
  73404. if (!scene) {
  73405. return;
  73406. }
  73407. this._processSizeParameter(size);
  73408. if (this.isCube) {
  73409. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73410. }
  73411. else {
  73412. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73413. }
  73414. };
  73415. /**
  73416. * Renders all the objects from the render list into the texture.
  73417. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73418. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73419. */
  73420. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73421. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73422. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73423. var scene = this.getScene();
  73424. if (!scene) {
  73425. return;
  73426. }
  73427. var engine = scene.getEngine();
  73428. if (this.useCameraPostProcesses !== undefined) {
  73429. useCameraPostProcess = this.useCameraPostProcesses;
  73430. }
  73431. if (this._waitingRenderList) {
  73432. this.renderList = [];
  73433. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73434. var id = this._waitingRenderList[index];
  73435. var mesh_1 = scene.getMeshByID(id);
  73436. if (mesh_1) {
  73437. this.renderList.push(mesh_1);
  73438. }
  73439. }
  73440. delete this._waitingRenderList;
  73441. }
  73442. // Is predicate defined?
  73443. if (this.renderListPredicate) {
  73444. if (this.renderList) {
  73445. this.renderList.length = 0; // Clear previous renderList
  73446. }
  73447. else {
  73448. this.renderList = [];
  73449. }
  73450. var scene = this.getScene();
  73451. if (!scene) {
  73452. return;
  73453. }
  73454. var sceneMeshes = scene.meshes;
  73455. for (var index = 0; index < sceneMeshes.length; index++) {
  73456. var mesh = sceneMeshes[index];
  73457. if (this.renderListPredicate(mesh)) {
  73458. this.renderList.push(mesh);
  73459. }
  73460. }
  73461. }
  73462. this.onBeforeBindObservable.notifyObservers(this);
  73463. // Set custom projection.
  73464. // Needs to be before binding to prevent changing the aspect ratio.
  73465. var camera;
  73466. if (this.activeCamera) {
  73467. camera = this.activeCamera;
  73468. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73469. if (this.activeCamera !== scene.activeCamera) {
  73470. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73471. }
  73472. }
  73473. else {
  73474. camera = scene.activeCamera;
  73475. if (camera) {
  73476. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73477. }
  73478. }
  73479. // Prepare renderingManager
  73480. this._renderingManager.reset();
  73481. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73482. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73483. var sceneRenderId = scene.getRenderId();
  73484. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73485. var mesh = currentRenderList[meshIndex];
  73486. if (mesh) {
  73487. if (!mesh.isReady(this.refreshRate === 0)) {
  73488. this.resetRefreshCounter();
  73489. continue;
  73490. }
  73491. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73492. var isMasked = void 0;
  73493. if (!this.renderList && camera) {
  73494. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73495. }
  73496. else {
  73497. isMasked = false;
  73498. }
  73499. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73500. mesh._activate(sceneRenderId);
  73501. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73502. var subMesh = mesh.subMeshes[subIndex];
  73503. scene._activeIndices.addCount(subMesh.indexCount, false);
  73504. this._renderingManager.dispatch(subMesh, mesh);
  73505. }
  73506. }
  73507. }
  73508. }
  73509. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73510. var particleSystem = scene.particleSystems[particleIndex];
  73511. var emitter = particleSystem.emitter;
  73512. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73513. continue;
  73514. }
  73515. if (currentRenderList.indexOf(emitter) >= 0) {
  73516. this._renderingManager.dispatchParticles(particleSystem);
  73517. }
  73518. }
  73519. if (this.isCube) {
  73520. for (var face = 0; face < 6; face++) {
  73521. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73522. scene.incrementRenderId();
  73523. scene.resetCachedMaterial();
  73524. }
  73525. }
  73526. else {
  73527. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73528. }
  73529. this.onAfterUnbindObservable.notifyObservers(this);
  73530. if (scene.activeCamera) {
  73531. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73532. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73533. }
  73534. engine.setViewport(scene.activeCamera.viewport);
  73535. }
  73536. scene.resetCachedMaterial();
  73537. };
  73538. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73539. var minimum = 128;
  73540. var x = renderDimension * scale;
  73541. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73542. // Ensure we don't exceed the render dimension (while staying POT)
  73543. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73544. };
  73545. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73546. var _this = this;
  73547. if (!this._texture) {
  73548. return;
  73549. }
  73550. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73551. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73552. });
  73553. };
  73554. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73555. var scene = this.getScene();
  73556. if (!scene) {
  73557. return;
  73558. }
  73559. var engine = scene.getEngine();
  73560. if (!this._texture) {
  73561. return;
  73562. }
  73563. // Bind
  73564. if (this._postProcessManager) {
  73565. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73566. }
  73567. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73568. if (this._texture) {
  73569. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73570. }
  73571. }
  73572. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73573. // Clear
  73574. if (this.onClearObservable.hasObservers()) {
  73575. this.onClearObservable.notifyObservers(engine);
  73576. }
  73577. else {
  73578. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73579. }
  73580. if (!this._doNotChangeAspectRatio) {
  73581. scene.updateTransformMatrix(true);
  73582. }
  73583. // Render
  73584. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73585. if (this._postProcessManager) {
  73586. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73587. }
  73588. else if (useCameraPostProcess) {
  73589. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73590. }
  73591. if (!this._doNotChangeAspectRatio) {
  73592. scene.updateTransformMatrix(true);
  73593. }
  73594. // Dump ?
  73595. if (dumpForDebug) {
  73596. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73597. }
  73598. // Unbind
  73599. if (!this.isCube || faceIndex === 5) {
  73600. if (this.isCube) {
  73601. if (faceIndex === 5) {
  73602. engine.generateMipMapsForCubemap(this._texture);
  73603. }
  73604. }
  73605. this.unbindFrameBuffer(engine, faceIndex);
  73606. }
  73607. else {
  73608. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73609. }
  73610. };
  73611. /**
  73612. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73613. * This allowed control for front to back rendering or reversly depending of the special needs.
  73614. *
  73615. * @param renderingGroupId The rendering group id corresponding to its index
  73616. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73617. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73618. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73619. */
  73620. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73621. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73622. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73623. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73624. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73625. };
  73626. /**
  73627. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73628. *
  73629. * @param renderingGroupId The rendering group id corresponding to its index
  73630. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73631. */
  73632. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73633. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73634. this._renderingManager._useSceneAutoClearSetup = false;
  73635. };
  73636. /**
  73637. * Clones the texture.
  73638. * @returns the cloned texture
  73639. */
  73640. RenderTargetTexture.prototype.clone = function () {
  73641. var textureSize = this.getSize();
  73642. 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);
  73643. // Base texture
  73644. newTexture.hasAlpha = this.hasAlpha;
  73645. newTexture.level = this.level;
  73646. // RenderTarget Texture
  73647. newTexture.coordinatesMode = this.coordinatesMode;
  73648. if (this.renderList) {
  73649. newTexture.renderList = this.renderList.slice(0);
  73650. }
  73651. return newTexture;
  73652. };
  73653. /**
  73654. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73655. * @returns The JSON representation of the texture
  73656. */
  73657. RenderTargetTexture.prototype.serialize = function () {
  73658. if (!this.name) {
  73659. return null;
  73660. }
  73661. var serializationObject = _super.prototype.serialize.call(this);
  73662. serializationObject.renderTargetSize = this.getRenderSize();
  73663. serializationObject.renderList = [];
  73664. if (this.renderList) {
  73665. for (var index = 0; index < this.renderList.length; index++) {
  73666. serializationObject.renderList.push(this.renderList[index].id);
  73667. }
  73668. }
  73669. return serializationObject;
  73670. };
  73671. /**
  73672. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73673. */
  73674. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73675. var objBuffer = this.getInternalTexture();
  73676. var scene = this.getScene();
  73677. if (objBuffer && scene) {
  73678. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73679. }
  73680. };
  73681. /**
  73682. * Dispose the texture and release its associated resources.
  73683. */
  73684. RenderTargetTexture.prototype.dispose = function () {
  73685. if (this._postProcessManager) {
  73686. this._postProcessManager.dispose();
  73687. this._postProcessManager = null;
  73688. }
  73689. this.clearPostProcesses(true);
  73690. if (this._resizeObserver) {
  73691. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73692. this._resizeObserver = null;
  73693. }
  73694. this.renderList = null;
  73695. // Remove from custom render targets
  73696. var scene = this.getScene();
  73697. if (!scene) {
  73698. return;
  73699. }
  73700. var index = scene.customRenderTargets.indexOf(this);
  73701. if (index >= 0) {
  73702. scene.customRenderTargets.splice(index, 1);
  73703. }
  73704. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73705. var camera = _a[_i];
  73706. index = camera.customRenderTargets.indexOf(this);
  73707. if (index >= 0) {
  73708. camera.customRenderTargets.splice(index, 1);
  73709. }
  73710. }
  73711. _super.prototype.dispose.call(this);
  73712. };
  73713. /** @hidden */
  73714. RenderTargetTexture.prototype._rebuild = function () {
  73715. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73716. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73717. }
  73718. if (this._postProcessManager) {
  73719. this._postProcessManager._rebuild();
  73720. }
  73721. };
  73722. /**
  73723. * Clear the info related to rendering groups preventing retention point in material dispose.
  73724. */
  73725. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73726. if (this._renderingManager) {
  73727. this._renderingManager.freeRenderingGroups();
  73728. }
  73729. };
  73730. /**
  73731. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73732. */
  73733. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73734. /**
  73735. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73736. */
  73737. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  73738. /**
  73739. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  73740. * the central point of your effect and can save a lot of performances.
  73741. */
  73742. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  73743. return RenderTargetTexture;
  73744. }(BABYLON.Texture));
  73745. BABYLON.RenderTargetTexture = RenderTargetTexture;
  73746. })(BABYLON || (BABYLON = {}));
  73747. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  73748. var BABYLON;
  73749. (function (BABYLON) {
  73750. /**
  73751. * A multi render target, like a render target provides the ability to render to a texture.
  73752. * Unlike the render target, it can render to several draw buffers in one draw.
  73753. * This is specially interesting in deferred rendering or for any effects requiring more than
  73754. * just one color from a single pass.
  73755. */
  73756. var MultiRenderTarget = /** @class */ (function (_super) {
  73757. __extends(MultiRenderTarget, _super);
  73758. /**
  73759. * Instantiate a new multi render target texture.
  73760. * A multi render target, like a render target provides the ability to render to a texture.
  73761. * Unlike the render target, it can render to several draw buffers in one draw.
  73762. * This is specially interesting in deferred rendering or for any effects requiring more than
  73763. * just one color from a single pass.
  73764. * @param name Define the name of the texture
  73765. * @param size Define the size of the buffers to render to
  73766. * @param count Define the number of target we are rendering into
  73767. * @param scene Define the scene the texture belongs to
  73768. * @param options Define the options used to create the multi render target
  73769. */
  73770. function MultiRenderTarget(name, size, count, scene, options) {
  73771. var _this = this;
  73772. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  73773. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  73774. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  73775. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  73776. _this._engine = scene.getEngine();
  73777. if (!_this.isSupported) {
  73778. _this.dispose();
  73779. return;
  73780. }
  73781. var types = [];
  73782. var samplingModes = [];
  73783. for (var i = 0; i < count; i++) {
  73784. if (options && options.types && options.types[i] !== undefined) {
  73785. types.push(options.types[i]);
  73786. }
  73787. else {
  73788. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  73789. }
  73790. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  73791. samplingModes.push(options.samplingModes[i]);
  73792. }
  73793. else {
  73794. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  73795. }
  73796. }
  73797. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  73798. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  73799. _this._size = size;
  73800. _this._multiRenderTargetOptions = {
  73801. samplingModes: samplingModes,
  73802. generateMipMaps: generateMipMaps,
  73803. generateDepthBuffer: generateDepthBuffer,
  73804. generateStencilBuffer: generateStencilBuffer,
  73805. generateDepthTexture: generateDepthTexture,
  73806. types: types,
  73807. textureCount: count
  73808. };
  73809. _this._createInternalTextures();
  73810. _this._createTextures();
  73811. return _this;
  73812. }
  73813. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  73814. /**
  73815. * Get if draw buffers are currently supported by the used hardware and browser.
  73816. */
  73817. get: function () {
  73818. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  73819. },
  73820. enumerable: true,
  73821. configurable: true
  73822. });
  73823. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  73824. /**
  73825. * Get the list of textures generated by the multi render target.
  73826. */
  73827. get: function () {
  73828. return this._textures;
  73829. },
  73830. enumerable: true,
  73831. configurable: true
  73832. });
  73833. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  73834. /**
  73835. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  73836. */
  73837. get: function () {
  73838. return this._textures[this._textures.length - 1];
  73839. },
  73840. enumerable: true,
  73841. configurable: true
  73842. });
  73843. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  73844. /**
  73845. * Set the wrapping mode on U of all the textures we are rendering to.
  73846. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73847. */
  73848. set: function (wrap) {
  73849. if (this._textures) {
  73850. for (var i = 0; i < this._textures.length; i++) {
  73851. this._textures[i].wrapU = wrap;
  73852. }
  73853. }
  73854. },
  73855. enumerable: true,
  73856. configurable: true
  73857. });
  73858. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  73859. /**
  73860. * Set the wrapping mode on V of all the textures we are rendering to.
  73861. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73862. */
  73863. set: function (wrap) {
  73864. if (this._textures) {
  73865. for (var i = 0; i < this._textures.length; i++) {
  73866. this._textures[i].wrapV = wrap;
  73867. }
  73868. }
  73869. },
  73870. enumerable: true,
  73871. configurable: true
  73872. });
  73873. /** @hidden */
  73874. MultiRenderTarget.prototype._rebuild = function () {
  73875. this.releaseInternalTextures();
  73876. this._createInternalTextures();
  73877. for (var i = 0; i < this._internalTextures.length; i++) {
  73878. var texture = this._textures[i];
  73879. texture._texture = this._internalTextures[i];
  73880. }
  73881. // Keeps references to frame buffer and stencil/depth buffer
  73882. this._texture = this._internalTextures[0];
  73883. };
  73884. MultiRenderTarget.prototype._createInternalTextures = function () {
  73885. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  73886. };
  73887. MultiRenderTarget.prototype._createTextures = function () {
  73888. this._textures = [];
  73889. for (var i = 0; i < this._internalTextures.length; i++) {
  73890. var texture = new BABYLON.Texture(null, this.getScene());
  73891. texture._texture = this._internalTextures[i];
  73892. this._textures.push(texture);
  73893. }
  73894. // Keeps references to frame buffer and stencil/depth buffer
  73895. this._texture = this._internalTextures[0];
  73896. };
  73897. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  73898. /**
  73899. * Define the number of samples used if MSAA is enabled.
  73900. */
  73901. get: function () {
  73902. return this._samples;
  73903. },
  73904. set: function (value) {
  73905. if (this._samples === value) {
  73906. return;
  73907. }
  73908. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  73909. },
  73910. enumerable: true,
  73911. configurable: true
  73912. });
  73913. /**
  73914. * Resize all the textures in the multi render target.
  73915. * Be carrefull as it will recreate all the data in the new texture.
  73916. * @param size Define the new size
  73917. */
  73918. MultiRenderTarget.prototype.resize = function (size) {
  73919. this.releaseInternalTextures();
  73920. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  73921. this._createInternalTextures();
  73922. };
  73923. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73924. var _this = this;
  73925. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  73926. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73927. });
  73928. };
  73929. /**
  73930. * Dispose the render targets and their associated resources
  73931. */
  73932. MultiRenderTarget.prototype.dispose = function () {
  73933. this.releaseInternalTextures();
  73934. _super.prototype.dispose.call(this);
  73935. };
  73936. /**
  73937. * Release all the underlying texture used as draw buffers.
  73938. */
  73939. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  73940. if (!this._internalTextures) {
  73941. return;
  73942. }
  73943. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  73944. if (this._internalTextures[i] !== undefined) {
  73945. this._internalTextures[i].dispose();
  73946. this._internalTextures.splice(i, 1);
  73947. }
  73948. }
  73949. };
  73950. return MultiRenderTarget;
  73951. }(BABYLON.RenderTargetTexture));
  73952. BABYLON.MultiRenderTarget = MultiRenderTarget;
  73953. })(BABYLON || (BABYLON = {}));
  73954. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  73955. var BABYLON;
  73956. (function (BABYLON) {
  73957. /**
  73958. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73959. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73960. * You can then easily use it as a reflectionTexture on a flat surface.
  73961. * In case the surface is not a plane, please consider relying on reflection probes.
  73962. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73963. */
  73964. var MirrorTexture = /** @class */ (function (_super) {
  73965. __extends(MirrorTexture, _super);
  73966. /**
  73967. * Instantiates a Mirror Texture.
  73968. * Mirror texture can be used to simulate the view from a mirror in a scene.
  73969. * It will dynamically be rendered every frame to adapt to the camera point of view.
  73970. * You can then easily use it as a reflectionTexture on a flat surface.
  73971. * In case the surface is not a plane, please consider relying on reflection probes.
  73972. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73973. * @param name
  73974. * @param size
  73975. * @param scene
  73976. * @param generateMipMaps
  73977. * @param type
  73978. * @param samplingMode
  73979. * @param generateDepthBuffer
  73980. */
  73981. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  73982. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73983. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  73984. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73985. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  73986. _this.scene = scene;
  73987. /**
  73988. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  73989. * 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.
  73990. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  73991. */
  73992. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  73993. _this._transformMatrix = BABYLON.Matrix.Zero();
  73994. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  73995. _this._adaptiveBlurKernel = 0;
  73996. _this._blurKernelX = 0;
  73997. _this._blurKernelY = 0;
  73998. _this._blurRatio = 1.0;
  73999. _this.ignoreCameraViewport = true;
  74000. _this._updateGammaSpace();
  74001. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74002. _this._updateGammaSpace;
  74003. });
  74004. _this.onBeforeRenderObservable.add(function () {
  74005. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74006. _this._savedViewMatrix = scene.getViewMatrix();
  74007. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74008. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74009. scene.clipPlane = _this.mirrorPlane;
  74010. scene.getEngine().cullBackFaces = false;
  74011. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74012. });
  74013. _this.onAfterRenderObservable.add(function () {
  74014. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74015. scene.getEngine().cullBackFaces = true;
  74016. scene._mirroredCameraPosition = null;
  74017. delete scene.clipPlane;
  74018. });
  74019. return _this;
  74020. }
  74021. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74022. get: function () {
  74023. return this._blurRatio;
  74024. },
  74025. /**
  74026. * Define the blur ratio used to blur the reflection if needed.
  74027. */
  74028. set: function (value) {
  74029. if (this._blurRatio === value) {
  74030. return;
  74031. }
  74032. this._blurRatio = value;
  74033. this._preparePostProcesses();
  74034. },
  74035. enumerable: true,
  74036. configurable: true
  74037. });
  74038. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74039. /**
  74040. * Define the adaptive blur kernel used to blur the reflection if needed.
  74041. * This will autocompute the closest best match for the `blurKernel`
  74042. */
  74043. set: function (value) {
  74044. this._adaptiveBlurKernel = value;
  74045. this._autoComputeBlurKernel();
  74046. },
  74047. enumerable: true,
  74048. configurable: true
  74049. });
  74050. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74051. /**
  74052. * Define the blur kernel used to blur the reflection if needed.
  74053. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74054. */
  74055. set: function (value) {
  74056. this.blurKernelX = value;
  74057. this.blurKernelY = value;
  74058. },
  74059. enumerable: true,
  74060. configurable: true
  74061. });
  74062. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74063. get: function () {
  74064. return this._blurKernelX;
  74065. },
  74066. /**
  74067. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74068. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74069. */
  74070. set: function (value) {
  74071. if (this._blurKernelX === value) {
  74072. return;
  74073. }
  74074. this._blurKernelX = value;
  74075. this._preparePostProcesses();
  74076. },
  74077. enumerable: true,
  74078. configurable: true
  74079. });
  74080. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74081. get: function () {
  74082. return this._blurKernelY;
  74083. },
  74084. /**
  74085. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74086. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74087. */
  74088. set: function (value) {
  74089. if (this._blurKernelY === value) {
  74090. return;
  74091. }
  74092. this._blurKernelY = value;
  74093. this._preparePostProcesses();
  74094. },
  74095. enumerable: true,
  74096. configurable: true
  74097. });
  74098. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74099. var engine = this.getScene().getEngine();
  74100. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74101. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74102. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74103. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74104. };
  74105. MirrorTexture.prototype._onRatioRescale = function () {
  74106. if (this._sizeRatio) {
  74107. this.resize(this._initialSizeParameter);
  74108. if (!this._adaptiveBlurKernel) {
  74109. this._preparePostProcesses();
  74110. }
  74111. }
  74112. if (this._adaptiveBlurKernel) {
  74113. this._autoComputeBlurKernel();
  74114. }
  74115. };
  74116. MirrorTexture.prototype._updateGammaSpace = function () {
  74117. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74118. };
  74119. MirrorTexture.prototype._preparePostProcesses = function () {
  74120. this.clearPostProcesses(true);
  74121. if (this._blurKernelX && this._blurKernelY) {
  74122. var engine = this.getScene().getEngine();
  74123. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74124. 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);
  74125. this._blurX.autoClear = false;
  74126. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74127. this._blurX.inputTexture = this._texture;
  74128. }
  74129. else {
  74130. this._blurX.alwaysForcePOT = true;
  74131. }
  74132. 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);
  74133. this._blurY.autoClear = false;
  74134. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74135. this.addPostProcess(this._blurX);
  74136. this.addPostProcess(this._blurY);
  74137. }
  74138. else {
  74139. if (this._blurY) {
  74140. this.removePostProcess(this._blurY);
  74141. this._blurY.dispose();
  74142. this._blurY = null;
  74143. }
  74144. if (this._blurX) {
  74145. this.removePostProcess(this._blurX);
  74146. this._blurX.dispose();
  74147. this._blurX = null;
  74148. }
  74149. }
  74150. };
  74151. /**
  74152. * Clone the mirror texture.
  74153. * @returns the cloned texture
  74154. */
  74155. MirrorTexture.prototype.clone = function () {
  74156. var scene = this.getScene();
  74157. if (!scene) {
  74158. return this;
  74159. }
  74160. var textureSize = this.getSize();
  74161. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74162. // Base texture
  74163. newTexture.hasAlpha = this.hasAlpha;
  74164. newTexture.level = this.level;
  74165. // Mirror Texture
  74166. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74167. if (this.renderList) {
  74168. newTexture.renderList = this.renderList.slice(0);
  74169. }
  74170. return newTexture;
  74171. };
  74172. /**
  74173. * Serialize the texture to a JSON representation you could use in Parse later on
  74174. * @returns the serialized JSON representation
  74175. */
  74176. MirrorTexture.prototype.serialize = function () {
  74177. if (!this.name) {
  74178. return null;
  74179. }
  74180. var serializationObject = _super.prototype.serialize.call(this);
  74181. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74182. return serializationObject;
  74183. };
  74184. /**
  74185. * Dispose the texture and release its associated resources.
  74186. */
  74187. MirrorTexture.prototype.dispose = function () {
  74188. _super.prototype.dispose.call(this);
  74189. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74190. };
  74191. return MirrorTexture;
  74192. }(BABYLON.RenderTargetTexture));
  74193. BABYLON.MirrorTexture = MirrorTexture;
  74194. })(BABYLON || (BABYLON = {}));
  74195. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74196. var BABYLON;
  74197. (function (BABYLON) {
  74198. /**
  74199. * Creates a refraction texture used by refraction channel of the standard material.
  74200. * It is like a mirror but to see through a material.
  74201. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74202. */
  74203. var RefractionTexture = /** @class */ (function (_super) {
  74204. __extends(RefractionTexture, _super);
  74205. /**
  74206. * Creates a refraction texture used by refraction channel of the standard material.
  74207. * It is like a mirror but to see through a material.
  74208. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74209. * @param name Define the texture name
  74210. * @param size Define the size of the underlying texture
  74211. * @param scene Define the scene the refraction belongs to
  74212. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74213. */
  74214. function RefractionTexture(name, size, scene, generateMipMaps) {
  74215. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74216. /**
  74217. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74218. * 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.
  74219. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74220. */
  74221. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74222. /**
  74223. * Define how deep under the surface we should see.
  74224. */
  74225. _this.depth = 2.0;
  74226. _this.onBeforeRenderObservable.add(function () {
  74227. scene.clipPlane = _this.refractionPlane;
  74228. });
  74229. _this.onAfterRenderObservable.add(function () {
  74230. delete scene.clipPlane;
  74231. });
  74232. return _this;
  74233. }
  74234. /**
  74235. * Clone the refraction texture.
  74236. * @returns the cloned texture
  74237. */
  74238. RefractionTexture.prototype.clone = function () {
  74239. var scene = this.getScene();
  74240. if (!scene) {
  74241. return this;
  74242. }
  74243. var textureSize = this.getSize();
  74244. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74245. // Base texture
  74246. newTexture.hasAlpha = this.hasAlpha;
  74247. newTexture.level = this.level;
  74248. // Refraction Texture
  74249. newTexture.refractionPlane = this.refractionPlane.clone();
  74250. if (this.renderList) {
  74251. newTexture.renderList = this.renderList.slice(0);
  74252. }
  74253. newTexture.depth = this.depth;
  74254. return newTexture;
  74255. };
  74256. /**
  74257. * Serialize the texture to a JSON representation you could use in Parse later on
  74258. * @returns the serialized JSON representation
  74259. */
  74260. RefractionTexture.prototype.serialize = function () {
  74261. if (!this.name) {
  74262. return null;
  74263. }
  74264. var serializationObject = _super.prototype.serialize.call(this);
  74265. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74266. serializationObject.depth = this.depth;
  74267. return serializationObject;
  74268. };
  74269. return RefractionTexture;
  74270. }(BABYLON.RenderTargetTexture));
  74271. BABYLON.RefractionTexture = RefractionTexture;
  74272. })(BABYLON || (BABYLON = {}));
  74273. //# sourceMappingURL=babylon.refractionTexture.js.map
  74274. var BABYLON;
  74275. (function (BABYLON) {
  74276. /**
  74277. * A class extending Texture allowing drawing on a texture
  74278. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74279. */
  74280. var DynamicTexture = /** @class */ (function (_super) {
  74281. __extends(DynamicTexture, _super);
  74282. /**
  74283. * Creates a DynamicTexture
  74284. * @param name defines the name of the texture
  74285. * @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
  74286. * @param scene defines the scene where you want the texture
  74287. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74288. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74289. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74290. */
  74291. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74292. if (scene === void 0) { scene = null; }
  74293. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74294. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74295. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74296. _this.name = name;
  74297. _this._engine = _this.getScene().getEngine();
  74298. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74299. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74300. _this._generateMipMaps = generateMipMaps;
  74301. if (options.getContext) {
  74302. _this._canvas = options;
  74303. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74304. }
  74305. else {
  74306. _this._canvas = document.createElement("canvas");
  74307. if (options.width || options.width === 0) {
  74308. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74309. }
  74310. else {
  74311. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74312. }
  74313. }
  74314. var textureSize = _this.getSize();
  74315. _this._canvas.width = textureSize.width;
  74316. _this._canvas.height = textureSize.height;
  74317. _this._context = _this._canvas.getContext("2d");
  74318. return _this;
  74319. }
  74320. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74321. /**
  74322. * Gets the current state of canRescale
  74323. */
  74324. get: function () {
  74325. return true;
  74326. },
  74327. enumerable: true,
  74328. configurable: true
  74329. });
  74330. DynamicTexture.prototype._recreate = function (textureSize) {
  74331. this._canvas.width = textureSize.width;
  74332. this._canvas.height = textureSize.height;
  74333. this.releaseInternalTexture();
  74334. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74335. };
  74336. /**
  74337. * Scales the texture
  74338. * @param ratio the scale factor to apply to both width and height
  74339. */
  74340. DynamicTexture.prototype.scale = function (ratio) {
  74341. var textureSize = this.getSize();
  74342. textureSize.width *= ratio;
  74343. textureSize.height *= ratio;
  74344. this._recreate(textureSize);
  74345. };
  74346. /**
  74347. * Resizes the texture
  74348. * @param width the new width
  74349. * @param height the new height
  74350. */
  74351. DynamicTexture.prototype.scaleTo = function (width, height) {
  74352. var textureSize = this.getSize();
  74353. textureSize.width = width;
  74354. textureSize.height = height;
  74355. this._recreate(textureSize);
  74356. };
  74357. /**
  74358. * Gets the context of the canvas used by the texture
  74359. * @returns the canvas context of the dynamic texture
  74360. */
  74361. DynamicTexture.prototype.getContext = function () {
  74362. return this._context;
  74363. };
  74364. /**
  74365. * Clears the texture
  74366. */
  74367. DynamicTexture.prototype.clear = function () {
  74368. var size = this.getSize();
  74369. this._context.fillRect(0, 0, size.width, size.height);
  74370. };
  74371. /**
  74372. * Updates the texture
  74373. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74374. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74375. */
  74376. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74377. if (premulAlpha === void 0) { premulAlpha = false; }
  74378. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74379. };
  74380. /**
  74381. * Draws text onto the texture
  74382. * @param text defines the text to be drawn
  74383. * @param x defines the placement of the text from the left
  74384. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74385. * @param font defines the font to be used with font-style, font-size, font-name
  74386. * @param color defines the color used for the text
  74387. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74388. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74389. * @param update defines whether texture is immediately update (default is true)
  74390. */
  74391. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74392. if (update === void 0) { update = true; }
  74393. var size = this.getSize();
  74394. if (clearColor) {
  74395. this._context.fillStyle = clearColor;
  74396. this._context.fillRect(0, 0, size.width, size.height);
  74397. }
  74398. this._context.font = font;
  74399. if (x === null || x === undefined) {
  74400. var textSize = this._context.measureText(text);
  74401. x = (size.width - textSize.width) / 2;
  74402. }
  74403. if (y === null || y === undefined) {
  74404. var fontSize = parseInt((font.replace(/\D/g, '')));
  74405. y = (size.height / 2) + (fontSize / 3.65);
  74406. }
  74407. this._context.fillStyle = color;
  74408. this._context.fillText(text, x, y);
  74409. if (update) {
  74410. this.update(invertY);
  74411. }
  74412. };
  74413. /**
  74414. * Clones the texture
  74415. * @returns the clone of the texture.
  74416. */
  74417. DynamicTexture.prototype.clone = function () {
  74418. var scene = this.getScene();
  74419. if (!scene) {
  74420. return this;
  74421. }
  74422. var textureSize = this.getSize();
  74423. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74424. // Base texture
  74425. newTexture.hasAlpha = this.hasAlpha;
  74426. newTexture.level = this.level;
  74427. // Dynamic Texture
  74428. newTexture.wrapU = this.wrapU;
  74429. newTexture.wrapV = this.wrapV;
  74430. return newTexture;
  74431. };
  74432. /**
  74433. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74434. * @returns a serialized dynamic texture object
  74435. */
  74436. DynamicTexture.prototype.serialize = function () {
  74437. var scene = this.getScene();
  74438. if (scene && !scene.isReady()) {
  74439. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74440. }
  74441. var serializationObject = _super.prototype.serialize.call(this);
  74442. serializationObject.base64String = this._canvas.toDataURL();
  74443. serializationObject.invertY = this._invertY;
  74444. serializationObject.samplingMode = this.samplingMode;
  74445. return serializationObject;
  74446. };
  74447. /** @hidden */
  74448. DynamicTexture.prototype._rebuild = function () {
  74449. this.update();
  74450. };
  74451. return DynamicTexture;
  74452. }(BABYLON.Texture));
  74453. BABYLON.DynamicTexture = DynamicTexture;
  74454. })(BABYLON || (BABYLON = {}));
  74455. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74456. var BABYLON;
  74457. (function (BABYLON) {
  74458. /**
  74459. * If you want to display a video in your scene, this is the special texture for that.
  74460. * This special texture works similar to other textures, with the exception of a few parameters.
  74461. * @see https://doc.babylonjs.com/how_to/video_texture
  74462. */
  74463. var VideoTexture = /** @class */ (function (_super) {
  74464. __extends(VideoTexture, _super);
  74465. /**
  74466. * Creates a video texture.
  74467. * If you want to display a video in your scene, this is the special texture for that.
  74468. * This special texture works similar to other textures, with the exception of a few parameters.
  74469. * @see https://doc.babylonjs.com/how_to/video_texture
  74470. * @param name optional name, will detect from video source, if not defined
  74471. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74472. * @param scene is obviously the current scene.
  74473. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74474. * @param invertY is false by default but can be used to invert video on Y axis
  74475. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74476. * @param settings allows finer control over video usage
  74477. */
  74478. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74479. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74480. if (invertY === void 0) { invertY = false; }
  74481. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74482. if (settings === void 0) { settings = {
  74483. autoPlay: true,
  74484. loop: true,
  74485. autoUpdateTexture: true,
  74486. }; }
  74487. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74488. _this._onUserActionRequestedObservable = null;
  74489. _this._stillImageCaptured = false;
  74490. _this._poster = false;
  74491. _this._createInternalTexture = function () {
  74492. if (_this._texture != null) {
  74493. if (_this._poster) {
  74494. _this._texture.dispose();
  74495. _this._poster = false;
  74496. }
  74497. else {
  74498. return;
  74499. }
  74500. }
  74501. if (!_this._engine.needPOTTextures ||
  74502. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74503. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74504. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74505. }
  74506. else {
  74507. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74508. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74509. _this._generateMipMaps = false;
  74510. }
  74511. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74512. if (!_this.video.autoplay) {
  74513. var oldHandler_1 = _this.video.onplaying;
  74514. var error_1 = false;
  74515. _this.video.onplaying = function () {
  74516. _this.video.onplaying = oldHandler_1;
  74517. _this._texture.isReady = true;
  74518. _this._updateInternalTexture();
  74519. if (!error_1) {
  74520. _this.video.pause();
  74521. }
  74522. if (_this.onLoadObservable.hasObservers()) {
  74523. _this.onLoadObservable.notifyObservers(_this);
  74524. }
  74525. };
  74526. var playing = _this.video.play();
  74527. if (playing) {
  74528. playing.then(function () {
  74529. // Everything is good.
  74530. })
  74531. .catch(function () {
  74532. error_1 = true;
  74533. // On Chrome for instance, new policies might prevent playing without user interaction.
  74534. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74535. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74536. }
  74537. });
  74538. }
  74539. else {
  74540. _this.video.onplaying = oldHandler_1;
  74541. _this._texture.isReady = true;
  74542. _this._updateInternalTexture();
  74543. if (_this.onLoadObservable.hasObservers()) {
  74544. _this.onLoadObservable.notifyObservers(_this);
  74545. }
  74546. }
  74547. }
  74548. else {
  74549. _this._texture.isReady = true;
  74550. _this._updateInternalTexture();
  74551. if (_this.onLoadObservable.hasObservers()) {
  74552. _this.onLoadObservable.notifyObservers(_this);
  74553. }
  74554. }
  74555. };
  74556. _this.reset = function () {
  74557. if (_this._texture == null) {
  74558. return;
  74559. }
  74560. if (!_this._poster) {
  74561. _this._texture.dispose();
  74562. _this._texture = null;
  74563. }
  74564. };
  74565. _this._updateInternalTexture = function (e) {
  74566. if (_this._texture == null || !_this._texture.isReady) {
  74567. return;
  74568. }
  74569. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74570. return;
  74571. }
  74572. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74573. };
  74574. _this._engine = _this.getScene().getEngine();
  74575. _this._generateMipMaps = generateMipMaps;
  74576. _this._samplingMode = samplingMode;
  74577. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74578. _this.name = name || _this._getName(src);
  74579. _this.video = _this._getVideo(src);
  74580. if (settings.poster) {
  74581. _this.video.poster = settings.poster;
  74582. }
  74583. if (settings.autoPlay !== undefined) {
  74584. _this.video.autoplay = settings.autoPlay;
  74585. }
  74586. if (settings.loop !== undefined) {
  74587. _this.video.loop = settings.loop;
  74588. }
  74589. _this.video.setAttribute("playsinline", "");
  74590. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74591. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74592. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74593. _this.video.addEventListener("emptied", _this.reset);
  74594. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74595. _this._createInternalTexture();
  74596. }
  74597. if (settings.poster) {
  74598. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74599. _this._poster = true;
  74600. }
  74601. return _this;
  74602. }
  74603. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74604. /**
  74605. * Event triggerd when a dom action is required by the user to play the video.
  74606. * This happens due to recent changes in browser policies preventing video to auto start.
  74607. */
  74608. get: function () {
  74609. if (!this._onUserActionRequestedObservable) {
  74610. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74611. }
  74612. return this._onUserActionRequestedObservable;
  74613. },
  74614. enumerable: true,
  74615. configurable: true
  74616. });
  74617. VideoTexture.prototype._getName = function (src) {
  74618. if (src instanceof HTMLVideoElement) {
  74619. return src.currentSrc;
  74620. }
  74621. if (typeof src === "object") {
  74622. return src.toString();
  74623. }
  74624. return src;
  74625. };
  74626. VideoTexture.prototype._getVideo = function (src) {
  74627. if (src instanceof HTMLVideoElement) {
  74628. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74629. return src;
  74630. }
  74631. var video = document.createElement("video");
  74632. if (typeof src === "string") {
  74633. BABYLON.Tools.SetCorsBehavior(src, video);
  74634. video.src = src;
  74635. }
  74636. else {
  74637. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74638. src.forEach(function (url) {
  74639. var source = document.createElement("source");
  74640. source.src = url;
  74641. video.appendChild(source);
  74642. });
  74643. }
  74644. return video;
  74645. };
  74646. /**
  74647. * @hidden Internal method to initiate `update`.
  74648. */
  74649. VideoTexture.prototype._rebuild = function () {
  74650. this.update();
  74651. };
  74652. /**
  74653. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74654. */
  74655. VideoTexture.prototype.update = function () {
  74656. if (!this.autoUpdateTexture) {
  74657. // Expecting user to call `updateTexture` manually
  74658. return;
  74659. }
  74660. this.updateTexture(true);
  74661. };
  74662. /**
  74663. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74664. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74665. */
  74666. VideoTexture.prototype.updateTexture = function (isVisible) {
  74667. if (!isVisible) {
  74668. return;
  74669. }
  74670. if (this.video.paused && this._stillImageCaptured) {
  74671. return;
  74672. }
  74673. this._stillImageCaptured = true;
  74674. this._updateInternalTexture();
  74675. };
  74676. /**
  74677. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74678. * @param url New url.
  74679. */
  74680. VideoTexture.prototype.updateURL = function (url) {
  74681. this.video.src = url;
  74682. };
  74683. /**
  74684. * Dispose the texture and release its associated resources.
  74685. */
  74686. VideoTexture.prototype.dispose = function () {
  74687. _super.prototype.dispose.call(this);
  74688. if (this._onUserActionRequestedObservable) {
  74689. this._onUserActionRequestedObservable.clear();
  74690. this._onUserActionRequestedObservable = null;
  74691. }
  74692. this.video.removeEventListener("canplay", this._createInternalTexture);
  74693. this.video.removeEventListener("paused", this._updateInternalTexture);
  74694. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74695. this.video.removeEventListener("emptied", this.reset);
  74696. this.video.pause();
  74697. };
  74698. /**
  74699. * Creates a video texture straight from your WebCam video feed.
  74700. * @param scene Define the scene the texture should be created in
  74701. * @param onReady Define a callback to triggered once the texture will be ready
  74702. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74703. */
  74704. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74705. var video = document.createElement("video");
  74706. video.setAttribute('autoplay', '');
  74707. video.setAttribute('muted', '');
  74708. video.setAttribute('playsinline', '');
  74709. var constraintsDeviceId;
  74710. if (constraints && constraints.deviceId) {
  74711. constraintsDeviceId = {
  74712. exact: constraints.deviceId,
  74713. };
  74714. }
  74715. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74716. if (navigator.mediaDevices) {
  74717. navigator.mediaDevices.getUserMedia({ video: constraints })
  74718. .then(function (stream) {
  74719. if (video.mozSrcObject !== undefined) {
  74720. // hack for Firefox < 19
  74721. video.mozSrcObject = stream;
  74722. }
  74723. else {
  74724. video.srcObject = stream;
  74725. }
  74726. var onPlaying = function () {
  74727. if (onReady) {
  74728. onReady(new VideoTexture("video", video, scene, true, true));
  74729. }
  74730. video.removeEventListener("playing", onPlaying);
  74731. };
  74732. video.addEventListener("playing", onPlaying);
  74733. video.play();
  74734. })
  74735. .catch(function (err) {
  74736. BABYLON.Tools.Error(err.name);
  74737. });
  74738. }
  74739. else {
  74740. navigator.getUserMedia =
  74741. navigator.getUserMedia ||
  74742. navigator.webkitGetUserMedia ||
  74743. navigator.mozGetUserMedia ||
  74744. navigator.msGetUserMedia;
  74745. if (navigator.getUserMedia) {
  74746. navigator.getUserMedia({
  74747. video: {
  74748. deviceId: constraintsDeviceId,
  74749. width: {
  74750. min: (constraints && constraints.minWidth) || 256,
  74751. max: (constraints && constraints.maxWidth) || 640,
  74752. },
  74753. height: {
  74754. min: (constraints && constraints.minHeight) || 256,
  74755. max: (constraints && constraints.maxHeight) || 480,
  74756. },
  74757. },
  74758. }, function (stream) {
  74759. if (video.mozSrcObject !== undefined) {
  74760. // hack for Firefox < 19
  74761. video.mozSrcObject = stream;
  74762. }
  74763. else {
  74764. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  74765. }
  74766. video.play();
  74767. if (onReady) {
  74768. onReady(new VideoTexture("video", video, scene, true, true));
  74769. }
  74770. }, function (e) {
  74771. BABYLON.Tools.Error(e.name);
  74772. });
  74773. }
  74774. }
  74775. };
  74776. return VideoTexture;
  74777. }(BABYLON.Texture));
  74778. BABYLON.VideoTexture = VideoTexture;
  74779. })(BABYLON || (BABYLON = {}));
  74780. //# sourceMappingURL=babylon.videoTexture.js.map
  74781. var BABYLON;
  74782. (function (BABYLON) {
  74783. /**
  74784. * Raw texture can help creating a texture directly from an array of data.
  74785. * This can be super useful if you either get the data from an uncompressed source or
  74786. * if you wish to create your texture pixel by pixel.
  74787. */
  74788. var RawTexture = /** @class */ (function (_super) {
  74789. __extends(RawTexture, _super);
  74790. /**
  74791. * Instantiates a new RawTexture.
  74792. * Raw texture can help creating a texture directly from an array of data.
  74793. * This can be super useful if you either get the data from an uncompressed source or
  74794. * if you wish to create your texture pixel by pixel.
  74795. * @param data define the array of data to use to create the texture
  74796. * @param width define the width of the texture
  74797. * @param height define the height of the texture
  74798. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74799. * @param scene define the scene the texture belongs to
  74800. * @param generateMipMaps define whether mip maps should be generated or not
  74801. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74802. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74803. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74804. */
  74805. function RawTexture(data, width, height,
  74806. /**
  74807. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74808. */
  74809. format, scene, generateMipMaps, invertY, samplingMode, type) {
  74810. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74811. if (invertY === void 0) { invertY = false; }
  74812. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74813. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74814. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74815. _this.format = format;
  74816. _this._engine = scene.getEngine();
  74817. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  74818. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74819. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74820. return _this;
  74821. }
  74822. /**
  74823. * Updates the texture underlying data.
  74824. * @param data Define the new data of the texture
  74825. */
  74826. RawTexture.prototype.update = function (data) {
  74827. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74828. };
  74829. /**
  74830. * Creates a luminance texture from some data.
  74831. * @param data Define the texture data
  74832. * @param width Define the width of the texture
  74833. * @param height Define the height of the texture
  74834. * @param scene Define the scene the texture belongs to
  74835. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74836. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74837. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74838. * @returns the luminance texture
  74839. */
  74840. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74841. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74842. if (invertY === void 0) { invertY = false; }
  74843. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74844. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  74845. };
  74846. /**
  74847. * Creates a luminance alpha texture from some data.
  74848. * @param data Define the texture data
  74849. * @param width Define the width of the texture
  74850. * @param height Define the height of the texture
  74851. * @param scene Define the scene the texture belongs to
  74852. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74853. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74854. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74855. * @returns the luminance alpha texture
  74856. */
  74857. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74858. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74859. if (invertY === void 0) { invertY = false; }
  74860. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74861. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74862. };
  74863. /**
  74864. * Creates an alpha texture from some data.
  74865. * @param data Define the texture data
  74866. * @param width Define the width of the texture
  74867. * @param height Define the height of the texture
  74868. * @param scene Define the scene the texture belongs to
  74869. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74870. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74871. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74872. * @returns the alpha texture
  74873. */
  74874. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74875. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74876. if (invertY === void 0) { invertY = false; }
  74877. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74878. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74879. };
  74880. /**
  74881. * Creates a RGB texture from some data.
  74882. * @param data Define the texture data
  74883. * @param width Define the width of the texture
  74884. * @param height Define the height of the texture
  74885. * @param scene Define the scene the texture belongs to
  74886. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74887. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74888. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74889. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74890. * @returns the RGB alpha texture
  74891. */
  74892. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74893. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74894. if (invertY === void 0) { invertY = false; }
  74895. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74896. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74897. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  74898. };
  74899. /**
  74900. * Creates a RGBA texture from some data.
  74901. * @param data Define the texture data
  74902. * @param width Define the width of the texture
  74903. * @param height Define the height of the texture
  74904. * @param scene Define the scene the texture belongs to
  74905. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74906. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74907. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74908. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74909. * @returns the RGBA texture
  74910. */
  74911. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74912. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74913. if (invertY === void 0) { invertY = false; }
  74914. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74915. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74916. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  74917. };
  74918. /**
  74919. * Creates a R texture from some data.
  74920. * @param data Define the texture data
  74921. * @param width Define the width of the texture
  74922. * @param height Define the height of the texture
  74923. * @param scene Define the scene the texture belongs to
  74924. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74925. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74926. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74927. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74928. * @returns the R texture
  74929. */
  74930. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  74931. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74932. if (invertY === void 0) { invertY = false; }
  74933. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74934. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  74935. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  74936. };
  74937. return RawTexture;
  74938. }(BABYLON.Texture));
  74939. BABYLON.RawTexture = RawTexture;
  74940. })(BABYLON || (BABYLON = {}));
  74941. //# sourceMappingURL=babylon.rawTexture.js.map
  74942. var BABYLON;
  74943. (function (BABYLON) {
  74944. /**
  74945. * Class used to store 3D textures containing user data
  74946. */
  74947. var RawTexture3D = /** @class */ (function (_super) {
  74948. __extends(RawTexture3D, _super);
  74949. /**
  74950. * Create a new RawTexture3D
  74951. * @param data defines the data of the texture
  74952. * @param width defines the width of the texture
  74953. * @param height defines the height of the texture
  74954. * @param depth defines the depth of the texture
  74955. * @param format defines the texture format to use
  74956. * @param scene defines the hosting scene
  74957. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  74958. * @param invertY defines if texture must be stored with Y axis inverted
  74959. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  74960. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  74961. */
  74962. function RawTexture3D(data, width, height, depth,
  74963. /** Gets or sets the texture format to use */
  74964. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  74965. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74966. if (invertY === void 0) { invertY = false; }
  74967. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74968. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74969. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74970. _this.format = format;
  74971. _this._engine = scene.getEngine();
  74972. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  74973. _this.is3D = true;
  74974. return _this;
  74975. }
  74976. /**
  74977. * Update the texture with new data
  74978. * @param data defines the data to store in the texture
  74979. */
  74980. RawTexture3D.prototype.update = function (data) {
  74981. if (!this._texture) {
  74982. return;
  74983. }
  74984. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74985. };
  74986. return RawTexture3D;
  74987. }(BABYLON.Texture));
  74988. BABYLON.RawTexture3D = RawTexture3D;
  74989. })(BABYLON || (BABYLON = {}));
  74990. //# sourceMappingURL=babylon.rawTexture3D.js.map
  74991. var BABYLON;
  74992. (function (BABYLON) {
  74993. /**
  74994. * PostProcessManager is used to manage one or more post processes or post process pipelines
  74995. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  74996. */
  74997. var PostProcessManager = /** @class */ (function () {
  74998. /**
  74999. * Creates a new instance PostProcess
  75000. * @param scene The scene that the post process is associated with.
  75001. */
  75002. function PostProcessManager(scene) {
  75003. this._vertexBuffers = {};
  75004. this._scene = scene;
  75005. }
  75006. PostProcessManager.prototype._prepareBuffers = function () {
  75007. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75008. return;
  75009. }
  75010. // VBO
  75011. var vertices = [];
  75012. vertices.push(1, 1);
  75013. vertices.push(-1, 1);
  75014. vertices.push(-1, -1);
  75015. vertices.push(1, -1);
  75016. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75017. this._buildIndexBuffer();
  75018. };
  75019. PostProcessManager.prototype._buildIndexBuffer = function () {
  75020. // Indices
  75021. var indices = [];
  75022. indices.push(0);
  75023. indices.push(1);
  75024. indices.push(2);
  75025. indices.push(0);
  75026. indices.push(2);
  75027. indices.push(3);
  75028. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75029. };
  75030. /**
  75031. * Rebuilds the vertex buffers of the manager.
  75032. * @hidden
  75033. */
  75034. PostProcessManager.prototype._rebuild = function () {
  75035. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75036. if (!vb) {
  75037. return;
  75038. }
  75039. vb._rebuild();
  75040. this._buildIndexBuffer();
  75041. };
  75042. // Methods
  75043. /**
  75044. * Prepares a frame to be run through a post process.
  75045. * @param sourceTexture The input texture to the post procesess. (default: null)
  75046. * @param postProcesses An array of post processes to be run. (default: null)
  75047. * @returns True if the post processes were able to be run.
  75048. * @hidden
  75049. */
  75050. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75051. if (sourceTexture === void 0) { sourceTexture = null; }
  75052. if (postProcesses === void 0) { postProcesses = null; }
  75053. var camera = this._scene.activeCamera;
  75054. if (!camera) {
  75055. return false;
  75056. }
  75057. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75058. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75059. return false;
  75060. }
  75061. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75062. return true;
  75063. };
  75064. /**
  75065. * Manually render a set of post processes to a texture.
  75066. * @param postProcesses An array of post processes to be run.
  75067. * @param targetTexture The target texture to render to.
  75068. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75069. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75070. * @param lodLevel defines which lod of the texture to render to
  75071. */
  75072. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75073. if (targetTexture === void 0) { targetTexture = null; }
  75074. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75075. if (faceIndex === void 0) { faceIndex = 0; }
  75076. if (lodLevel === void 0) { lodLevel = 0; }
  75077. var engine = this._scene.getEngine();
  75078. for (var index = 0; index < postProcesses.length; index++) {
  75079. if (index < postProcesses.length - 1) {
  75080. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75081. }
  75082. else {
  75083. if (targetTexture) {
  75084. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75085. }
  75086. else {
  75087. engine.restoreDefaultFramebuffer();
  75088. }
  75089. }
  75090. var pp = postProcesses[index];
  75091. var effect = pp.apply();
  75092. if (effect) {
  75093. pp.onBeforeRenderObservable.notifyObservers(effect);
  75094. // VBOs
  75095. this._prepareBuffers();
  75096. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75097. // Draw order
  75098. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75099. pp.onAfterRenderObservable.notifyObservers(effect);
  75100. }
  75101. }
  75102. // Restore depth buffer
  75103. engine.setDepthBuffer(true);
  75104. engine.setDepthWrite(true);
  75105. };
  75106. /**
  75107. * Finalize the result of the output of the postprocesses.
  75108. * @param doNotPresent If true the result will not be displayed to the screen.
  75109. * @param targetTexture The target texture to render to.
  75110. * @param faceIndex The index of the face to bind the target texture to.
  75111. * @param postProcesses The array of post processes to render.
  75112. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75113. * @hidden
  75114. */
  75115. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75116. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75117. var camera = this._scene.activeCamera;
  75118. if (!camera) {
  75119. return;
  75120. }
  75121. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75122. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75123. return;
  75124. }
  75125. var engine = this._scene.getEngine();
  75126. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75127. var pp = postProcesses[index];
  75128. if (index < len - 1) {
  75129. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75130. }
  75131. else {
  75132. if (targetTexture) {
  75133. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75134. pp._outputTexture = targetTexture;
  75135. }
  75136. else {
  75137. engine.restoreDefaultFramebuffer();
  75138. pp._outputTexture = null;
  75139. }
  75140. }
  75141. if (doNotPresent) {
  75142. break;
  75143. }
  75144. var effect = pp.apply();
  75145. if (effect) {
  75146. pp.onBeforeRenderObservable.notifyObservers(effect);
  75147. // VBOs
  75148. this._prepareBuffers();
  75149. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75150. // Draw order
  75151. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75152. pp.onAfterRenderObservable.notifyObservers(effect);
  75153. }
  75154. }
  75155. // Restore states
  75156. engine.setDepthBuffer(true);
  75157. engine.setDepthWrite(true);
  75158. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75159. };
  75160. /**
  75161. * Disposes of the post process manager.
  75162. */
  75163. PostProcessManager.prototype.dispose = function () {
  75164. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75165. if (buffer) {
  75166. buffer.dispose();
  75167. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75168. }
  75169. if (this._indexBuffer) {
  75170. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75171. this._indexBuffer = null;
  75172. }
  75173. };
  75174. return PostProcessManager;
  75175. }());
  75176. BABYLON.PostProcessManager = PostProcessManager;
  75177. })(BABYLON || (BABYLON = {}));
  75178. //# sourceMappingURL=babylon.postProcessManager.js.map
  75179. var BABYLON;
  75180. (function (BABYLON) {
  75181. /**
  75182. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75183. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75184. */
  75185. var PostProcess = /** @class */ (function () {
  75186. /**
  75187. * Creates a new instance PostProcess
  75188. * @param name The name of the PostProcess.
  75189. * @param fragmentUrl The url of the fragment shader to be used.
  75190. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75191. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75192. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75193. * @param camera The camera to apply the render pass to.
  75194. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75195. * @param engine The engine which the post process will be applied. (default: current engine)
  75196. * @param reusable If the post process can be reused on the same frame. (default: false)
  75197. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75198. * @param textureType Type of textures used when performing the post process. (default: 0)
  75199. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75200. * @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
  75201. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75202. */
  75203. function PostProcess(
  75204. /** Name of the PostProcess. */
  75205. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75206. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75207. if (defines === void 0) { defines = null; }
  75208. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75209. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75210. if (blockCompilation === void 0) { blockCompilation = false; }
  75211. this.name = name;
  75212. /**
  75213. * Width of the texture to apply the post process on
  75214. */
  75215. this.width = -1;
  75216. /**
  75217. * Height of the texture to apply the post process on
  75218. */
  75219. this.height = -1;
  75220. /**
  75221. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75222. * @hidden
  75223. */
  75224. this._outputTexture = null;
  75225. /**
  75226. * If the buffer needs to be cleared before applying the post process. (default: true)
  75227. * Should be set to false if shader will overwrite all previous pixels.
  75228. */
  75229. this.autoClear = true;
  75230. /**
  75231. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75232. */
  75233. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75234. /**
  75235. * Animations to be used for the post processing
  75236. */
  75237. this.animations = new Array();
  75238. /**
  75239. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75240. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75241. */
  75242. this.enablePixelPerfectMode = false;
  75243. /**
  75244. * Force the postprocess to be applied without taking in account viewport
  75245. */
  75246. this.forceFullscreenViewport = true;
  75247. /**
  75248. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75249. *
  75250. * | Value | Type | Description |
  75251. * | ----- | ----------------------------------- | ----------- |
  75252. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75253. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75254. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75255. *
  75256. */
  75257. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75258. /**
  75259. * Force textures to be a power of two (default: false)
  75260. */
  75261. this.alwaysForcePOT = false;
  75262. this._samples = 1;
  75263. /**
  75264. * Modify the scale of the post process to be the same as the viewport (default: false)
  75265. */
  75266. this.adaptScaleToCurrentViewport = false;
  75267. this._reusable = false;
  75268. /**
  75269. * Smart array of input and output textures for the post process.
  75270. * @hidden
  75271. */
  75272. this._textures = new BABYLON.SmartArray(2);
  75273. /**
  75274. * The index in _textures that corresponds to the output texture.
  75275. * @hidden
  75276. */
  75277. this._currentRenderTextureInd = 0;
  75278. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75279. this._texelSize = BABYLON.Vector2.Zero();
  75280. // Events
  75281. /**
  75282. * An event triggered when the postprocess is activated.
  75283. */
  75284. this.onActivateObservable = new BABYLON.Observable();
  75285. /**
  75286. * An event triggered when the postprocess changes its size.
  75287. */
  75288. this.onSizeChangedObservable = new BABYLON.Observable();
  75289. /**
  75290. * An event triggered when the postprocess applies its effect.
  75291. */
  75292. this.onApplyObservable = new BABYLON.Observable();
  75293. /**
  75294. * An event triggered before rendering the postprocess
  75295. */
  75296. this.onBeforeRenderObservable = new BABYLON.Observable();
  75297. /**
  75298. * An event triggered after rendering the postprocess
  75299. */
  75300. this.onAfterRenderObservable = new BABYLON.Observable();
  75301. if (camera != null) {
  75302. this._camera = camera;
  75303. this._scene = camera.getScene();
  75304. camera.attachPostProcess(this);
  75305. this._engine = this._scene.getEngine();
  75306. this._scene.postProcesses.push(this);
  75307. }
  75308. else if (engine) {
  75309. this._engine = engine;
  75310. this._engine.postProcesses.push(this);
  75311. }
  75312. this._options = options;
  75313. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75314. this._reusable = reusable || false;
  75315. this._textureType = textureType;
  75316. this._samplers = samplers || [];
  75317. this._samplers.push("textureSampler");
  75318. this._fragmentUrl = fragmentUrl;
  75319. this._vertexUrl = vertexUrl;
  75320. this._parameters = parameters || [];
  75321. this._parameters.push("scale");
  75322. this._indexParameters = indexParameters;
  75323. if (!blockCompilation) {
  75324. this.updateEffect(defines);
  75325. }
  75326. }
  75327. Object.defineProperty(PostProcess.prototype, "samples", {
  75328. /**
  75329. * Number of sample textures (default: 1)
  75330. */
  75331. get: function () {
  75332. return this._samples;
  75333. },
  75334. set: function (n) {
  75335. var _this = this;
  75336. this._samples = n;
  75337. this._textures.forEach(function (texture) {
  75338. if (texture.samples !== _this._samples) {
  75339. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75340. }
  75341. });
  75342. },
  75343. enumerable: true,
  75344. configurable: true
  75345. });
  75346. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75347. /**
  75348. * A function that is added to the onActivateObservable
  75349. */
  75350. set: function (callback) {
  75351. if (this._onActivateObserver) {
  75352. this.onActivateObservable.remove(this._onActivateObserver);
  75353. }
  75354. if (callback) {
  75355. this._onActivateObserver = this.onActivateObservable.add(callback);
  75356. }
  75357. },
  75358. enumerable: true,
  75359. configurable: true
  75360. });
  75361. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75362. /**
  75363. * A function that is added to the onSizeChangedObservable
  75364. */
  75365. set: function (callback) {
  75366. if (this._onSizeChangedObserver) {
  75367. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75368. }
  75369. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75370. },
  75371. enumerable: true,
  75372. configurable: true
  75373. });
  75374. Object.defineProperty(PostProcess.prototype, "onApply", {
  75375. /**
  75376. * A function that is added to the onApplyObservable
  75377. */
  75378. set: function (callback) {
  75379. if (this._onApplyObserver) {
  75380. this.onApplyObservable.remove(this._onApplyObserver);
  75381. }
  75382. this._onApplyObserver = this.onApplyObservable.add(callback);
  75383. },
  75384. enumerable: true,
  75385. configurable: true
  75386. });
  75387. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75388. /**
  75389. * A function that is added to the onBeforeRenderObservable
  75390. */
  75391. set: function (callback) {
  75392. if (this._onBeforeRenderObserver) {
  75393. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75394. }
  75395. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75396. },
  75397. enumerable: true,
  75398. configurable: true
  75399. });
  75400. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75401. /**
  75402. * A function that is added to the onAfterRenderObservable
  75403. */
  75404. set: function (callback) {
  75405. if (this._onAfterRenderObserver) {
  75406. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75407. }
  75408. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75409. },
  75410. enumerable: true,
  75411. configurable: true
  75412. });
  75413. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75414. /**
  75415. * 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
  75416. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75417. */
  75418. get: function () {
  75419. return this._textures.data[this._currentRenderTextureInd];
  75420. },
  75421. set: function (value) {
  75422. this._forcedOutputTexture = value;
  75423. },
  75424. enumerable: true,
  75425. configurable: true
  75426. });
  75427. /**
  75428. * Gets the camera which post process is applied to.
  75429. * @returns The camera the post process is applied to.
  75430. */
  75431. PostProcess.prototype.getCamera = function () {
  75432. return this._camera;
  75433. };
  75434. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75435. /**
  75436. * Gets the texel size of the postprocess.
  75437. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75438. */
  75439. get: function () {
  75440. if (this._shareOutputWithPostProcess) {
  75441. return this._shareOutputWithPostProcess.texelSize;
  75442. }
  75443. if (this._forcedOutputTexture) {
  75444. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75445. }
  75446. return this._texelSize;
  75447. },
  75448. enumerable: true,
  75449. configurable: true
  75450. });
  75451. /**
  75452. * Gets the engine which this post process belongs to.
  75453. * @returns The engine the post process was enabled with.
  75454. */
  75455. PostProcess.prototype.getEngine = function () {
  75456. return this._engine;
  75457. };
  75458. /**
  75459. * The effect that is created when initializing the post process.
  75460. * @returns The created effect corrisponding the the postprocess.
  75461. */
  75462. PostProcess.prototype.getEffect = function () {
  75463. return this._effect;
  75464. };
  75465. /**
  75466. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75467. * @param postProcess The post process to share the output with.
  75468. * @returns This post process.
  75469. */
  75470. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75471. this._disposeTextures();
  75472. this._shareOutputWithPostProcess = postProcess;
  75473. return this;
  75474. };
  75475. /**
  75476. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75477. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75478. */
  75479. PostProcess.prototype.useOwnOutput = function () {
  75480. if (this._textures.length == 0) {
  75481. this._textures = new BABYLON.SmartArray(2);
  75482. }
  75483. this._shareOutputWithPostProcess = null;
  75484. };
  75485. /**
  75486. * Updates the effect with the current post process compile time values and recompiles the shader.
  75487. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75488. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75489. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75490. * @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
  75491. * @param onCompiled Called when the shader has been compiled.
  75492. * @param onError Called if there is an error when compiling a shader.
  75493. */
  75494. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75495. if (defines === void 0) { defines = null; }
  75496. if (uniforms === void 0) { uniforms = null; }
  75497. if (samplers === void 0) { samplers = null; }
  75498. 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);
  75499. };
  75500. /**
  75501. * The post process is reusable if it can be used multiple times within one frame.
  75502. * @returns If the post process is reusable
  75503. */
  75504. PostProcess.prototype.isReusable = function () {
  75505. return this._reusable;
  75506. };
  75507. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75508. PostProcess.prototype.markTextureDirty = function () {
  75509. this.width = -1;
  75510. };
  75511. /**
  75512. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75513. * 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.
  75514. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75515. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75516. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75517. * @returns The target texture that was bound to be written to.
  75518. */
  75519. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75520. var _this = this;
  75521. if (sourceTexture === void 0) { sourceTexture = null; }
  75522. camera = camera || this._camera;
  75523. var scene = camera.getScene();
  75524. var engine = scene.getEngine();
  75525. var maxSize = engine.getCaps().maxTextureSize;
  75526. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75527. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75528. // 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
  75529. var webVRCamera = camera.parent;
  75530. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75531. requiredWidth /= 2;
  75532. }
  75533. var desiredWidth = (this._options.width || requiredWidth);
  75534. var desiredHeight = this._options.height || requiredHeight;
  75535. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75536. if (this.adaptScaleToCurrentViewport) {
  75537. var currentViewport = engine.currentViewport;
  75538. if (currentViewport) {
  75539. desiredWidth *= currentViewport.width;
  75540. desiredHeight *= currentViewport.height;
  75541. }
  75542. }
  75543. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75544. if (!this._options.width) {
  75545. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75546. }
  75547. if (!this._options.height) {
  75548. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75549. }
  75550. }
  75551. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75552. if (this._textures.length > 0) {
  75553. for (var i = 0; i < this._textures.length; i++) {
  75554. this._engine._releaseTexture(this._textures.data[i]);
  75555. }
  75556. this._textures.reset();
  75557. }
  75558. this.width = desiredWidth;
  75559. this.height = desiredHeight;
  75560. var textureSize = { width: this.width, height: this.height };
  75561. var textureOptions = {
  75562. generateMipMaps: false,
  75563. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75564. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75565. samplingMode: this.renderTargetSamplingMode,
  75566. type: this._textureType
  75567. };
  75568. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75569. if (this._reusable) {
  75570. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75571. }
  75572. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75573. this.onSizeChangedObservable.notifyObservers(this);
  75574. }
  75575. this._textures.forEach(function (texture) {
  75576. if (texture.samples !== _this.samples) {
  75577. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75578. }
  75579. });
  75580. }
  75581. var target;
  75582. if (this._shareOutputWithPostProcess) {
  75583. target = this._shareOutputWithPostProcess.inputTexture;
  75584. }
  75585. else if (this._forcedOutputTexture) {
  75586. target = this._forcedOutputTexture;
  75587. this.width = this._forcedOutputTexture.width;
  75588. this.height = this._forcedOutputTexture.height;
  75589. }
  75590. else {
  75591. target = this.inputTexture;
  75592. }
  75593. // Bind the input of this post process to be used as the output of the previous post process.
  75594. if (this.enablePixelPerfectMode) {
  75595. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75596. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75597. }
  75598. else {
  75599. this._scaleRatio.copyFromFloats(1, 1);
  75600. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75601. }
  75602. this.onActivateObservable.notifyObservers(camera);
  75603. // Clear
  75604. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75605. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75606. }
  75607. if (this._reusable) {
  75608. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75609. }
  75610. return target;
  75611. };
  75612. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75613. /**
  75614. * If the post process is supported.
  75615. */
  75616. get: function () {
  75617. return this._effect.isSupported;
  75618. },
  75619. enumerable: true,
  75620. configurable: true
  75621. });
  75622. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75623. /**
  75624. * The aspect ratio of the output texture.
  75625. */
  75626. get: function () {
  75627. if (this._shareOutputWithPostProcess) {
  75628. return this._shareOutputWithPostProcess.aspectRatio;
  75629. }
  75630. if (this._forcedOutputTexture) {
  75631. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75632. }
  75633. return this.width / this.height;
  75634. },
  75635. enumerable: true,
  75636. configurable: true
  75637. });
  75638. /**
  75639. * Get a value indicating if the post-process is ready to be used
  75640. * @returns true if the post-process is ready (shader is compiled)
  75641. */
  75642. PostProcess.prototype.isReady = function () {
  75643. return this._effect && this._effect.isReady();
  75644. };
  75645. /**
  75646. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75647. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75648. */
  75649. PostProcess.prototype.apply = function () {
  75650. // Check
  75651. if (!this._effect || !this._effect.isReady()) {
  75652. return null;
  75653. }
  75654. // States
  75655. this._engine.enableEffect(this._effect);
  75656. this._engine.setState(false);
  75657. this._engine.setDepthBuffer(false);
  75658. this._engine.setDepthWrite(false);
  75659. // Alpha
  75660. this._engine.setAlphaMode(this.alphaMode);
  75661. if (this.alphaConstants) {
  75662. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75663. }
  75664. // Bind the output texture of the preivous post process as the input to this post process.
  75665. var source;
  75666. if (this._shareOutputWithPostProcess) {
  75667. source = this._shareOutputWithPostProcess.inputTexture;
  75668. }
  75669. else if (this._forcedOutputTexture) {
  75670. source = this._forcedOutputTexture;
  75671. }
  75672. else {
  75673. source = this.inputTexture;
  75674. }
  75675. this._effect._bindTexture("textureSampler", source);
  75676. // Parameters
  75677. this._effect.setVector2("scale", this._scaleRatio);
  75678. this.onApplyObservable.notifyObservers(this._effect);
  75679. return this._effect;
  75680. };
  75681. PostProcess.prototype._disposeTextures = function () {
  75682. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75683. return;
  75684. }
  75685. if (this._textures.length > 0) {
  75686. for (var i = 0; i < this._textures.length; i++) {
  75687. this._engine._releaseTexture(this._textures.data[i]);
  75688. }
  75689. }
  75690. this._textures.dispose();
  75691. };
  75692. /**
  75693. * Disposes the post process.
  75694. * @param camera The camera to dispose the post process on.
  75695. */
  75696. PostProcess.prototype.dispose = function (camera) {
  75697. camera = camera || this._camera;
  75698. this._disposeTextures();
  75699. if (this._scene) {
  75700. var index_1 = this._scene.postProcesses.indexOf(this);
  75701. if (index_1 !== -1) {
  75702. this._scene.postProcesses.splice(index_1, 1);
  75703. }
  75704. }
  75705. else {
  75706. var index_2 = this._engine.postProcesses.indexOf(this);
  75707. if (index_2 !== -1) {
  75708. this._engine.postProcesses.splice(index_2, 1);
  75709. }
  75710. }
  75711. if (!camera) {
  75712. return;
  75713. }
  75714. camera.detachPostProcess(this);
  75715. var index = camera._postProcesses.indexOf(this);
  75716. if (index === 0 && camera._postProcesses.length > 0) {
  75717. var firstPostProcess = this._camera._getFirstPostProcess();
  75718. if (firstPostProcess) {
  75719. firstPostProcess.markTextureDirty();
  75720. }
  75721. }
  75722. this.onActivateObservable.clear();
  75723. this.onAfterRenderObservable.clear();
  75724. this.onApplyObservable.clear();
  75725. this.onBeforeRenderObservable.clear();
  75726. this.onSizeChangedObservable.clear();
  75727. };
  75728. return PostProcess;
  75729. }());
  75730. BABYLON.PostProcess = PostProcess;
  75731. })(BABYLON || (BABYLON = {}));
  75732. //# sourceMappingURL=babylon.postProcess.js.map
  75733. var BABYLON;
  75734. (function (BABYLON) {
  75735. /**
  75736. * PassPostProcess which produces an output the same as it's input
  75737. */
  75738. var PassPostProcess = /** @class */ (function (_super) {
  75739. __extends(PassPostProcess, _super);
  75740. /**
  75741. * Creates the PassPostProcess
  75742. * @param name The name of the effect.
  75743. * @param options The required width/height ratio to downsize to before computing the render pass.
  75744. * @param camera The camera to apply the render pass to.
  75745. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75746. * @param engine The engine which the post process will be applied. (default: current engine)
  75747. * @param reusable If the post process can be reused on the same frame. (default: false)
  75748. * @param textureType The type of texture to be used when performing the post processing.
  75749. * @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)
  75750. */
  75751. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75752. if (camera === void 0) { camera = null; }
  75753. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75754. if (blockCompilation === void 0) { blockCompilation = false; }
  75755. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  75756. }
  75757. return PassPostProcess;
  75758. }(BABYLON.PostProcess));
  75759. BABYLON.PassPostProcess = PassPostProcess;
  75760. })(BABYLON || (BABYLON = {}));
  75761. //# sourceMappingURL=babylon.passPostProcess.js.map
  75762. var __assign = (this && this.__assign) || function () {
  75763. __assign = Object.assign || function(t) {
  75764. for (var s, i = 1, n = arguments.length; i < n; i++) {
  75765. s = arguments[i];
  75766. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  75767. t[p] = s[p];
  75768. }
  75769. return t;
  75770. };
  75771. return __assign.apply(this, arguments);
  75772. };
  75773. var BABYLON;
  75774. (function (BABYLON) {
  75775. /**
  75776. * Default implementation IShadowGenerator.
  75777. * This is the main object responsible of generating shadows in the framework.
  75778. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  75779. */
  75780. var ShadowGenerator = /** @class */ (function () {
  75781. /**
  75782. * Creates a ShadowGenerator object.
  75783. * A ShadowGenerator is the required tool to use the shadows.
  75784. * Each light casting shadows needs to use its own ShadowGenerator.
  75785. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  75786. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75787. * @param light The light object generating the shadows.
  75788. * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  75789. */
  75790. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  75791. this._bias = 0.00005;
  75792. this._normalBias = 0;
  75793. this._blurBoxOffset = 1;
  75794. this._blurScale = 2;
  75795. this._blurKernel = 1;
  75796. this._useKernelBlur = false;
  75797. this._filter = ShadowGenerator.FILTER_NONE;
  75798. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  75799. this._contactHardeningLightSizeUVRatio = 0.1;
  75800. this._darkness = 0;
  75801. this._transparencyShadow = false;
  75802. /**
  75803. * Controls the extent to which the shadows fade out at the edge of the frustum
  75804. * Used only by directionals and spots
  75805. */
  75806. this.frustumEdgeFalloff = 0;
  75807. /**
  75808. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75809. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75810. * It might on the other hand introduce peter panning.
  75811. */
  75812. this.forceBackFacesOnly = false;
  75813. this._lightDirection = BABYLON.Vector3.Zero();
  75814. this._viewMatrix = BABYLON.Matrix.Zero();
  75815. this._projectionMatrix = BABYLON.Matrix.Zero();
  75816. this._transformMatrix = BABYLON.Matrix.Zero();
  75817. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75818. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75819. this._currentFaceIndex = 0;
  75820. this._currentFaceIndexCache = 0;
  75821. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  75822. this._mapSize = mapSize;
  75823. this._light = light;
  75824. this._scene = light.getScene();
  75825. light._shadowGenerator = this;
  75826. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  75827. if (!component) {
  75828. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  75829. this._scene._addComponent(component);
  75830. }
  75831. // Texture type fallback from float to int if not supported.
  75832. var caps = this._scene.getEngine().getCaps();
  75833. if (!useFullFloatFirst) {
  75834. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75835. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75836. }
  75837. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75838. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75839. }
  75840. else {
  75841. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75842. }
  75843. }
  75844. else {
  75845. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75846. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75847. }
  75848. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75849. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75850. }
  75851. else {
  75852. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75853. }
  75854. }
  75855. this._initializeGenerator();
  75856. this._applyFilterValues();
  75857. }
  75858. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  75859. /**
  75860. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75861. */
  75862. get: function () {
  75863. return this._bias;
  75864. },
  75865. /**
  75866. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75867. */
  75868. set: function (bias) {
  75869. this._bias = bias;
  75870. },
  75871. enumerable: true,
  75872. configurable: true
  75873. });
  75874. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  75875. /**
  75876. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75877. */
  75878. get: function () {
  75879. return this._normalBias;
  75880. },
  75881. /**
  75882. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75883. */
  75884. set: function (normalBias) {
  75885. this._normalBias = normalBias;
  75886. },
  75887. enumerable: true,
  75888. configurable: true
  75889. });
  75890. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  75891. /**
  75892. * Gets the blur box offset: offset applied during the blur pass.
  75893. * Only usefull if useKernelBlur = false
  75894. */
  75895. get: function () {
  75896. return this._blurBoxOffset;
  75897. },
  75898. /**
  75899. * Sets the blur box offset: offset applied during the blur pass.
  75900. * Only usefull if useKernelBlur = false
  75901. */
  75902. set: function (value) {
  75903. if (this._blurBoxOffset === value) {
  75904. return;
  75905. }
  75906. this._blurBoxOffset = value;
  75907. this._disposeBlurPostProcesses();
  75908. },
  75909. enumerable: true,
  75910. configurable: true
  75911. });
  75912. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  75913. /**
  75914. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  75915. * 2 means half of the size.
  75916. */
  75917. get: function () {
  75918. return this._blurScale;
  75919. },
  75920. /**
  75921. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  75922. * 2 means half of the size.
  75923. */
  75924. set: function (value) {
  75925. if (this._blurScale === value) {
  75926. return;
  75927. }
  75928. this._blurScale = value;
  75929. this._disposeBlurPostProcesses();
  75930. },
  75931. enumerable: true,
  75932. configurable: true
  75933. });
  75934. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  75935. /**
  75936. * Gets the blur kernel: kernel size of the blur pass.
  75937. * Only usefull if useKernelBlur = true
  75938. */
  75939. get: function () {
  75940. return this._blurKernel;
  75941. },
  75942. /**
  75943. * Sets the blur kernel: kernel size of the blur pass.
  75944. * Only usefull if useKernelBlur = true
  75945. */
  75946. set: function (value) {
  75947. if (this._blurKernel === value) {
  75948. return;
  75949. }
  75950. this._blurKernel = value;
  75951. this._disposeBlurPostProcesses();
  75952. },
  75953. enumerable: true,
  75954. configurable: true
  75955. });
  75956. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  75957. /**
  75958. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  75959. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75960. */
  75961. get: function () {
  75962. return this._useKernelBlur;
  75963. },
  75964. /**
  75965. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  75966. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  75967. */
  75968. set: function (value) {
  75969. if (this._useKernelBlur === value) {
  75970. return;
  75971. }
  75972. this._useKernelBlur = value;
  75973. this._disposeBlurPostProcesses();
  75974. },
  75975. enumerable: true,
  75976. configurable: true
  75977. });
  75978. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  75979. /**
  75980. * Gets the depth scale used in ESM mode.
  75981. */
  75982. get: function () {
  75983. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  75984. },
  75985. /**
  75986. * Sets the depth scale used in ESM mode.
  75987. * This can override the scale stored on the light.
  75988. */
  75989. set: function (value) {
  75990. this._depthScale = value;
  75991. },
  75992. enumerable: true,
  75993. configurable: true
  75994. });
  75995. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  75996. /**
  75997. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  75998. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  75999. */
  76000. get: function () {
  76001. return this._filter;
  76002. },
  76003. /**
  76004. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76005. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76006. */
  76007. set: function (value) {
  76008. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76009. if (this._light.needCube()) {
  76010. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76011. this.useExponentialShadowMap = true;
  76012. return;
  76013. }
  76014. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76015. this.useCloseExponentialShadowMap = true;
  76016. return;
  76017. }
  76018. // PCF on cubemap would also be expensive
  76019. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76020. this.usePoissonSampling = true;
  76021. return;
  76022. }
  76023. }
  76024. // Weblg1 fallback for PCF.
  76025. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76026. if (this._scene.getEngine().webGLVersion === 1) {
  76027. this.usePoissonSampling = true;
  76028. return;
  76029. }
  76030. }
  76031. if (this._filter === value) {
  76032. return;
  76033. }
  76034. this._filter = value;
  76035. this._disposeBlurPostProcesses();
  76036. this._applyFilterValues();
  76037. this._light._markMeshesAsLightDirty();
  76038. },
  76039. enumerable: true,
  76040. configurable: true
  76041. });
  76042. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76043. /**
  76044. * Gets if the current filter is set to Poisson Sampling.
  76045. */
  76046. get: function () {
  76047. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76048. },
  76049. /**
  76050. * Sets the current filter to Poisson Sampling.
  76051. */
  76052. set: function (value) {
  76053. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76054. return;
  76055. }
  76056. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76057. },
  76058. enumerable: true,
  76059. configurable: true
  76060. });
  76061. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  76062. /**
  76063. * Gets if the current filter is set to VSM.
  76064. * DEPRECATED. Should use useExponentialShadowMap instead.
  76065. */
  76066. get: function () {
  76067. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  76068. return this.useExponentialShadowMap;
  76069. },
  76070. /**
  76071. * Sets the current filter is to VSM.
  76072. * DEPRECATED. Should use useExponentialShadowMap instead.
  76073. */
  76074. set: function (value) {
  76075. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  76076. this.useExponentialShadowMap = value;
  76077. },
  76078. enumerable: true,
  76079. configurable: true
  76080. });
  76081. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  76082. /**
  76083. * Gets if the current filter is set to blurred VSM.
  76084. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  76085. */
  76086. get: function () {
  76087. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  76088. return this.useBlurExponentialShadowMap;
  76089. },
  76090. /**
  76091. * Sets the current filter is to blurred VSM.
  76092. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  76093. */
  76094. set: function (value) {
  76095. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  76096. this.useBlurExponentialShadowMap = value;
  76097. },
  76098. enumerable: true,
  76099. configurable: true
  76100. });
  76101. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76102. /**
  76103. * Gets if the current filter is set to ESM.
  76104. */
  76105. get: function () {
  76106. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76107. },
  76108. /**
  76109. * Sets the current filter is to ESM.
  76110. */
  76111. set: function (value) {
  76112. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76113. return;
  76114. }
  76115. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76116. },
  76117. enumerable: true,
  76118. configurable: true
  76119. });
  76120. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76121. /**
  76122. * Gets if the current filter is set to filtered ESM.
  76123. */
  76124. get: function () {
  76125. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76126. },
  76127. /**
  76128. * Gets if the current filter is set to filtered ESM.
  76129. */
  76130. set: function (value) {
  76131. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76132. return;
  76133. }
  76134. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76135. },
  76136. enumerable: true,
  76137. configurable: true
  76138. });
  76139. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76140. /**
  76141. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76142. * exponential to prevent steep falloff artifacts).
  76143. */
  76144. get: function () {
  76145. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76146. },
  76147. /**
  76148. * Sets the current filter to "close ESM" (using the inverse of the
  76149. * exponential to prevent steep falloff artifacts).
  76150. */
  76151. set: function (value) {
  76152. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76153. return;
  76154. }
  76155. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76156. },
  76157. enumerable: true,
  76158. configurable: true
  76159. });
  76160. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76161. /**
  76162. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76163. * exponential to prevent steep falloff artifacts).
  76164. */
  76165. get: function () {
  76166. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76167. },
  76168. /**
  76169. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76170. * exponential to prevent steep falloff artifacts).
  76171. */
  76172. set: function (value) {
  76173. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76174. return;
  76175. }
  76176. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76177. },
  76178. enumerable: true,
  76179. configurable: true
  76180. });
  76181. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76182. /**
  76183. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76184. */
  76185. get: function () {
  76186. return this.filter === ShadowGenerator.FILTER_PCF;
  76187. },
  76188. /**
  76189. * Sets the current filter to "PCF" (percentage closer filtering).
  76190. */
  76191. set: function (value) {
  76192. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76193. return;
  76194. }
  76195. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76196. },
  76197. enumerable: true,
  76198. configurable: true
  76199. });
  76200. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76201. /**
  76202. * Gets the PCF or PCSS Quality.
  76203. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76204. */
  76205. get: function () {
  76206. return this._filteringQuality;
  76207. },
  76208. /**
  76209. * Sets the PCF or PCSS Quality.
  76210. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76211. */
  76212. set: function (filteringQuality) {
  76213. this._filteringQuality = filteringQuality;
  76214. },
  76215. enumerable: true,
  76216. configurable: true
  76217. });
  76218. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76219. /**
  76220. * Gets if the current filter is set to "PCSS" (contact hardening).
  76221. */
  76222. get: function () {
  76223. return this.filter === ShadowGenerator.FILTER_PCSS;
  76224. },
  76225. /**
  76226. * Sets the current filter to "PCSS" (contact hardening).
  76227. */
  76228. set: function (value) {
  76229. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76230. return;
  76231. }
  76232. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76233. },
  76234. enumerable: true,
  76235. configurable: true
  76236. });
  76237. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76238. /**
  76239. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76240. * Using a ratio helps keeping shape stability independently of the map size.
  76241. *
  76242. * It does not account for the light projection as it was having too much
  76243. * instability during the light setup or during light position changes.
  76244. *
  76245. * Only valid if useContactHardeningShadow is true.
  76246. */
  76247. get: function () {
  76248. return this._contactHardeningLightSizeUVRatio;
  76249. },
  76250. /**
  76251. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76252. * Using a ratio helps keeping shape stability independently of the map size.
  76253. *
  76254. * It does not account for the light projection as it was having too much
  76255. * instability during the light setup or during light position changes.
  76256. *
  76257. * Only valid if useContactHardeningShadow is true.
  76258. */
  76259. set: function (contactHardeningLightSizeUVRatio) {
  76260. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76261. },
  76262. enumerable: true,
  76263. configurable: true
  76264. });
  76265. /**
  76266. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76267. * 0 means strongest and 1 would means no shadow.
  76268. * @returns the darkness.
  76269. */
  76270. ShadowGenerator.prototype.getDarkness = function () {
  76271. return this._darkness;
  76272. };
  76273. /**
  76274. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76275. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76276. * @returns the shadow generator allowing fluent coding.
  76277. */
  76278. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76279. if (darkness >= 1.0) {
  76280. this._darkness = 1.0;
  76281. }
  76282. else if (darkness <= 0.0) {
  76283. this._darkness = 0.0;
  76284. }
  76285. else {
  76286. this._darkness = darkness;
  76287. }
  76288. return this;
  76289. };
  76290. /**
  76291. * Sets the ability to have transparent shadow (boolean).
  76292. * @param transparent True if transparent else False
  76293. * @returns the shadow generator allowing fluent coding
  76294. */
  76295. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76296. this._transparencyShadow = transparent;
  76297. return this;
  76298. };
  76299. /**
  76300. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76301. * @returns The render target texture if present otherwise, null
  76302. */
  76303. ShadowGenerator.prototype.getShadowMap = function () {
  76304. return this._shadowMap;
  76305. };
  76306. /**
  76307. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76308. * @returns The render target texture if the shadow map is present otherwise, null
  76309. */
  76310. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76311. if (this._shadowMap2) {
  76312. return this._shadowMap2;
  76313. }
  76314. return this._shadowMap;
  76315. };
  76316. /**
  76317. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76318. * @param mesh Mesh to add
  76319. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76320. * @returns the Shadow Generator itself
  76321. */
  76322. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76323. if (includeDescendants === void 0) { includeDescendants = true; }
  76324. var _a;
  76325. if (!this._shadowMap) {
  76326. return this;
  76327. }
  76328. if (!this._shadowMap.renderList) {
  76329. this._shadowMap.renderList = [];
  76330. }
  76331. this._shadowMap.renderList.push(mesh);
  76332. if (includeDescendants) {
  76333. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76334. }
  76335. return this;
  76336. };
  76337. /**
  76338. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76339. * @param mesh Mesh to remove
  76340. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76341. * @returns the Shadow Generator itself
  76342. */
  76343. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76344. if (includeDescendants === void 0) { includeDescendants = true; }
  76345. if (!this._shadowMap || !this._shadowMap.renderList) {
  76346. return this;
  76347. }
  76348. var index = this._shadowMap.renderList.indexOf(mesh);
  76349. if (index !== -1) {
  76350. this._shadowMap.renderList.splice(index, 1);
  76351. }
  76352. if (includeDescendants) {
  76353. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76354. var child = _a[_i];
  76355. this.removeShadowCaster(child);
  76356. }
  76357. }
  76358. return this;
  76359. };
  76360. /**
  76361. * Returns the associated light object.
  76362. * @returns the light generating the shadow
  76363. */
  76364. ShadowGenerator.prototype.getLight = function () {
  76365. return this._light;
  76366. };
  76367. ShadowGenerator.prototype._initializeGenerator = function () {
  76368. this._light._markMeshesAsLightDirty();
  76369. this._initializeShadowMap();
  76370. };
  76371. ShadowGenerator.prototype._initializeShadowMap = function () {
  76372. var _this = this;
  76373. // Render target
  76374. var engine = this._scene.getEngine();
  76375. if (engine.webGLVersion > 1) {
  76376. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76377. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76378. }
  76379. else {
  76380. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76381. }
  76382. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76383. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76384. this._shadowMap.anisotropicFilteringLevel = 1;
  76385. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76386. this._shadowMap.renderParticles = false;
  76387. this._shadowMap.ignoreCameraViewport = true;
  76388. // Record Face Index before render.
  76389. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76390. _this._currentFaceIndex = faceIndex;
  76391. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76392. engine.setColorWrite(false);
  76393. }
  76394. });
  76395. // Custom render function.
  76396. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76397. // Blur if required afer render.
  76398. this._shadowMap.onAfterUnbindObservable.add(function () {
  76399. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76400. engine.setColorWrite(true);
  76401. }
  76402. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76403. return;
  76404. }
  76405. var shadowMap = _this.getShadowMapForRendering();
  76406. if (shadowMap) {
  76407. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76408. }
  76409. });
  76410. // Clear according to the chosen filter.
  76411. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76412. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76413. this._shadowMap.onClearObservable.add(function (engine) {
  76414. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76415. engine.clear(clearOne, false, true, false);
  76416. }
  76417. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76418. engine.clear(clearZero, true, true, false);
  76419. }
  76420. else {
  76421. engine.clear(clearOne, true, true, false);
  76422. }
  76423. });
  76424. };
  76425. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76426. var _this = this;
  76427. var engine = this._scene.getEngine();
  76428. var targetSize = this._mapSize / this.blurScale;
  76429. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76430. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76431. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76432. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76433. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76434. }
  76435. if (this.useKernelBlur) {
  76436. 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);
  76437. this._kernelBlurXPostprocess.width = targetSize;
  76438. this._kernelBlurXPostprocess.height = targetSize;
  76439. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76440. effect.setTexture("textureSampler", _this._shadowMap);
  76441. });
  76442. 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);
  76443. this._kernelBlurXPostprocess.autoClear = false;
  76444. this._kernelBlurYPostprocess.autoClear = false;
  76445. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76446. this._kernelBlurXPostprocess.packedFloat = true;
  76447. this._kernelBlurYPostprocess.packedFloat = true;
  76448. }
  76449. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76450. }
  76451. else {
  76452. 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);
  76453. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76454. effect.setFloat2("screenSize", targetSize, targetSize);
  76455. effect.setTexture("textureSampler", _this._shadowMap);
  76456. });
  76457. this._boxBlurPostprocess.autoClear = false;
  76458. this._blurPostProcesses = [this._boxBlurPostprocess];
  76459. }
  76460. };
  76461. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76462. var index;
  76463. var engine = this._scene.getEngine();
  76464. if (depthOnlySubMeshes.length) {
  76465. engine.setColorWrite(false);
  76466. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76467. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76468. }
  76469. engine.setColorWrite(true);
  76470. }
  76471. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76472. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76473. }
  76474. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76475. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76476. }
  76477. if (this._transparencyShadow) {
  76478. for (index = 0; index < transparentSubMeshes.length; index++) {
  76479. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76480. }
  76481. }
  76482. };
  76483. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76484. var _this = this;
  76485. var mesh = subMesh.getRenderingMesh();
  76486. var scene = this._scene;
  76487. var engine = scene.getEngine();
  76488. var material = subMesh.getMaterial();
  76489. if (!material) {
  76490. return;
  76491. }
  76492. // Culling
  76493. engine.setState(material.backFaceCulling);
  76494. // Managing instances
  76495. var batch = mesh._getInstancesRenderList(subMesh._id);
  76496. if (batch.mustReturn) {
  76497. return;
  76498. }
  76499. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76500. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76501. engine.enableEffect(this._effect);
  76502. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76503. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76504. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76505. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76506. this._effect.setVector3("lightData", this._cachedDirection);
  76507. }
  76508. else {
  76509. this._effect.setVector3("lightData", this._cachedPosition);
  76510. }
  76511. if (scene.activeCamera) {
  76512. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76513. }
  76514. // Alpha test
  76515. if (material && material.needAlphaTesting()) {
  76516. var alphaTexture = material.getAlphaTestTexture();
  76517. if (alphaTexture) {
  76518. this._effect.setTexture("diffuseSampler", alphaTexture);
  76519. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76520. }
  76521. }
  76522. // Bones
  76523. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76524. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices((mesh)));
  76525. }
  76526. // Morph targets
  76527. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76528. if (this.forceBackFacesOnly) {
  76529. engine.setState(true, 0, false, true);
  76530. }
  76531. // Draw
  76532. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76533. if (this.forceBackFacesOnly) {
  76534. engine.setState(true, 0, false, false);
  76535. }
  76536. }
  76537. else {
  76538. // Need to reset refresh rate of the shadowMap
  76539. if (this._shadowMap) {
  76540. this._shadowMap.resetRefreshCounter();
  76541. }
  76542. }
  76543. };
  76544. ShadowGenerator.prototype._applyFilterValues = function () {
  76545. if (!this._shadowMap) {
  76546. return;
  76547. }
  76548. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76549. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76550. }
  76551. else {
  76552. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76553. }
  76554. };
  76555. /**
  76556. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76557. * @param onCompiled Callback triggered at the and of the effects compilation
  76558. * @param options Sets of optional options forcing the compilation with different modes
  76559. */
  76560. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76561. var _this = this;
  76562. var localOptions = __assign({ useInstances: false }, options);
  76563. var shadowMap = this.getShadowMap();
  76564. if (!shadowMap) {
  76565. if (onCompiled) {
  76566. onCompiled(this);
  76567. }
  76568. return;
  76569. }
  76570. var renderList = shadowMap.renderList;
  76571. if (!renderList) {
  76572. if (onCompiled) {
  76573. onCompiled(this);
  76574. }
  76575. return;
  76576. }
  76577. var subMeshes = new Array();
  76578. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76579. var mesh = renderList_1[_i];
  76580. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76581. }
  76582. if (subMeshes.length === 0) {
  76583. if (onCompiled) {
  76584. onCompiled(this);
  76585. }
  76586. return;
  76587. }
  76588. var currentIndex = 0;
  76589. var checkReady = function () {
  76590. if (!_this._scene || !_this._scene.getEngine()) {
  76591. return;
  76592. }
  76593. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76594. currentIndex++;
  76595. if (currentIndex >= subMeshes.length) {
  76596. if (onCompiled) {
  76597. onCompiled(_this);
  76598. }
  76599. return;
  76600. }
  76601. }
  76602. setTimeout(checkReady, 16);
  76603. };
  76604. checkReady();
  76605. };
  76606. /**
  76607. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76608. * @param options Sets of optional options forcing the compilation with different modes
  76609. * @returns A promise that resolves when the compilation completes
  76610. */
  76611. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76612. var _this = this;
  76613. return new Promise(function (resolve) {
  76614. _this.forceCompilation(function () {
  76615. resolve();
  76616. }, options);
  76617. });
  76618. };
  76619. /**
  76620. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76621. * @param subMesh The submesh we want to render in the shadow map
  76622. * @param useInstances Defines wether will draw in the map using instances
  76623. * @returns true if ready otherwise, false
  76624. */
  76625. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76626. var defines = [];
  76627. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76628. defines.push("#define FLOAT");
  76629. }
  76630. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76631. defines.push("#define ESM");
  76632. }
  76633. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76634. defines.push("#define DEPTHTEXTURE");
  76635. }
  76636. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76637. var mesh = subMesh.getMesh();
  76638. var material = subMesh.getMaterial();
  76639. // Normal bias.
  76640. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76641. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76642. defines.push("#define NORMAL");
  76643. if (mesh.nonUniformScaling) {
  76644. defines.push("#define NONUNIFORMSCALING");
  76645. }
  76646. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76647. defines.push("#define DIRECTIONINLIGHTDATA");
  76648. }
  76649. }
  76650. // Alpha test
  76651. if (material && material.needAlphaTesting()) {
  76652. var alphaTexture = material.getAlphaTestTexture();
  76653. if (alphaTexture) {
  76654. defines.push("#define ALPHATEST");
  76655. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76656. attribs.push(BABYLON.VertexBuffer.UVKind);
  76657. defines.push("#define UV1");
  76658. }
  76659. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76660. if (alphaTexture.coordinatesIndex === 1) {
  76661. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76662. defines.push("#define UV2");
  76663. }
  76664. }
  76665. }
  76666. }
  76667. // Bones
  76668. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  76669. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76670. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76671. if (mesh.numBoneInfluencers > 4) {
  76672. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76673. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76674. }
  76675. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76676. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  76677. }
  76678. else {
  76679. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76680. }
  76681. // Morph targets
  76682. var manager = mesh.morphTargetManager;
  76683. var morphInfluencers = 0;
  76684. if (manager) {
  76685. if (manager.numInfluencers > 0) {
  76686. defines.push("#define MORPHTARGETS");
  76687. morphInfluencers = manager.numInfluencers;
  76688. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76689. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76690. }
  76691. }
  76692. // Instances
  76693. if (useInstances) {
  76694. defines.push("#define INSTANCES");
  76695. attribs.push("world0");
  76696. attribs.push("world1");
  76697. attribs.push("world2");
  76698. attribs.push("world3");
  76699. }
  76700. // Get correct effect
  76701. var join = defines.join("\n");
  76702. if (this._cachedDefines !== join) {
  76703. this._cachedDefines = join;
  76704. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences"], ["diffuseSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  76705. }
  76706. if (!this._effect.isReady()) {
  76707. return false;
  76708. }
  76709. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76710. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76711. this._initializeBlurRTTAndPostProcesses();
  76712. }
  76713. }
  76714. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76715. return false;
  76716. }
  76717. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76718. return false;
  76719. }
  76720. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76721. return false;
  76722. }
  76723. return true;
  76724. };
  76725. /**
  76726. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76727. * @param defines Defines of the material we want to update
  76728. * @param lightIndex Index of the light in the enabled light list of the material
  76729. */
  76730. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76731. var scene = this._scene;
  76732. var light = this._light;
  76733. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76734. return;
  76735. }
  76736. defines["SHADOW" + lightIndex] = true;
  76737. if (this.useContactHardeningShadow) {
  76738. defines["SHADOWPCSS" + lightIndex] = true;
  76739. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76740. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76741. }
  76742. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76743. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76744. }
  76745. // else default to high.
  76746. }
  76747. if (this.usePercentageCloserFiltering) {
  76748. defines["SHADOWPCF" + lightIndex] = true;
  76749. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76750. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76751. }
  76752. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76753. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76754. }
  76755. // else default to high.
  76756. }
  76757. else if (this.usePoissonSampling) {
  76758. defines["SHADOWPOISSON" + lightIndex] = true;
  76759. }
  76760. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76761. defines["SHADOWESM" + lightIndex] = true;
  76762. }
  76763. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76764. defines["SHADOWCLOSEESM" + lightIndex] = true;
  76765. }
  76766. if (light.needCube()) {
  76767. defines["SHADOWCUBE" + lightIndex] = true;
  76768. }
  76769. };
  76770. /**
  76771. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76772. * defined in the generator but impacting the effect).
  76773. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76774. * @param effect The effect we are binfing the information for
  76775. */
  76776. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  76777. var light = this._light;
  76778. var scene = this._scene;
  76779. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76780. return;
  76781. }
  76782. var camera = scene.activeCamera;
  76783. if (!camera) {
  76784. return;
  76785. }
  76786. var shadowMap = this.getShadowMap();
  76787. if (!shadowMap) {
  76788. return;
  76789. }
  76790. if (!light.needCube()) {
  76791. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  76792. }
  76793. // Only PCF uses depth stencil texture.
  76794. if (this._filter === ShadowGenerator.FILTER_PCF) {
  76795. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76796. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76797. }
  76798. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  76799. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76800. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  76801. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76802. }
  76803. else {
  76804. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76805. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  76806. }
  76807. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  76808. };
  76809. /**
  76810. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76811. * (eq to shadow prjection matrix * light transform matrix)
  76812. * @returns The transform matrix used to create the shadow map
  76813. */
  76814. ShadowGenerator.prototype.getTransformMatrix = function () {
  76815. var scene = this._scene;
  76816. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  76817. return this._transformMatrix;
  76818. }
  76819. this._currentRenderID = scene.getRenderId();
  76820. this._currentFaceIndexCache = this._currentFaceIndex;
  76821. var lightPosition = this._light.position;
  76822. if (this._light.computeTransformedInformation()) {
  76823. lightPosition = this._light.transformedPosition;
  76824. }
  76825. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  76826. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  76827. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  76828. }
  76829. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  76830. this._cachedPosition.copyFrom(lightPosition);
  76831. this._cachedDirection.copyFrom(this._lightDirection);
  76832. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  76833. var shadowMap = this.getShadowMap();
  76834. if (shadowMap) {
  76835. var renderList = shadowMap.renderList;
  76836. if (renderList) {
  76837. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  76838. }
  76839. }
  76840. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  76841. }
  76842. return this._transformMatrix;
  76843. };
  76844. /**
  76845. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76846. * Cube and 2D textures for instance.
  76847. */
  76848. ShadowGenerator.prototype.recreateShadowMap = function () {
  76849. var shadowMap = this._shadowMap;
  76850. if (!shadowMap) {
  76851. return;
  76852. }
  76853. // Track render list.
  76854. var renderList = shadowMap.renderList;
  76855. // Clean up existing data.
  76856. this._disposeRTTandPostProcesses();
  76857. // Reinitializes.
  76858. this._initializeGenerator();
  76859. // Reaffect the filter to ensure a correct fallback if necessary.
  76860. this.filter = this.filter;
  76861. // Reaffect the filter.
  76862. this._applyFilterValues();
  76863. // Reaffect Render List.
  76864. this._shadowMap.renderList = renderList;
  76865. };
  76866. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  76867. if (this._shadowMap2) {
  76868. this._shadowMap2.dispose();
  76869. this._shadowMap2 = null;
  76870. }
  76871. if (this._boxBlurPostprocess) {
  76872. this._boxBlurPostprocess.dispose();
  76873. this._boxBlurPostprocess = null;
  76874. }
  76875. if (this._kernelBlurXPostprocess) {
  76876. this._kernelBlurXPostprocess.dispose();
  76877. this._kernelBlurXPostprocess = null;
  76878. }
  76879. if (this._kernelBlurYPostprocess) {
  76880. this._kernelBlurYPostprocess.dispose();
  76881. this._kernelBlurYPostprocess = null;
  76882. }
  76883. this._blurPostProcesses = [];
  76884. };
  76885. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  76886. if (this._shadowMap) {
  76887. this._shadowMap.dispose();
  76888. this._shadowMap = null;
  76889. }
  76890. this._disposeBlurPostProcesses();
  76891. };
  76892. /**
  76893. * Disposes the ShadowGenerator.
  76894. * Returns nothing.
  76895. */
  76896. ShadowGenerator.prototype.dispose = function () {
  76897. this._disposeRTTandPostProcesses();
  76898. if (this._light) {
  76899. this._light._shadowGenerator = null;
  76900. this._light._markMeshesAsLightDirty();
  76901. }
  76902. };
  76903. /**
  76904. * Serializes the shadow generator setup to a json object.
  76905. * @returns The serialized JSON object
  76906. */
  76907. ShadowGenerator.prototype.serialize = function () {
  76908. var serializationObject = {};
  76909. var shadowMap = this.getShadowMap();
  76910. if (!shadowMap) {
  76911. return serializationObject;
  76912. }
  76913. serializationObject.lightId = this._light.id;
  76914. serializationObject.mapSize = shadowMap.getRenderSize();
  76915. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  76916. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  76917. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76918. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  76919. serializationObject.usePoissonSampling = this.usePoissonSampling;
  76920. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  76921. serializationObject.depthScale = this.depthScale;
  76922. serializationObject.darkness = this.getDarkness();
  76923. serializationObject.blurBoxOffset = this.blurBoxOffset;
  76924. serializationObject.blurKernel = this.blurKernel;
  76925. serializationObject.blurScale = this.blurScale;
  76926. serializationObject.useKernelBlur = this.useKernelBlur;
  76927. serializationObject.transparencyShadow = this._transparencyShadow;
  76928. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  76929. serializationObject.bias = this.bias;
  76930. serializationObject.normalBias = this.normalBias;
  76931. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  76932. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  76933. serializationObject.filteringQuality = this.filteringQuality;
  76934. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  76935. serializationObject.renderList = [];
  76936. if (shadowMap.renderList) {
  76937. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  76938. var mesh = shadowMap.renderList[meshIndex];
  76939. serializationObject.renderList.push(mesh.id);
  76940. }
  76941. }
  76942. return serializationObject;
  76943. };
  76944. /**
  76945. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  76946. * @param parsedShadowGenerator The JSON object to parse
  76947. * @param scene The scene to create the shadow map for
  76948. * @returns The parsed shadow generator
  76949. */
  76950. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  76951. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  76952. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  76953. var shadowMap = shadowGenerator.getShadowMap();
  76954. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  76955. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  76956. meshes.forEach(function (mesh) {
  76957. if (!shadowMap) {
  76958. return;
  76959. }
  76960. if (!shadowMap.renderList) {
  76961. shadowMap.renderList = [];
  76962. }
  76963. shadowMap.renderList.push(mesh);
  76964. });
  76965. }
  76966. if (parsedShadowGenerator.usePoissonSampling) {
  76967. shadowGenerator.usePoissonSampling = true;
  76968. }
  76969. else if (parsedShadowGenerator.useExponentialShadowMap) {
  76970. shadowGenerator.useExponentialShadowMap = true;
  76971. }
  76972. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  76973. shadowGenerator.useBlurExponentialShadowMap = true;
  76974. }
  76975. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  76976. shadowGenerator.useCloseExponentialShadowMap = true;
  76977. }
  76978. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  76979. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  76980. }
  76981. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  76982. shadowGenerator.usePercentageCloserFiltering = true;
  76983. }
  76984. else if (parsedShadowGenerator.useContactHardeningShadow) {
  76985. shadowGenerator.useContactHardeningShadow = true;
  76986. }
  76987. if (parsedShadowGenerator.filteringQuality) {
  76988. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  76989. }
  76990. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  76991. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  76992. }
  76993. // Backward compat
  76994. else if (parsedShadowGenerator.useVarianceShadowMap) {
  76995. shadowGenerator.useExponentialShadowMap = true;
  76996. }
  76997. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  76998. shadowGenerator.useBlurExponentialShadowMap = true;
  76999. }
  77000. if (parsedShadowGenerator.depthScale) {
  77001. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77002. }
  77003. if (parsedShadowGenerator.blurScale) {
  77004. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77005. }
  77006. if (parsedShadowGenerator.blurBoxOffset) {
  77007. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77008. }
  77009. if (parsedShadowGenerator.useKernelBlur) {
  77010. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77011. }
  77012. if (parsedShadowGenerator.blurKernel) {
  77013. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77014. }
  77015. if (parsedShadowGenerator.bias !== undefined) {
  77016. shadowGenerator.bias = parsedShadowGenerator.bias;
  77017. }
  77018. if (parsedShadowGenerator.normalBias !== undefined) {
  77019. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77020. }
  77021. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77022. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77023. }
  77024. if (parsedShadowGenerator.darkness) {
  77025. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77026. }
  77027. if (parsedShadowGenerator.transparencyShadow) {
  77028. shadowGenerator.setTransparencyShadow(true);
  77029. }
  77030. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77031. return shadowGenerator;
  77032. };
  77033. /**
  77034. * Shadow generator mode None: no filtering applied.
  77035. */
  77036. ShadowGenerator.FILTER_NONE = 0;
  77037. /**
  77038. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77039. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77040. */
  77041. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77042. /**
  77043. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77044. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77045. */
  77046. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77047. /**
  77048. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77049. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77050. */
  77051. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77052. /**
  77053. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77054. * edge artifacts on steep falloff.
  77055. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77056. */
  77057. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77058. /**
  77059. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77060. * edge artifacts on steep falloff.
  77061. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77062. */
  77063. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77064. /**
  77065. * Shadow generator mode PCF: Percentage Closer Filtering
  77066. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77067. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77068. */
  77069. ShadowGenerator.FILTER_PCF = 6;
  77070. /**
  77071. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77072. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77073. * Contact Hardening
  77074. */
  77075. ShadowGenerator.FILTER_PCSS = 7;
  77076. /**
  77077. * Reserved for PCF and PCSS
  77078. * Highest Quality.
  77079. *
  77080. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77081. *
  77082. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77083. */
  77084. ShadowGenerator.QUALITY_HIGH = 0;
  77085. /**
  77086. * Reserved for PCF and PCSS
  77087. * Good tradeoff for quality/perf cross devices
  77088. *
  77089. * Execute PCF on a 3*3 kernel.
  77090. *
  77091. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77092. */
  77093. ShadowGenerator.QUALITY_MEDIUM = 1;
  77094. /**
  77095. * Reserved for PCF and PCSS
  77096. * The lowest quality but the fastest.
  77097. *
  77098. * Execute PCF on a 1*1 kernel.
  77099. *
  77100. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77101. */
  77102. ShadowGenerator.QUALITY_LOW = 2;
  77103. return ShadowGenerator;
  77104. }());
  77105. BABYLON.ShadowGenerator = ShadowGenerator;
  77106. })(BABYLON || (BABYLON = {}));
  77107. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77108. var BABYLON;
  77109. (function (BABYLON) {
  77110. // Adds the parser to the scene parsers.
  77111. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77112. // Shadows
  77113. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77114. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77115. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77116. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77117. // SG would be available on their associated lights
  77118. }
  77119. }
  77120. });
  77121. /**
  77122. * Defines the shadow generator component responsible to manage any shadow generators
  77123. * in a given scene.
  77124. */
  77125. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77126. /**
  77127. * Creates a new instance of the component for the given scene
  77128. * @param scene Defines the scene to register the component in
  77129. */
  77130. function ShadowGeneratorSceneComponent(scene) {
  77131. /**
  77132. * The component name helpfull to identify the component in the list of scene components.
  77133. */
  77134. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77135. this.scene = scene;
  77136. }
  77137. /**
  77138. * Registers the component in a given scene
  77139. */
  77140. ShadowGeneratorSceneComponent.prototype.register = function () {
  77141. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77142. };
  77143. /**
  77144. * Rebuilds the elements related to this component in case of
  77145. * context lost for instance.
  77146. */
  77147. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77148. // Nothing To Do Here.
  77149. };
  77150. /**
  77151. * Serializes the component data to the specified json object
  77152. * @param serializationObject The object to serialize to
  77153. */
  77154. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77155. // Shadows
  77156. serializationObject.shadowGenerators = [];
  77157. var lights = this.scene.lights;
  77158. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77159. var light = lights_1[_i];
  77160. var shadowGenerator = light.getShadowGenerator();
  77161. if (shadowGenerator) {
  77162. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77163. }
  77164. }
  77165. };
  77166. /**
  77167. * Adds all the element from the container to the scene
  77168. * @param container the container holding the elements
  77169. */
  77170. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77171. // Nothing To Do Here. (directly attached to a light)
  77172. };
  77173. /**
  77174. * Removes all the elements in the container from the scene
  77175. * @param container contains the elements to remove
  77176. */
  77177. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77178. // Nothing To Do Here. (directly attached to a light)
  77179. };
  77180. /**
  77181. * Rebuilds the elements related to this component in case of
  77182. * context lost for instance.
  77183. */
  77184. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77185. // Nothing To Do Here.
  77186. };
  77187. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77188. // Shadows
  77189. var scene = this.scene;
  77190. if (this.scene.shadowsEnabled) {
  77191. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77192. var light = scene.lights[lightIndex];
  77193. var shadowGenerator = light.getShadowGenerator();
  77194. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77195. var shadowMap = (shadowGenerator.getShadowMap());
  77196. if (scene.textures.indexOf(shadowMap) !== -1) {
  77197. renderTargets.push(shadowMap);
  77198. }
  77199. }
  77200. }
  77201. }
  77202. };
  77203. return ShadowGeneratorSceneComponent;
  77204. }());
  77205. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77206. })(BABYLON || (BABYLON = {}));
  77207. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77208. var BABYLON;
  77209. (function (BABYLON) {
  77210. /**
  77211. * Class used for the default loading screen
  77212. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77213. */
  77214. var DefaultLoadingScreen = /** @class */ (function () {
  77215. /**
  77216. * Creates a new default loading screen
  77217. * @param _renderingCanvas defines the canvas used to render the scene
  77218. * @param _loadingText defines the default text to display
  77219. * @param _loadingDivBackgroundColor defines the default background color
  77220. */
  77221. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77222. if (_loadingText === void 0) { _loadingText = ""; }
  77223. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77224. var _this = this;
  77225. this._renderingCanvas = _renderingCanvas;
  77226. this._loadingText = _loadingText;
  77227. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77228. // Resize
  77229. this._resizeLoadingUI = function () {
  77230. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77231. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77232. if (!_this._loadingDiv) {
  77233. return;
  77234. }
  77235. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77236. _this._loadingDiv.style.left = canvasRect.left + "px";
  77237. _this._loadingDiv.style.top = canvasRect.top + "px";
  77238. _this._loadingDiv.style.width = canvasRect.width + "px";
  77239. _this._loadingDiv.style.height = canvasRect.height + "px";
  77240. };
  77241. }
  77242. /**
  77243. * Function called to display the loading screen
  77244. */
  77245. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77246. if (this._loadingDiv) {
  77247. // Do not add a loading screen if there is already one
  77248. return;
  77249. }
  77250. this._loadingDiv = document.createElement("div");
  77251. this._loadingDiv.id = "babylonjsLoadingDiv";
  77252. this._loadingDiv.style.opacity = "0";
  77253. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77254. this._loadingDiv.style.pointerEvents = "none";
  77255. // Loading text
  77256. this._loadingTextDiv = document.createElement("div");
  77257. this._loadingTextDiv.style.position = "absolute";
  77258. this._loadingTextDiv.style.left = "0";
  77259. this._loadingTextDiv.style.top = "50%";
  77260. this._loadingTextDiv.style.marginTop = "80px";
  77261. this._loadingTextDiv.style.width = "100%";
  77262. this._loadingTextDiv.style.height = "20px";
  77263. this._loadingTextDiv.style.fontFamily = "Arial";
  77264. this._loadingTextDiv.style.fontSize = "14px";
  77265. this._loadingTextDiv.style.color = "white";
  77266. this._loadingTextDiv.style.textAlign = "center";
  77267. this._loadingTextDiv.innerHTML = "Loading";
  77268. this._loadingDiv.appendChild(this._loadingTextDiv);
  77269. //set the predefined text
  77270. this._loadingTextDiv.innerHTML = this._loadingText;
  77271. // Generating keyframes
  77272. var style = document.createElement('style');
  77273. style.type = 'text/css';
  77274. 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 }";
  77275. style.innerHTML = keyFrames;
  77276. document.getElementsByTagName('head')[0].appendChild(style);
  77277. // Loading img
  77278. var imgBack = new Image();
  77279. imgBack.src = "data:image/png;base64,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";
  77280. imgBack.style.position = "absolute";
  77281. imgBack.style.left = "50%";
  77282. imgBack.style.top = "50%";
  77283. imgBack.style.marginLeft = "-60px";
  77284. imgBack.style.marginTop = "-60px";
  77285. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77286. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77287. imgBack.style.transformOrigin = "50% 50%";
  77288. imgBack.style.webkitTransformOrigin = "50% 50%";
  77289. this._loadingDiv.appendChild(imgBack);
  77290. this._resizeLoadingUI();
  77291. window.addEventListener("resize", this._resizeLoadingUI);
  77292. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77293. document.body.appendChild(this._loadingDiv);
  77294. this._loadingDiv.style.opacity = "1";
  77295. };
  77296. /**
  77297. * Function called to hide the loading screen
  77298. */
  77299. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77300. var _this = this;
  77301. if (!this._loadingDiv) {
  77302. return;
  77303. }
  77304. var onTransitionEnd = function () {
  77305. if (!_this._loadingDiv) {
  77306. return;
  77307. }
  77308. document.body.removeChild(_this._loadingDiv);
  77309. window.removeEventListener("resize", _this._resizeLoadingUI);
  77310. _this._loadingDiv = null;
  77311. };
  77312. this._loadingDiv.style.opacity = "0";
  77313. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77314. };
  77315. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77316. get: function () {
  77317. return this._loadingText;
  77318. },
  77319. /**
  77320. * Gets or sets the text to display while loading
  77321. */
  77322. set: function (text) {
  77323. this._loadingText = text;
  77324. if (this._loadingTextDiv) {
  77325. this._loadingTextDiv.innerHTML = this._loadingText;
  77326. }
  77327. },
  77328. enumerable: true,
  77329. configurable: true
  77330. });
  77331. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77332. /**
  77333. * Gets or sets the color to use for the background
  77334. */
  77335. get: function () {
  77336. return this._loadingDivBackgroundColor;
  77337. },
  77338. set: function (color) {
  77339. this._loadingDivBackgroundColor = color;
  77340. if (!this._loadingDiv) {
  77341. return;
  77342. }
  77343. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77344. },
  77345. enumerable: true,
  77346. configurable: true
  77347. });
  77348. return DefaultLoadingScreen;
  77349. }());
  77350. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77351. })(BABYLON || (BABYLON = {}));
  77352. //# sourceMappingURL=babylon.loadingScreen.js.map
  77353. var BABYLON;
  77354. (function (BABYLON) {
  77355. /**
  77356. * Class used to represent data loading progression
  77357. */
  77358. var SceneLoaderProgressEvent = /** @class */ (function () {
  77359. /**
  77360. * Create a new progress event
  77361. * @param lengthComputable defines if data length to load can be evaluated
  77362. * @param loaded defines the loaded data length
  77363. * @param total defines the data length to load
  77364. */
  77365. function SceneLoaderProgressEvent(
  77366. /** defines if data length to load can be evaluated */
  77367. lengthComputable,
  77368. /** defines the loaded data length */
  77369. loaded,
  77370. /** defines the data length to load */
  77371. total) {
  77372. this.lengthComputable = lengthComputable;
  77373. this.loaded = loaded;
  77374. this.total = total;
  77375. }
  77376. /**
  77377. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77378. * @param event defines the source event
  77379. * @returns a new SceneLoaderProgressEvent
  77380. */
  77381. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77382. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77383. };
  77384. return SceneLoaderProgressEvent;
  77385. }());
  77386. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77387. /**
  77388. * Class used to load scene from various file formats using registered plugins
  77389. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77390. */
  77391. var SceneLoader = /** @class */ (function () {
  77392. function SceneLoader() {
  77393. }
  77394. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77395. /**
  77396. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77397. */
  77398. get: function () {
  77399. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77400. },
  77401. set: function (value) {
  77402. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77403. },
  77404. enumerable: true,
  77405. configurable: true
  77406. });
  77407. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77408. /**
  77409. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77410. */
  77411. get: function () {
  77412. return SceneLoader._ShowLoadingScreen;
  77413. },
  77414. set: function (value) {
  77415. SceneLoader._ShowLoadingScreen = value;
  77416. },
  77417. enumerable: true,
  77418. configurable: true
  77419. });
  77420. Object.defineProperty(SceneLoader, "loggingLevel", {
  77421. /**
  77422. * Defines the current logging level (while loading the scene)
  77423. * @ignorenaming
  77424. */
  77425. get: function () {
  77426. return SceneLoader._loggingLevel;
  77427. },
  77428. set: function (value) {
  77429. SceneLoader._loggingLevel = value;
  77430. },
  77431. enumerable: true,
  77432. configurable: true
  77433. });
  77434. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77435. /**
  77436. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77437. */
  77438. get: function () {
  77439. return SceneLoader._CleanBoneMatrixWeights;
  77440. },
  77441. set: function (value) {
  77442. SceneLoader._CleanBoneMatrixWeights = value;
  77443. },
  77444. enumerable: true,
  77445. configurable: true
  77446. });
  77447. SceneLoader._getDefaultPlugin = function () {
  77448. return SceneLoader._registeredPlugins[".babylon"];
  77449. };
  77450. SceneLoader._getPluginForExtension = function (extension) {
  77451. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77452. if (registeredPlugin) {
  77453. return registeredPlugin;
  77454. }
  77455. 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");
  77456. return SceneLoader._getDefaultPlugin();
  77457. };
  77458. SceneLoader._getPluginForDirectLoad = function (data) {
  77459. for (var extension in SceneLoader._registeredPlugins) {
  77460. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77461. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77462. return SceneLoader._registeredPlugins[extension];
  77463. }
  77464. }
  77465. return SceneLoader._getDefaultPlugin();
  77466. };
  77467. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77468. var queryStringPosition = sceneFilename.indexOf("?");
  77469. if (queryStringPosition !== -1) {
  77470. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77471. }
  77472. var dotPosition = sceneFilename.lastIndexOf(".");
  77473. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77474. return SceneLoader._getPluginForExtension(extension);
  77475. };
  77476. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77477. SceneLoader._getDirectLoad = function (sceneFilename) {
  77478. if (sceneFilename.substr(0, 5) === "data:") {
  77479. return sceneFilename.substr(5);
  77480. }
  77481. return null;
  77482. };
  77483. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77484. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77485. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77486. var plugin;
  77487. if (registeredPlugin.plugin.createPlugin) {
  77488. plugin = registeredPlugin.plugin.createPlugin();
  77489. }
  77490. else {
  77491. plugin = registeredPlugin.plugin;
  77492. }
  77493. var useArrayBuffer = registeredPlugin.isBinary;
  77494. var offlineProvider;
  77495. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77496. var dataCallback = function (data, responseURL) {
  77497. if (scene.isDisposed) {
  77498. onError("Scene has been disposed");
  77499. return;
  77500. }
  77501. scene.offlineProvider = offlineProvider;
  77502. onSuccess(plugin, data, responseURL);
  77503. };
  77504. var request = null;
  77505. var pluginDisposed = false;
  77506. var onDisposeObservable = plugin.onDisposeObservable;
  77507. if (onDisposeObservable) {
  77508. onDisposeObservable.add(function () {
  77509. pluginDisposed = true;
  77510. if (request) {
  77511. request.abort();
  77512. request = null;
  77513. }
  77514. onDispose();
  77515. });
  77516. }
  77517. var manifestChecked = function () {
  77518. if (pluginDisposed) {
  77519. return;
  77520. }
  77521. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77522. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77523. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77524. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77525. });
  77526. };
  77527. if (directLoad) {
  77528. dataCallback(directLoad);
  77529. return plugin;
  77530. }
  77531. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77532. var engine = scene.getEngine();
  77533. var canUseOfflineSupport = engine.enableOfflineSupport;
  77534. if (canUseOfflineSupport) {
  77535. // Also check for exceptions
  77536. var exceptionFound = false;
  77537. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77538. var regex = _a[_i];
  77539. if (regex.test(fileInfo.url)) {
  77540. exceptionFound = true;
  77541. break;
  77542. }
  77543. }
  77544. canUseOfflineSupport = !exceptionFound;
  77545. }
  77546. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77547. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77548. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77549. }
  77550. else {
  77551. manifestChecked();
  77552. }
  77553. }
  77554. // Loading file from disk via input file or drag'n'drop
  77555. else {
  77556. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77557. if (file) {
  77558. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77559. }
  77560. else {
  77561. onError("Unable to find file named " + fileInfo.name);
  77562. }
  77563. }
  77564. return plugin;
  77565. };
  77566. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77567. var url;
  77568. var name;
  77569. if (!sceneFilename) {
  77570. url = rootUrl;
  77571. name = BABYLON.Tools.GetFilename(rootUrl);
  77572. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77573. }
  77574. else {
  77575. if (sceneFilename.substr(0, 1) === "/") {
  77576. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77577. return null;
  77578. }
  77579. url = rootUrl + sceneFilename;
  77580. name = sceneFilename;
  77581. }
  77582. return {
  77583. url: url,
  77584. rootUrl: rootUrl,
  77585. name: name
  77586. };
  77587. };
  77588. // Public functions
  77589. /**
  77590. * Gets a plugin that can load the given extension
  77591. * @param extension defines the extension to load
  77592. * @returns a plugin or null if none works
  77593. */
  77594. SceneLoader.GetPluginForExtension = function (extension) {
  77595. return SceneLoader._getPluginForExtension(extension).plugin;
  77596. };
  77597. /**
  77598. * Gets a boolean indicating that the given extension can be loaded
  77599. * @param extension defines the extension to load
  77600. * @returns true if the extension is supported
  77601. */
  77602. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77603. return !!SceneLoader._registeredPlugins[extension];
  77604. };
  77605. /**
  77606. * Adds a new plugin to the list of registered plugins
  77607. * @param plugin defines the plugin to add
  77608. */
  77609. SceneLoader.RegisterPlugin = function (plugin) {
  77610. if (typeof plugin.extensions === "string") {
  77611. var extension = plugin.extensions;
  77612. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77613. plugin: plugin,
  77614. isBinary: false
  77615. };
  77616. }
  77617. else {
  77618. var extensions = plugin.extensions;
  77619. Object.keys(extensions).forEach(function (extension) {
  77620. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77621. plugin: plugin,
  77622. isBinary: extensions[extension].isBinary
  77623. };
  77624. });
  77625. }
  77626. };
  77627. /**
  77628. * Import meshes into a scene
  77629. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77630. * @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)
  77631. * @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)
  77632. * @param scene the instance of BABYLON.Scene to append to
  77633. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77634. * @param onProgress a callback with a progress event for each file being loaded
  77635. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77636. * @param pluginExtension the extension used to determine the plugin
  77637. * @returns The loaded plugin
  77638. */
  77639. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77640. if (sceneFilename === void 0) { sceneFilename = ""; }
  77641. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77642. if (onSuccess === void 0) { onSuccess = null; }
  77643. if (onProgress === void 0) { onProgress = null; }
  77644. if (onError === void 0) { onError = null; }
  77645. if (pluginExtension === void 0) { pluginExtension = null; }
  77646. if (!scene) {
  77647. BABYLON.Tools.Error("No scene available to import mesh to");
  77648. return null;
  77649. }
  77650. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77651. if (!fileInfo) {
  77652. return null;
  77653. }
  77654. var loadingToken = {};
  77655. scene._addPendingData(loadingToken);
  77656. var disposeHandler = function () {
  77657. scene._removePendingData(loadingToken);
  77658. };
  77659. var errorHandler = function (message, exception) {
  77660. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77661. if (onError) {
  77662. onError(scene, errorMessage, exception);
  77663. }
  77664. else {
  77665. BABYLON.Tools.Error(errorMessage);
  77666. // should the exception be thrown?
  77667. }
  77668. disposeHandler();
  77669. };
  77670. var progressHandler = onProgress ? function (event) {
  77671. try {
  77672. onProgress(event);
  77673. }
  77674. catch (e) {
  77675. errorHandler("Error in onProgress callback", e);
  77676. }
  77677. } : undefined;
  77678. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77679. scene.importedMeshesFiles.push(fileInfo.url);
  77680. if (onSuccess) {
  77681. try {
  77682. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77683. }
  77684. catch (e) {
  77685. errorHandler("Error in onSuccess callback", e);
  77686. }
  77687. }
  77688. scene._removePendingData(loadingToken);
  77689. };
  77690. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77691. if (plugin.rewriteRootURL) {
  77692. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77693. }
  77694. if (plugin.importMesh) {
  77695. var syncedPlugin = plugin;
  77696. var meshes = new Array();
  77697. var particleSystems = new Array();
  77698. var skeletons = new Array();
  77699. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77700. return;
  77701. }
  77702. scene.loadingPluginName = plugin.name;
  77703. successHandler(meshes, particleSystems, skeletons, []);
  77704. }
  77705. else {
  77706. var asyncedPlugin = plugin;
  77707. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77708. scene.loadingPluginName = plugin.name;
  77709. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77710. }).catch(function (error) {
  77711. errorHandler(error.message, error);
  77712. });
  77713. }
  77714. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77715. };
  77716. /**
  77717. * Import meshes into a scene
  77718. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77719. * @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)
  77720. * @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)
  77721. * @param scene the instance of BABYLON.Scene to append to
  77722. * @param onProgress a callback with a progress event for each file being loaded
  77723. * @param pluginExtension the extension used to determine the plugin
  77724. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77725. */
  77726. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77727. if (sceneFilename === void 0) { sceneFilename = ""; }
  77728. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77729. if (onProgress === void 0) { onProgress = null; }
  77730. if (pluginExtension === void 0) { pluginExtension = null; }
  77731. return new Promise(function (resolve, reject) {
  77732. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77733. resolve({
  77734. meshes: meshes,
  77735. particleSystems: particleSystems,
  77736. skeletons: skeletons,
  77737. animationGroups: animationGroups
  77738. });
  77739. }, onProgress, function (scene, message, exception) {
  77740. reject(exception || new Error(message));
  77741. }, pluginExtension);
  77742. });
  77743. };
  77744. /**
  77745. * Load a scene
  77746. * @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)
  77747. * @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)
  77748. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77749. * @param onSuccess a callback with the scene when import succeeds
  77750. * @param onProgress a callback with a progress event for each file being loaded
  77751. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77752. * @param pluginExtension the extension used to determine the plugin
  77753. * @returns The loaded plugin
  77754. */
  77755. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  77756. if (onSuccess === void 0) { onSuccess = null; }
  77757. if (onProgress === void 0) { onProgress = null; }
  77758. if (onError === void 0) { onError = null; }
  77759. if (pluginExtension === void 0) { pluginExtension = null; }
  77760. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  77761. };
  77762. /**
  77763. * Load a scene
  77764. * @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)
  77765. * @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)
  77766. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77767. * @param onProgress a callback with a progress event for each file being loaded
  77768. * @param pluginExtension the extension used to determine the plugin
  77769. * @returns The loaded scene
  77770. */
  77771. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  77772. if (onProgress === void 0) { onProgress = null; }
  77773. if (pluginExtension === void 0) { pluginExtension = null; }
  77774. return new Promise(function (resolve, reject) {
  77775. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  77776. resolve(scene);
  77777. }, onProgress, function (scene, message, exception) {
  77778. reject(exception || new Error(message));
  77779. }, pluginExtension);
  77780. });
  77781. };
  77782. /**
  77783. * Append a scene
  77784. * @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)
  77785. * @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)
  77786. * @param scene is the instance of BABYLON.Scene to append to
  77787. * @param onSuccess a callback with the scene when import succeeds
  77788. * @param onProgress a callback with a progress event for each file being loaded
  77789. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77790. * @param pluginExtension the extension used to determine the plugin
  77791. * @returns The loaded plugin
  77792. */
  77793. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77794. if (sceneFilename === void 0) { sceneFilename = ""; }
  77795. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77796. if (onSuccess === void 0) { onSuccess = null; }
  77797. if (onProgress === void 0) { onProgress = null; }
  77798. if (onError === void 0) { onError = null; }
  77799. if (pluginExtension === void 0) { pluginExtension = null; }
  77800. if (!scene) {
  77801. BABYLON.Tools.Error("No scene available to append to");
  77802. return null;
  77803. }
  77804. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77805. if (!fileInfo) {
  77806. return null;
  77807. }
  77808. if (SceneLoader.ShowLoadingScreen) {
  77809. scene.getEngine().displayLoadingUI();
  77810. }
  77811. var loadingToken = {};
  77812. scene._addPendingData(loadingToken);
  77813. var disposeHandler = function () {
  77814. scene._removePendingData(loadingToken);
  77815. scene.getEngine().hideLoadingUI();
  77816. };
  77817. var errorHandler = function (message, exception) {
  77818. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  77819. if (onError) {
  77820. onError(scene, errorMessage, exception);
  77821. }
  77822. else {
  77823. BABYLON.Tools.Error(errorMessage);
  77824. // should the exception be thrown?
  77825. }
  77826. disposeHandler();
  77827. };
  77828. var progressHandler = onProgress ? function (event) {
  77829. try {
  77830. onProgress(event);
  77831. }
  77832. catch (e) {
  77833. errorHandler("Error in onProgress callback", e);
  77834. }
  77835. } : undefined;
  77836. var successHandler = function () {
  77837. if (onSuccess) {
  77838. try {
  77839. onSuccess(scene);
  77840. }
  77841. catch (e) {
  77842. errorHandler("Error in onSuccess callback", e);
  77843. }
  77844. }
  77845. scene._removePendingData(loadingToken);
  77846. };
  77847. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77848. if (plugin.load) {
  77849. var syncedPlugin = plugin;
  77850. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  77851. return;
  77852. }
  77853. scene.loadingPluginName = plugin.name;
  77854. successHandler();
  77855. }
  77856. else {
  77857. var asyncedPlugin = plugin;
  77858. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  77859. scene.loadingPluginName = plugin.name;
  77860. successHandler();
  77861. }).catch(function (error) {
  77862. errorHandler(error.message, error);
  77863. });
  77864. }
  77865. if (SceneLoader.ShowLoadingScreen) {
  77866. scene.executeWhenReady(function () {
  77867. scene.getEngine().hideLoadingUI();
  77868. });
  77869. }
  77870. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77871. };
  77872. /**
  77873. * Append a scene
  77874. * @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)
  77875. * @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)
  77876. * @param scene is the instance of BABYLON.Scene to append to
  77877. * @param onProgress a callback with a progress event for each file being loaded
  77878. * @param pluginExtension the extension used to determine the plugin
  77879. * @returns The given scene
  77880. */
  77881. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77882. if (sceneFilename === void 0) { sceneFilename = ""; }
  77883. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77884. if (onProgress === void 0) { onProgress = null; }
  77885. if (pluginExtension === void 0) { pluginExtension = null; }
  77886. return new Promise(function (resolve, reject) {
  77887. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  77888. resolve(scene);
  77889. }, onProgress, function (scene, message, exception) {
  77890. reject(exception || new Error(message));
  77891. }, pluginExtension);
  77892. });
  77893. };
  77894. /**
  77895. * Load a scene into an asset container
  77896. * @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)
  77897. * @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)
  77898. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  77899. * @param onSuccess a callback with the scene when import succeeds
  77900. * @param onProgress a callback with a progress event for each file being loaded
  77901. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77902. * @param pluginExtension the extension used to determine the plugin
  77903. * @returns The loaded plugin
  77904. */
  77905. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77906. if (sceneFilename === void 0) { sceneFilename = ""; }
  77907. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77908. if (onSuccess === void 0) { onSuccess = null; }
  77909. if (onProgress === void 0) { onProgress = null; }
  77910. if (onError === void 0) { onError = null; }
  77911. if (pluginExtension === void 0) { pluginExtension = null; }
  77912. if (!scene) {
  77913. BABYLON.Tools.Error("No scene available to load asset container to");
  77914. return null;
  77915. }
  77916. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77917. if (!fileInfo) {
  77918. return null;
  77919. }
  77920. var loadingToken = {};
  77921. scene._addPendingData(loadingToken);
  77922. var disposeHandler = function () {
  77923. scene._removePendingData(loadingToken);
  77924. };
  77925. var errorHandler = function (message, exception) {
  77926. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  77927. if (onError) {
  77928. onError(scene, errorMessage, exception);
  77929. }
  77930. else {
  77931. BABYLON.Tools.Error(errorMessage);
  77932. // should the exception be thrown?
  77933. }
  77934. disposeHandler();
  77935. };
  77936. var progressHandler = onProgress ? function (event) {
  77937. try {
  77938. onProgress(event);
  77939. }
  77940. catch (e) {
  77941. errorHandler("Error in onProgress callback", e);
  77942. }
  77943. } : undefined;
  77944. var successHandler = function (assets) {
  77945. if (onSuccess) {
  77946. try {
  77947. onSuccess(assets);
  77948. }
  77949. catch (e) {
  77950. errorHandler("Error in onSuccess callback", e);
  77951. }
  77952. }
  77953. scene._removePendingData(loadingToken);
  77954. };
  77955. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77956. if (plugin.loadAssetContainer) {
  77957. var syncedPlugin = plugin;
  77958. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  77959. if (!assetContainer) {
  77960. return;
  77961. }
  77962. scene.loadingPluginName = plugin.name;
  77963. successHandler(assetContainer);
  77964. }
  77965. else if (plugin.loadAssetContainerAsync) {
  77966. var asyncedPlugin = plugin;
  77967. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  77968. scene.loadingPluginName = plugin.name;
  77969. successHandler(assetContainer);
  77970. }).catch(function (error) {
  77971. errorHandler(error.message, error);
  77972. });
  77973. }
  77974. else {
  77975. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  77976. }
  77977. if (SceneLoader.ShowLoadingScreen) {
  77978. scene.executeWhenReady(function () {
  77979. scene.getEngine().hideLoadingUI();
  77980. });
  77981. }
  77982. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77983. };
  77984. /**
  77985. * Load a scene into an asset container
  77986. * @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)
  77987. * @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)
  77988. * @param scene is the instance of BABYLON.Scene to append to
  77989. * @param onProgress a callback with a progress event for each file being loaded
  77990. * @param pluginExtension the extension used to determine the plugin
  77991. * @returns The loaded asset container
  77992. */
  77993. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77994. if (sceneFilename === void 0) { sceneFilename = ""; }
  77995. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77996. if (onProgress === void 0) { onProgress = null; }
  77997. if (pluginExtension === void 0) { pluginExtension = null; }
  77998. return new Promise(function (resolve, reject) {
  77999. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78000. resolve(assetContainer);
  78001. }, onProgress, function (scene, message, exception) {
  78002. reject(exception || new Error(message));
  78003. }, pluginExtension);
  78004. });
  78005. };
  78006. // Flags
  78007. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78008. SceneLoader._ShowLoadingScreen = true;
  78009. SceneLoader._CleanBoneMatrixWeights = false;
  78010. /**
  78011. * No logging while loading
  78012. */
  78013. SceneLoader.NO_LOGGING = 0;
  78014. /**
  78015. * Minimal logging while loading
  78016. */
  78017. SceneLoader.MINIMAL_LOGGING = 1;
  78018. /**
  78019. * Summary logging while loading
  78020. */
  78021. SceneLoader.SUMMARY_LOGGING = 2;
  78022. /**
  78023. * Detailled logging while loading
  78024. */
  78025. SceneLoader.DETAILED_LOGGING = 3;
  78026. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78027. // Members
  78028. /**
  78029. * Event raised when a plugin is used to load a scene
  78030. */
  78031. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78032. SceneLoader._registeredPlugins = {};
  78033. return SceneLoader;
  78034. }());
  78035. BABYLON.SceneLoader = SceneLoader;
  78036. })(BABYLON || (BABYLON = {}));
  78037. //# sourceMappingURL=babylon.sceneLoader.js.map
  78038. var BABYLON;
  78039. (function (BABYLON) {
  78040. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78041. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78042. var parsedMaterial = parsedData.materials[index];
  78043. if (parsedMaterial.id === id) {
  78044. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78045. }
  78046. }
  78047. return null;
  78048. };
  78049. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78050. for (var i in names) {
  78051. if (mesh.name === names[i]) {
  78052. hierarchyIds.push(mesh.id);
  78053. return true;
  78054. }
  78055. }
  78056. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78057. hierarchyIds.push(mesh.id);
  78058. return true;
  78059. }
  78060. return false;
  78061. };
  78062. var logOperation = function (operation, producer) {
  78063. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78064. };
  78065. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78066. if (addToScene === void 0) { addToScene = false; }
  78067. var container = new BABYLON.AssetContainer(scene);
  78068. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78069. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78070. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78071. // and avoid problems with multiple concurrent .babylon loads.
  78072. var log = "importScene has failed JSON parse";
  78073. try {
  78074. var parsedData = JSON.parse(data);
  78075. log = "";
  78076. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78077. var index;
  78078. var cache;
  78079. // Lights
  78080. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78081. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78082. var parsedLight = parsedData.lights[index];
  78083. var light = BABYLON.Light.Parse(parsedLight, scene);
  78084. if (light) {
  78085. container.lights.push(light);
  78086. log += (index === 0 ? "\n\tLights:" : "");
  78087. log += "\n\t\t" + light.toString(fullDetails);
  78088. }
  78089. }
  78090. }
  78091. // Animations
  78092. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78093. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78094. var parsedAnimation = parsedData.animations[index];
  78095. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78096. scene.animations.push(animation);
  78097. container.animations.push(animation);
  78098. log += (index === 0 ? "\n\tAnimations:" : "");
  78099. log += "\n\t\t" + animation.toString(fullDetails);
  78100. }
  78101. }
  78102. // Materials
  78103. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78104. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78105. var parsedMaterial = parsedData.materials[index];
  78106. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78107. container.materials.push(mat);
  78108. log += (index === 0 ? "\n\tMaterials:" : "");
  78109. log += "\n\t\t" + mat.toString(fullDetails);
  78110. }
  78111. }
  78112. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78113. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78114. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78115. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78116. container.multiMaterials.push(mmat);
  78117. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78118. log += "\n\t\t" + mmat.toString(fullDetails);
  78119. }
  78120. }
  78121. // Morph targets
  78122. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78123. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78124. var managerData = _a[_i];
  78125. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78126. }
  78127. }
  78128. // Skeletons
  78129. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78130. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78131. var parsedSkeleton = parsedData.skeletons[index];
  78132. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78133. container.skeletons.push(skeleton);
  78134. log += (index === 0 ? "\n\tSkeletons:" : "");
  78135. log += "\n\t\t" + skeleton.toString(fullDetails);
  78136. }
  78137. }
  78138. // Geometries
  78139. var geometries = parsedData.geometries;
  78140. if (geometries !== undefined && geometries !== null) {
  78141. var addedGeometry = new Array();
  78142. // Boxes
  78143. var boxes = geometries.boxes;
  78144. if (boxes !== undefined && boxes !== null) {
  78145. for (index = 0, cache = boxes.length; index < cache; index++) {
  78146. var parsedBox = boxes[index];
  78147. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78148. }
  78149. }
  78150. // Spheres
  78151. var spheres = geometries.spheres;
  78152. if (spheres !== undefined && spheres !== null) {
  78153. for (index = 0, cache = spheres.length; index < cache; index++) {
  78154. var parsedSphere = spheres[index];
  78155. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78156. }
  78157. }
  78158. // Cylinders
  78159. var cylinders = geometries.cylinders;
  78160. if (cylinders !== undefined && cylinders !== null) {
  78161. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78162. var parsedCylinder = cylinders[index];
  78163. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78164. }
  78165. }
  78166. // Toruses
  78167. var toruses = geometries.toruses;
  78168. if (toruses !== undefined && toruses !== null) {
  78169. for (index = 0, cache = toruses.length; index < cache; index++) {
  78170. var parsedTorus = toruses[index];
  78171. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78172. }
  78173. }
  78174. // Grounds
  78175. var grounds = geometries.grounds;
  78176. if (grounds !== undefined && grounds !== null) {
  78177. for (index = 0, cache = grounds.length; index < cache; index++) {
  78178. var parsedGround = grounds[index];
  78179. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78180. }
  78181. }
  78182. // Planes
  78183. var planes = geometries.planes;
  78184. if (planes !== undefined && planes !== null) {
  78185. for (index = 0, cache = planes.length; index < cache; index++) {
  78186. var parsedPlane = planes[index];
  78187. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78188. }
  78189. }
  78190. // TorusKnots
  78191. var torusKnots = geometries.torusKnots;
  78192. if (torusKnots !== undefined && torusKnots !== null) {
  78193. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78194. var parsedTorusKnot = torusKnots[index];
  78195. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78196. }
  78197. }
  78198. // VertexData
  78199. var vertexData = geometries.vertexData;
  78200. if (vertexData !== undefined && vertexData !== null) {
  78201. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78202. var parsedVertexData = vertexData[index];
  78203. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78204. }
  78205. }
  78206. addedGeometry.forEach(function (g) {
  78207. if (g) {
  78208. container.geometries.push(g);
  78209. }
  78210. });
  78211. }
  78212. // Transform nodes
  78213. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78214. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78215. var parsedTransformNode = parsedData.transformNodes[index];
  78216. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78217. container.transformNodes.push(node);
  78218. }
  78219. }
  78220. // Meshes
  78221. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78222. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78223. var parsedMesh = parsedData.meshes[index];
  78224. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78225. container.meshes.push(mesh);
  78226. log += (index === 0 ? "\n\tMeshes:" : "");
  78227. log += "\n\t\t" + mesh.toString(fullDetails);
  78228. }
  78229. }
  78230. // Cameras
  78231. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78232. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78233. var parsedCamera = parsedData.cameras[index];
  78234. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78235. container.cameras.push(camera);
  78236. log += (index === 0 ? "\n\tCameras:" : "");
  78237. log += "\n\t\t" + camera.toString(fullDetails);
  78238. }
  78239. }
  78240. // Animation Groups
  78241. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78242. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78243. var parsedAnimationGroup = parsedData.animationGroups[index];
  78244. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78245. container.animationGroups.push(animationGroup);
  78246. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78247. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78248. }
  78249. }
  78250. // Browsing all the graph to connect the dots
  78251. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78252. var camera = scene.cameras[index];
  78253. if (camera._waitingParentId) {
  78254. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78255. camera._waitingParentId = null;
  78256. }
  78257. }
  78258. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78259. var light_1 = scene.lights[index];
  78260. if (light_1 && light_1._waitingParentId) {
  78261. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78262. light_1._waitingParentId = null;
  78263. }
  78264. }
  78265. // Connect parents & children and parse actions
  78266. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78267. var transformNode = scene.transformNodes[index];
  78268. if (transformNode._waitingParentId) {
  78269. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78270. transformNode._waitingParentId = null;
  78271. }
  78272. }
  78273. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78274. var mesh = scene.meshes[index];
  78275. if (mesh._waitingParentId) {
  78276. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78277. mesh._waitingParentId = null;
  78278. }
  78279. }
  78280. // freeze world matrix application
  78281. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78282. var currentMesh = scene.meshes[index];
  78283. if (currentMesh._waitingFreezeWorldMatrix) {
  78284. currentMesh.freezeWorldMatrix();
  78285. currentMesh._waitingFreezeWorldMatrix = null;
  78286. }
  78287. else {
  78288. currentMesh.computeWorldMatrix(true);
  78289. }
  78290. }
  78291. // Lights exclusions / inclusions
  78292. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78293. var light_2 = scene.lights[index];
  78294. // Excluded check
  78295. if (light_2._excludedMeshesIds.length > 0) {
  78296. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78297. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78298. if (excludedMesh) {
  78299. light_2.excludedMeshes.push(excludedMesh);
  78300. }
  78301. }
  78302. light_2._excludedMeshesIds = [];
  78303. }
  78304. // Included check
  78305. if (light_2._includedOnlyMeshesIds.length > 0) {
  78306. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78307. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78308. if (includedOnlyMesh) {
  78309. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78310. }
  78311. }
  78312. light_2._includedOnlyMeshesIds = [];
  78313. }
  78314. }
  78315. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78316. // Actions (scene) Done last as it can access other objects.
  78317. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78318. var mesh = scene.meshes[index];
  78319. if (mesh._waitingActions) {
  78320. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78321. mesh._waitingActions = null;
  78322. }
  78323. }
  78324. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78325. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78326. }
  78327. if (!addToScene) {
  78328. container.removeAllFromScene();
  78329. }
  78330. }
  78331. catch (err) {
  78332. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  78333. if (onError) {
  78334. onError(msg, err);
  78335. }
  78336. else {
  78337. BABYLON.Tools.Log(msg);
  78338. throw err;
  78339. }
  78340. }
  78341. finally {
  78342. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78343. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78344. }
  78345. }
  78346. return container;
  78347. };
  78348. BABYLON.SceneLoader.RegisterPlugin({
  78349. name: "babylon.js",
  78350. extensions: ".babylon",
  78351. canDirectLoad: function (data) {
  78352. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78353. return true;
  78354. }
  78355. return false;
  78356. },
  78357. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78358. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78359. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78360. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78361. // and avoid problems with multiple concurrent .babylon loads.
  78362. var log = "importMesh has failed JSON parse";
  78363. try {
  78364. var parsedData = JSON.parse(data);
  78365. log = "";
  78366. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78367. if (!meshesNames) {
  78368. meshesNames = null;
  78369. }
  78370. else if (!Array.isArray(meshesNames)) {
  78371. meshesNames = [meshesNames];
  78372. }
  78373. var hierarchyIds = new Array();
  78374. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78375. var loadedSkeletonsIds = [];
  78376. var loadedMaterialsIds = [];
  78377. var index;
  78378. var cache;
  78379. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78380. var parsedMesh = parsedData.meshes[index];
  78381. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78382. if (meshesNames !== null) {
  78383. // Remove found mesh name from list.
  78384. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78385. }
  78386. //Geometry?
  78387. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78388. //does the file contain geometries?
  78389. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78390. //find the correct geometry and add it to the scene
  78391. var found = false;
  78392. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78393. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78394. return;
  78395. }
  78396. else {
  78397. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78398. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78399. switch (geometryType) {
  78400. case "boxes":
  78401. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78402. break;
  78403. case "spheres":
  78404. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78405. break;
  78406. case "cylinders":
  78407. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78408. break;
  78409. case "toruses":
  78410. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78411. break;
  78412. case "grounds":
  78413. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78414. break;
  78415. case "planes":
  78416. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78417. break;
  78418. case "torusKnots":
  78419. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78420. break;
  78421. case "vertexData":
  78422. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78423. break;
  78424. }
  78425. found = true;
  78426. }
  78427. });
  78428. }
  78429. });
  78430. if (found === false) {
  78431. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78432. }
  78433. }
  78434. }
  78435. // Material ?
  78436. if (parsedMesh.materialId) {
  78437. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78438. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78439. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78440. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78441. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78442. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78443. var subMatId = parsedMultiMaterial.materials[matIndex];
  78444. loadedMaterialsIds.push(subMatId);
  78445. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78446. if (mat) {
  78447. log += "\n\tMaterial " + mat.toString(fullDetails);
  78448. }
  78449. }
  78450. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78451. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78452. if (mmat) {
  78453. materialFound = true;
  78454. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78455. }
  78456. break;
  78457. }
  78458. }
  78459. }
  78460. if (materialFound === false) {
  78461. loadedMaterialsIds.push(parsedMesh.materialId);
  78462. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78463. if (!mat) {
  78464. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78465. }
  78466. else {
  78467. log += "\n\tMaterial " + mat.toString(fullDetails);
  78468. }
  78469. }
  78470. }
  78471. // Skeleton ?
  78472. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78473. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78474. if (skeletonAlreadyLoaded === false) {
  78475. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78476. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78477. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78478. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78479. skeletons.push(skeleton);
  78480. loadedSkeletonsIds.push(parsedSkeleton.id);
  78481. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78482. }
  78483. }
  78484. }
  78485. }
  78486. // Morph targets ?
  78487. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78488. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78489. var managerData = _a[_i];
  78490. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78491. }
  78492. }
  78493. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78494. meshes.push(mesh);
  78495. log += "\n\tMesh " + mesh.toString(fullDetails);
  78496. }
  78497. }
  78498. // Connecting parents
  78499. var currentMesh;
  78500. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78501. currentMesh = scene.meshes[index];
  78502. if (currentMesh._waitingParentId) {
  78503. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78504. currentMesh._waitingParentId = null;
  78505. }
  78506. }
  78507. // freeze and compute world matrix application
  78508. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78509. currentMesh = scene.meshes[index];
  78510. if (currentMesh._waitingFreezeWorldMatrix) {
  78511. currentMesh.freezeWorldMatrix();
  78512. currentMesh._waitingFreezeWorldMatrix = null;
  78513. }
  78514. else {
  78515. currentMesh.computeWorldMatrix(true);
  78516. }
  78517. }
  78518. }
  78519. // Particles
  78520. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78521. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78522. if (parser) {
  78523. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78524. var parsedParticleSystem = parsedData.particleSystems[index];
  78525. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78526. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78527. }
  78528. }
  78529. }
  78530. }
  78531. return true;
  78532. }
  78533. catch (err) {
  78534. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78535. if (onError) {
  78536. onError(msg, err);
  78537. }
  78538. else {
  78539. BABYLON.Tools.Log(msg);
  78540. throw err;
  78541. }
  78542. }
  78543. finally {
  78544. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78545. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78546. }
  78547. }
  78548. return false;
  78549. },
  78550. load: function (scene, data, rootUrl, onError) {
  78551. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78552. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78553. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78554. // and avoid problems with multiple concurrent .babylon loads.
  78555. var log = "importScene has failed JSON parse";
  78556. try {
  78557. var parsedData = JSON.parse(data);
  78558. log = "";
  78559. // Scene
  78560. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78561. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78562. }
  78563. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78564. scene.autoClear = parsedData.autoClear;
  78565. }
  78566. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78567. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78568. }
  78569. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78570. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78571. }
  78572. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78573. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78574. }
  78575. // Fog
  78576. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78577. scene.fogMode = parsedData.fogMode;
  78578. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78579. scene.fogStart = parsedData.fogStart;
  78580. scene.fogEnd = parsedData.fogEnd;
  78581. scene.fogDensity = parsedData.fogDensity;
  78582. log += "\tFog mode for scene: ";
  78583. switch (scene.fogMode) {
  78584. // getters not compiling, so using hardcoded
  78585. case 1:
  78586. log += "exp\n";
  78587. break;
  78588. case 2:
  78589. log += "exp2\n";
  78590. break;
  78591. case 3:
  78592. log += "linear\n";
  78593. break;
  78594. }
  78595. }
  78596. //Physics
  78597. if (parsedData.physicsEnabled) {
  78598. var physicsPlugin;
  78599. if (parsedData.physicsEngine === "cannon") {
  78600. physicsPlugin = new BABYLON.CannonJSPlugin();
  78601. }
  78602. else if (parsedData.physicsEngine === "oimo") {
  78603. physicsPlugin = new BABYLON.OimoJSPlugin();
  78604. }
  78605. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78606. //else - default engine, which is currently oimo
  78607. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78608. scene.enablePhysics(physicsGravity, physicsPlugin);
  78609. }
  78610. // Metadata
  78611. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78612. scene.metadata = parsedData.metadata;
  78613. }
  78614. //collisions, if defined. otherwise, default is true
  78615. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78616. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78617. }
  78618. scene.workerCollisions = !!parsedData.workerCollisions;
  78619. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78620. if (!container) {
  78621. return false;
  78622. }
  78623. if (parsedData.autoAnimate) {
  78624. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78625. }
  78626. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78627. scene.setActiveCameraByID(parsedData.activeCameraID);
  78628. }
  78629. // Environment texture
  78630. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78631. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78632. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78633. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78634. if (parsedData.environmentTextureRotationY) {
  78635. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78636. }
  78637. scene.environmentTexture = hdrTexture;
  78638. }
  78639. else {
  78640. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78641. if (parsedData.environmentTextureRotationY) {
  78642. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78643. }
  78644. scene.environmentTexture = cubeTexture;
  78645. }
  78646. if (parsedData.createDefaultSkybox === true) {
  78647. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78648. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78649. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78650. }
  78651. }
  78652. // Finish
  78653. return true;
  78654. }
  78655. catch (err) {
  78656. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78657. if (onError) {
  78658. onError(msg, err);
  78659. }
  78660. else {
  78661. BABYLON.Tools.Log(msg);
  78662. throw err;
  78663. }
  78664. }
  78665. finally {
  78666. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78667. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78668. }
  78669. }
  78670. return false;
  78671. },
  78672. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78673. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78674. return container;
  78675. }
  78676. });
  78677. })(BABYLON || (BABYLON = {}));
  78678. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78679. var BABYLON;
  78680. (function (BABYLON) {
  78681. /**
  78682. * Class used to help managing file picking and drag'n'drop
  78683. */
  78684. var FilesInput = /** @class */ (function () {
  78685. /**
  78686. * Creates a new FilesInput
  78687. * @param engine defines the rendering engine
  78688. * @param scene defines the hosting scene
  78689. * @param sceneLoadedCallback callback called when scene is loaded
  78690. * @param progressCallback callback called to track progress
  78691. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78692. * @param textureLoadingCallback callback called when a texture is loading
  78693. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78694. * @param onReloadCallback callback called when a reload is requested
  78695. * @param errorCallback callback call if an error occurs
  78696. */
  78697. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78698. /**
  78699. * Callback called when a file is processed
  78700. */
  78701. this.onProcessFileCallback = function () { return true; };
  78702. this._engine = engine;
  78703. this._currentScene = scene;
  78704. this._sceneLoadedCallback = sceneLoadedCallback;
  78705. this._progressCallback = progressCallback;
  78706. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78707. this._textureLoadingCallback = textureLoadingCallback;
  78708. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78709. this._onReloadCallback = onReloadCallback;
  78710. this._errorCallback = errorCallback;
  78711. }
  78712. /**
  78713. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78714. * @param elementToMonitor defines the DOM element to track
  78715. */
  78716. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78717. var _this = this;
  78718. if (elementToMonitor) {
  78719. this._elementToMonitor = elementToMonitor;
  78720. this._dragEnterHandler = function (e) { _this.drag(e); };
  78721. this._dragOverHandler = function (e) { _this.drag(e); };
  78722. this._dropHandler = function (e) { _this.drop(e); };
  78723. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78724. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78725. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78726. }
  78727. };
  78728. /**
  78729. * Release all associated resources
  78730. */
  78731. FilesInput.prototype.dispose = function () {
  78732. if (!this._elementToMonitor) {
  78733. return;
  78734. }
  78735. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78736. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  78737. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  78738. };
  78739. FilesInput.prototype.renderFunction = function () {
  78740. if (this._additionalRenderLoopLogicCallback) {
  78741. this._additionalRenderLoopLogicCallback();
  78742. }
  78743. if (this._currentScene) {
  78744. if (this._textureLoadingCallback) {
  78745. var remaining = this._currentScene.getWaitingItemsCount();
  78746. if (remaining > 0) {
  78747. this._textureLoadingCallback(remaining);
  78748. }
  78749. }
  78750. this._currentScene.render();
  78751. }
  78752. };
  78753. FilesInput.prototype.drag = function (e) {
  78754. e.stopPropagation();
  78755. e.preventDefault();
  78756. };
  78757. FilesInput.prototype.drop = function (eventDrop) {
  78758. eventDrop.stopPropagation();
  78759. eventDrop.preventDefault();
  78760. this.loadFiles(eventDrop);
  78761. };
  78762. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  78763. var _this = this;
  78764. var reader = folder.createReader();
  78765. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  78766. reader.readEntries(function (entries) {
  78767. remaining.count += entries.length;
  78768. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  78769. var entry = entries_1[_i];
  78770. if (entry.isFile) {
  78771. entry.file(function (file) {
  78772. file.correctName = relativePath + file.name;
  78773. files.push(file);
  78774. if (--remaining.count === 0) {
  78775. callback();
  78776. }
  78777. });
  78778. }
  78779. else if (entry.isDirectory) {
  78780. _this._traverseFolder(entry, files, remaining, callback);
  78781. }
  78782. }
  78783. if (--remaining.count) {
  78784. callback();
  78785. }
  78786. });
  78787. };
  78788. FilesInput.prototype._processFiles = function (files) {
  78789. for (var i = 0; i < files.length; i++) {
  78790. var name = files[i].correctName.toLowerCase();
  78791. var extension = name.split('.').pop();
  78792. if (!this.onProcessFileCallback(files[i], name, extension)) {
  78793. continue;
  78794. }
  78795. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  78796. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  78797. this._sceneFileToLoad = files[i];
  78798. }
  78799. FilesInput.FilesToLoad[name] = files[i];
  78800. }
  78801. };
  78802. /**
  78803. * Load files from a drop event
  78804. * @param event defines the drop event to use as source
  78805. */
  78806. FilesInput.prototype.loadFiles = function (event) {
  78807. var _this = this;
  78808. // Handling data transfer via drag'n'drop
  78809. if (event && event.dataTransfer && event.dataTransfer.files) {
  78810. this._filesToLoad = event.dataTransfer.files;
  78811. }
  78812. // Handling files from input files
  78813. if (event && event.target && event.target.files) {
  78814. this._filesToLoad = event.target.files;
  78815. }
  78816. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  78817. return;
  78818. }
  78819. if (this._startingProcessingFilesCallback) {
  78820. this._startingProcessingFilesCallback(this._filesToLoad);
  78821. }
  78822. if (this._filesToLoad && this._filesToLoad.length > 0) {
  78823. var files_1 = new Array();
  78824. var folders = [];
  78825. var items = event.dataTransfer ? event.dataTransfer.items : null;
  78826. for (var i = 0; i < this._filesToLoad.length; i++) {
  78827. var fileToLoad = this._filesToLoad[i];
  78828. var name_1 = fileToLoad.name.toLowerCase();
  78829. var entry = void 0;
  78830. fileToLoad.correctName = name_1;
  78831. if (items) {
  78832. var item = items[i];
  78833. if (item.getAsEntry) {
  78834. entry = item.getAsEntry();
  78835. }
  78836. else if (item.webkitGetAsEntry) {
  78837. entry = item.webkitGetAsEntry();
  78838. }
  78839. }
  78840. if (!entry) {
  78841. files_1.push(fileToLoad);
  78842. }
  78843. else {
  78844. if (entry.isDirectory) {
  78845. folders.push(entry);
  78846. }
  78847. else {
  78848. files_1.push(fileToLoad);
  78849. }
  78850. }
  78851. }
  78852. if (folders.length === 0) {
  78853. this._processFiles(files_1);
  78854. this._processReload();
  78855. }
  78856. else {
  78857. var remaining = { count: folders.length };
  78858. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  78859. var folder = folders_1[_i];
  78860. this._traverseFolder(folder, files_1, remaining, function () {
  78861. _this._processFiles(files_1);
  78862. if (remaining.count === 0) {
  78863. _this._processReload();
  78864. }
  78865. });
  78866. }
  78867. }
  78868. }
  78869. };
  78870. FilesInput.prototype._processReload = function () {
  78871. if (this._onReloadCallback) {
  78872. this._onReloadCallback(this._sceneFileToLoad);
  78873. }
  78874. else {
  78875. this.reload();
  78876. }
  78877. };
  78878. /**
  78879. * Reload the current scene from the loaded files
  78880. */
  78881. FilesInput.prototype.reload = function () {
  78882. var _this = this;
  78883. // If a scene file has been provided
  78884. if (this._sceneFileToLoad) {
  78885. if (this._currentScene) {
  78886. if (BABYLON.Tools.errorsCount > 0) {
  78887. BABYLON.Tools.ClearLogCache();
  78888. }
  78889. this._engine.stopRenderLoop();
  78890. }
  78891. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  78892. if (_this._progressCallback) {
  78893. _this._progressCallback(progress);
  78894. }
  78895. }).then(function (scene) {
  78896. if (_this._currentScene) {
  78897. _this._currentScene.dispose();
  78898. }
  78899. _this._currentScene = scene;
  78900. if (_this._sceneLoadedCallback) {
  78901. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  78902. }
  78903. // Wait for textures and shaders to be ready
  78904. _this._currentScene.executeWhenReady(function () {
  78905. _this._engine.runRenderLoop(function () {
  78906. _this.renderFunction();
  78907. });
  78908. });
  78909. }).catch(function (error) {
  78910. if (_this._errorCallback) {
  78911. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  78912. }
  78913. });
  78914. }
  78915. else {
  78916. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  78917. }
  78918. };
  78919. /**
  78920. * List of files ready to be loaded
  78921. */
  78922. FilesInput.FilesToLoad = {};
  78923. return FilesInput;
  78924. }());
  78925. BABYLON.FilesInput = FilesInput;
  78926. })(BABYLON || (BABYLON = {}));
  78927. //# sourceMappingURL=babylon.filesInput.js.map
  78928. var BABYLON;
  78929. (function (BABYLON) {
  78930. /**
  78931. * Class used to store custom tags
  78932. */
  78933. var Tags = /** @class */ (function () {
  78934. function Tags() {
  78935. }
  78936. /**
  78937. * Adds support for tags on the given object
  78938. * @param obj defines the object to use
  78939. */
  78940. Tags.EnableFor = function (obj) {
  78941. obj._tags = obj._tags || {};
  78942. obj.hasTags = function () {
  78943. return Tags.HasTags(obj);
  78944. };
  78945. obj.addTags = function (tagsString) {
  78946. return Tags.AddTagsTo(obj, tagsString);
  78947. };
  78948. obj.removeTags = function (tagsString) {
  78949. return Tags.RemoveTagsFrom(obj, tagsString);
  78950. };
  78951. obj.matchesTagsQuery = function (tagsQuery) {
  78952. return Tags.MatchesQuery(obj, tagsQuery);
  78953. };
  78954. };
  78955. /**
  78956. * Removes tags support
  78957. * @param obj defines the object to use
  78958. */
  78959. Tags.DisableFor = function (obj) {
  78960. delete obj._tags;
  78961. delete obj.hasTags;
  78962. delete obj.addTags;
  78963. delete obj.removeTags;
  78964. delete obj.matchesTagsQuery;
  78965. };
  78966. /**
  78967. * Gets a boolean indicating if the given object has tags
  78968. * @param obj defines the object to use
  78969. * @returns a boolean
  78970. */
  78971. Tags.HasTags = function (obj) {
  78972. if (!obj._tags) {
  78973. return false;
  78974. }
  78975. return !BABYLON.Tools.IsEmpty(obj._tags);
  78976. };
  78977. /**
  78978. * Gets the tags available on a given object
  78979. * @param obj defines the object to use
  78980. * @param asString defines if the tags must be returned as a string instead of an array of strings
  78981. * @returns the tags
  78982. */
  78983. Tags.GetTags = function (obj, asString) {
  78984. if (asString === void 0) { asString = true; }
  78985. if (!obj._tags) {
  78986. return null;
  78987. }
  78988. if (asString) {
  78989. var tagsArray = [];
  78990. for (var tag in obj._tags) {
  78991. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  78992. tagsArray.push(tag);
  78993. }
  78994. }
  78995. return tagsArray.join(" ");
  78996. }
  78997. else {
  78998. return obj._tags;
  78999. }
  79000. };
  79001. /**
  79002. * Adds tags to an object
  79003. * @param obj defines the object to use
  79004. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79005. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79006. */
  79007. Tags.AddTagsTo = function (obj, tagsString) {
  79008. if (!tagsString) {
  79009. return;
  79010. }
  79011. if (typeof tagsString !== "string") {
  79012. return;
  79013. }
  79014. var tags = tagsString.split(" ");
  79015. tags.forEach(function (tag, index, array) {
  79016. Tags._AddTagTo(obj, tag);
  79017. });
  79018. };
  79019. /**
  79020. * @hidden
  79021. */
  79022. Tags._AddTagTo = function (obj, tag) {
  79023. tag = tag.trim();
  79024. if (tag === "" || tag === "true" || tag === "false") {
  79025. return;
  79026. }
  79027. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79028. return;
  79029. }
  79030. Tags.EnableFor(obj);
  79031. obj._tags[tag] = true;
  79032. };
  79033. /**
  79034. * Removes specific tags from a specific object
  79035. * @param obj defines the object to use
  79036. * @param tagsString defines the tags to remove
  79037. */
  79038. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79039. if (!Tags.HasTags(obj)) {
  79040. return;
  79041. }
  79042. var tags = tagsString.split(" ");
  79043. for (var t in tags) {
  79044. Tags._RemoveTagFrom(obj, tags[t]);
  79045. }
  79046. };
  79047. /**
  79048. * @hidden
  79049. */
  79050. Tags._RemoveTagFrom = function (obj, tag) {
  79051. delete obj._tags[tag];
  79052. };
  79053. /**
  79054. * Defines if tags hosted on an object match a given query
  79055. * @param obj defines the object to use
  79056. * @param tagsQuery defines the tag query
  79057. * @returns a boolean
  79058. */
  79059. Tags.MatchesQuery = function (obj, tagsQuery) {
  79060. if (tagsQuery === undefined) {
  79061. return true;
  79062. }
  79063. if (tagsQuery === "") {
  79064. return Tags.HasTags(obj);
  79065. }
  79066. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79067. };
  79068. return Tags;
  79069. }());
  79070. BABYLON.Tags = Tags;
  79071. })(BABYLON || (BABYLON = {}));
  79072. //# sourceMappingURL=babylon.tags.js.map
  79073. var BABYLON;
  79074. (function (BABYLON) {
  79075. /**
  79076. * Class used to evalaute queries containing `and` and `or` operators
  79077. */
  79078. var AndOrNotEvaluator = /** @class */ (function () {
  79079. function AndOrNotEvaluator() {
  79080. }
  79081. /**
  79082. * Evaluate a query
  79083. * @param query defines the query to evaluate
  79084. * @param evaluateCallback defines the callback used to filter result
  79085. * @returns true if the query matches
  79086. */
  79087. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79088. if (!query.match(/\([^\(\)]*\)/g)) {
  79089. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79090. }
  79091. else {
  79092. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79093. // remove parenthesis
  79094. r = r.slice(1, r.length - 1);
  79095. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79096. });
  79097. }
  79098. if (query === "true") {
  79099. return true;
  79100. }
  79101. if (query === "false") {
  79102. return false;
  79103. }
  79104. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79105. };
  79106. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79107. evaluateCallback = evaluateCallback || (function (r) {
  79108. return r === "true" ? true : false;
  79109. });
  79110. var result;
  79111. var or = parenthesisContent.split("||");
  79112. for (var i in or) {
  79113. if (or.hasOwnProperty(i)) {
  79114. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79115. var and = ori.split("&&");
  79116. if (and.length > 1) {
  79117. for (var j = 0; j < and.length; ++j) {
  79118. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79119. if (andj !== "true" && andj !== "false") {
  79120. if (andj[0] === "!") {
  79121. result = !evaluateCallback(andj.substring(1));
  79122. }
  79123. else {
  79124. result = evaluateCallback(andj);
  79125. }
  79126. }
  79127. else {
  79128. result = andj === "true" ? true : false;
  79129. }
  79130. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79131. ori = "false";
  79132. break;
  79133. }
  79134. }
  79135. }
  79136. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79137. result = true;
  79138. break;
  79139. }
  79140. // result equals false (or undefined)
  79141. if (ori !== "true" && ori !== "false") {
  79142. if (ori[0] === "!") {
  79143. result = !evaluateCallback(ori.substring(1));
  79144. }
  79145. else {
  79146. result = evaluateCallback(ori);
  79147. }
  79148. }
  79149. else {
  79150. result = ori === "true" ? true : false;
  79151. }
  79152. }
  79153. }
  79154. // the whole parenthesis scope is replaced by 'true' or 'false'
  79155. return result ? "true" : "false";
  79156. };
  79157. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79158. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79159. // remove whitespaces
  79160. r = r.replace(/[\s]/g, function () { return ""; });
  79161. return r.length % 2 ? "!" : "";
  79162. });
  79163. booleanString = booleanString.trim();
  79164. if (booleanString === "!true") {
  79165. booleanString = "false";
  79166. }
  79167. else if (booleanString === "!false") {
  79168. booleanString = "true";
  79169. }
  79170. return booleanString;
  79171. };
  79172. return AndOrNotEvaluator;
  79173. }());
  79174. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79175. })(BABYLON || (BABYLON = {}));
  79176. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79177. var BABYLON;
  79178. (function (BABYLON) {
  79179. // Sets the default offline provider to Babylon.js
  79180. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79181. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79182. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79183. };
  79184. /**
  79185. * Class used to enable access to IndexedDB
  79186. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79187. */
  79188. var Database = /** @class */ (function () {
  79189. /**
  79190. * Creates a new Database
  79191. * @param urlToScene defines the url to load the scene
  79192. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79193. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79194. */
  79195. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79196. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79197. var _this = this;
  79198. // Handling various flavors of prefixed version of IndexedDB
  79199. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79200. this._callbackManifestChecked = callbackManifestChecked;
  79201. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79202. this._db = null;
  79203. this._enableSceneOffline = false;
  79204. this._enableTexturesOffline = false;
  79205. this._manifestVersionFound = 0;
  79206. this._mustUpdateRessources = false;
  79207. this._hasReachedQuota = false;
  79208. if (!Database.IDBStorageEnabled) {
  79209. this._callbackManifestChecked(true);
  79210. }
  79211. else {
  79212. if (disableManifestCheck) {
  79213. this._enableSceneOffline = true;
  79214. this._enableTexturesOffline = true;
  79215. this._manifestVersionFound = 1;
  79216. BABYLON.Tools.SetImmediate(function () {
  79217. _this._callbackManifestChecked(true);
  79218. });
  79219. }
  79220. else {
  79221. this._checkManifestFile();
  79222. }
  79223. }
  79224. }
  79225. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79226. /**
  79227. * Gets a boolean indicating if scene must be saved in the database
  79228. */
  79229. get: function () {
  79230. return this._enableSceneOffline;
  79231. },
  79232. enumerable: true,
  79233. configurable: true
  79234. });
  79235. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79236. /**
  79237. * Gets a boolean indicating if textures must be saved in the database
  79238. */
  79239. get: function () {
  79240. return this._enableTexturesOffline;
  79241. },
  79242. enumerable: true,
  79243. configurable: true
  79244. });
  79245. Database.prototype._checkManifestFile = function () {
  79246. var _this = this;
  79247. var noManifestFile = function () {
  79248. _this._enableSceneOffline = false;
  79249. _this._enableTexturesOffline = false;
  79250. _this._callbackManifestChecked(false);
  79251. };
  79252. var timeStampUsed = false;
  79253. var manifestURL = this._currentSceneUrl + ".manifest";
  79254. var xhr = new XMLHttpRequest();
  79255. if (navigator.onLine) {
  79256. // Adding a timestamp to by-pass browsers' cache
  79257. timeStampUsed = true;
  79258. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79259. }
  79260. xhr.open("GET", manifestURL, true);
  79261. xhr.addEventListener("load", function () {
  79262. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79263. try {
  79264. var manifestFile = JSON.parse(xhr.response);
  79265. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79266. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79267. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79268. _this._manifestVersionFound = manifestFile.version;
  79269. }
  79270. if (_this._callbackManifestChecked) {
  79271. _this._callbackManifestChecked(true);
  79272. }
  79273. }
  79274. catch (ex) {
  79275. noManifestFile();
  79276. }
  79277. }
  79278. else {
  79279. noManifestFile();
  79280. }
  79281. }, false);
  79282. xhr.addEventListener("error", function (event) {
  79283. if (timeStampUsed) {
  79284. timeStampUsed = false;
  79285. // Let's retry without the timeStamp
  79286. // It could fail when coupled with HTML5 Offline API
  79287. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79288. xhr.open("GET", retryManifestURL, true);
  79289. xhr.send();
  79290. }
  79291. else {
  79292. noManifestFile();
  79293. }
  79294. }, false);
  79295. try {
  79296. xhr.send();
  79297. }
  79298. catch (ex) {
  79299. BABYLON.Tools.Error("Error on XHR send request.");
  79300. this._callbackManifestChecked(false);
  79301. }
  79302. };
  79303. /**
  79304. * Open the database and make it available
  79305. * @param successCallback defines the callback to call on success
  79306. * @param errorCallback defines the callback to call on error
  79307. */
  79308. Database.prototype.open = function (successCallback, errorCallback) {
  79309. var _this = this;
  79310. var handleError = function () {
  79311. _this._isSupported = false;
  79312. if (errorCallback) {
  79313. errorCallback();
  79314. }
  79315. };
  79316. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79317. // Your browser doesn't support IndexedDB
  79318. this._isSupported = false;
  79319. if (errorCallback) {
  79320. errorCallback();
  79321. }
  79322. }
  79323. else {
  79324. // If the DB hasn't been opened or created yet
  79325. if (!this._db) {
  79326. this._hasReachedQuota = false;
  79327. this._isSupported = true;
  79328. var request = this._idbFactory.open("babylonjs", 1);
  79329. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79330. request.onerror = function (event) {
  79331. handleError();
  79332. };
  79333. // executes when a version change transaction cannot complete due to other active transactions
  79334. request.onblocked = function (event) {
  79335. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79336. handleError();
  79337. };
  79338. // DB has been opened successfully
  79339. request.onsuccess = function (event) {
  79340. _this._db = request.result;
  79341. successCallback();
  79342. };
  79343. // Initialization of the DB. Creating Scenes & Textures stores
  79344. request.onupgradeneeded = function (event) {
  79345. _this._db = (event.target).result;
  79346. if (_this._db) {
  79347. try {
  79348. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79349. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79350. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79351. }
  79352. catch (ex) {
  79353. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79354. handleError();
  79355. }
  79356. }
  79357. };
  79358. }
  79359. // DB has already been created and opened
  79360. else {
  79361. if (successCallback) {
  79362. successCallback();
  79363. }
  79364. }
  79365. }
  79366. };
  79367. /**
  79368. * Loads an image from the database
  79369. * @param url defines the url to load from
  79370. * @param image defines the target DOM image
  79371. */
  79372. Database.prototype.loadImage = function (url, image) {
  79373. var _this = this;
  79374. var completeURL = Database._ReturnFullUrlLocation(url);
  79375. var saveAndLoadImage = function () {
  79376. if (!_this._hasReachedQuota && _this._db !== null) {
  79377. // the texture is not yet in the DB, let's try to save it
  79378. _this._saveImageIntoDBAsync(completeURL, image);
  79379. }
  79380. // If the texture is not in the DB and we've reached the DB quota limit
  79381. // let's load it directly from the web
  79382. else {
  79383. image.src = url;
  79384. }
  79385. };
  79386. if (!this._mustUpdateRessources) {
  79387. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79388. }
  79389. // First time we're download the images or update requested in the manifest file by a version change
  79390. else {
  79391. saveAndLoadImage();
  79392. }
  79393. };
  79394. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79395. if (this._isSupported && this._db !== null) {
  79396. var texture;
  79397. var transaction = this._db.transaction(["textures"]);
  79398. transaction.onabort = function (event) {
  79399. image.src = url;
  79400. };
  79401. transaction.oncomplete = function (event) {
  79402. var blobTextureURL;
  79403. if (texture) {
  79404. var URL = window.URL || window.webkitURL;
  79405. blobTextureURL = URL.createObjectURL(texture.data);
  79406. image.onerror = function () {
  79407. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79408. image.src = url;
  79409. };
  79410. image.src = blobTextureURL;
  79411. }
  79412. else {
  79413. notInDBCallback();
  79414. }
  79415. };
  79416. var getRequest = transaction.objectStore("textures").get(url);
  79417. getRequest.onsuccess = function (event) {
  79418. texture = (event.target).result;
  79419. };
  79420. getRequest.onerror = function (event) {
  79421. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79422. image.src = url;
  79423. };
  79424. }
  79425. else {
  79426. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79427. image.src = url;
  79428. }
  79429. };
  79430. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79431. var _this = this;
  79432. if (this._isSupported) {
  79433. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79434. var generateBlobUrl = function () {
  79435. var blobTextureURL;
  79436. if (blob) {
  79437. var URL = window.URL || window.webkitURL;
  79438. try {
  79439. blobTextureURL = URL.createObjectURL(blob);
  79440. }
  79441. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79442. catch (ex) {
  79443. blobTextureURL = URL.createObjectURL(blob);
  79444. }
  79445. }
  79446. if (blobTextureURL) {
  79447. image.src = blobTextureURL;
  79448. }
  79449. };
  79450. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79451. var xhr = new XMLHttpRequest(), blob;
  79452. xhr.open("GET", url, true);
  79453. xhr.responseType = "blob";
  79454. xhr.addEventListener("load", function () {
  79455. if (xhr.status === 200 && _this._db) {
  79456. // Blob as response (XHR2)
  79457. blob = xhr.response;
  79458. var transaction = _this._db.transaction(["textures"], "readwrite");
  79459. // the transaction could abort because of a QuotaExceededError error
  79460. transaction.onabort = function (event) {
  79461. try {
  79462. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79463. var srcElement = (event.srcElement || event.target);
  79464. var error = srcElement.error;
  79465. if (error && error.name === "QuotaExceededError") {
  79466. _this._hasReachedQuota = true;
  79467. }
  79468. }
  79469. catch (ex) { }
  79470. generateBlobUrl();
  79471. };
  79472. transaction.oncomplete = function (event) {
  79473. generateBlobUrl();
  79474. };
  79475. var newTexture = { textureUrl: url, data: blob };
  79476. try {
  79477. // Put the blob into the dabase
  79478. var addRequest = transaction.objectStore("textures").put(newTexture);
  79479. addRequest.onsuccess = function (event) {
  79480. };
  79481. addRequest.onerror = function (event) {
  79482. generateBlobUrl();
  79483. };
  79484. }
  79485. catch (ex) {
  79486. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79487. if (ex.code === 25) {
  79488. Database.IsUASupportingBlobStorage = false;
  79489. _this._enableTexturesOffline = false;
  79490. }
  79491. image.src = url;
  79492. }
  79493. }
  79494. else {
  79495. image.src = url;
  79496. }
  79497. }, false);
  79498. xhr.addEventListener("error", function (event) {
  79499. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79500. image.src = url;
  79501. }, false);
  79502. xhr.send();
  79503. }
  79504. else {
  79505. image.src = url;
  79506. }
  79507. }
  79508. else {
  79509. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79510. image.src = url;
  79511. }
  79512. };
  79513. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79514. var _this = this;
  79515. var updateVersion = function () {
  79516. // the version is not yet in the DB or we need to update it
  79517. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79518. };
  79519. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79520. };
  79521. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79522. var _this = this;
  79523. if (this._isSupported && this._db) {
  79524. var version;
  79525. try {
  79526. var transaction = this._db.transaction(["versions"]);
  79527. transaction.oncomplete = function (event) {
  79528. if (version) {
  79529. // If the version in the JSON file is different from the version in DB
  79530. if (_this._manifestVersionFound !== version.data) {
  79531. _this._mustUpdateRessources = true;
  79532. updateInDBCallback();
  79533. }
  79534. else {
  79535. callback(version.data);
  79536. }
  79537. }
  79538. // version was not found in DB
  79539. else {
  79540. _this._mustUpdateRessources = true;
  79541. updateInDBCallback();
  79542. }
  79543. };
  79544. transaction.onabort = function (event) {
  79545. callback(-1);
  79546. };
  79547. var getRequest = transaction.objectStore("versions").get(url);
  79548. getRequest.onsuccess = function (event) {
  79549. version = (event.target).result;
  79550. };
  79551. getRequest.onerror = function (event) {
  79552. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79553. callback(-1);
  79554. };
  79555. }
  79556. catch (ex) {
  79557. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79558. callback(-1);
  79559. }
  79560. }
  79561. else {
  79562. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79563. callback(-1);
  79564. }
  79565. };
  79566. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79567. var _this = this;
  79568. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79569. try {
  79570. // Open a transaction to the database
  79571. var transaction = this._db.transaction(["versions"], "readwrite");
  79572. // the transaction could abort because of a QuotaExceededError error
  79573. transaction.onabort = function (event) {
  79574. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79575. var error = event.srcElement['error'];
  79576. if (error && error.name === "QuotaExceededError") {
  79577. _this._hasReachedQuota = true;
  79578. }
  79579. }
  79580. catch (ex) { }
  79581. callback(-1);
  79582. };
  79583. transaction.oncomplete = function (event) {
  79584. callback(_this._manifestVersionFound);
  79585. };
  79586. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79587. // Put the scene into the database
  79588. var addRequest = transaction.objectStore("versions").put(newVersion);
  79589. addRequest.onsuccess = function (event) {
  79590. };
  79591. addRequest.onerror = function (event) {
  79592. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79593. };
  79594. }
  79595. catch (ex) {
  79596. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79597. callback(-1);
  79598. }
  79599. }
  79600. else {
  79601. callback(-1);
  79602. }
  79603. };
  79604. /**
  79605. * Loads a file from database
  79606. * @param url defines the URL to load from
  79607. * @param sceneLoaded defines a callback to call on success
  79608. * @param progressCallBack defines a callback to call when progress changed
  79609. * @param errorCallback defines a callback to call on error
  79610. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79611. */
  79612. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79613. var _this = this;
  79614. var completeUrl = Database._ReturnFullUrlLocation(url);
  79615. var saveAndLoadFile = function () {
  79616. // the scene is not yet in the DB, let's try to save it
  79617. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79618. };
  79619. this._checkVersionFromDB(completeUrl, function (version) {
  79620. if (version !== -1) {
  79621. if (!_this._mustUpdateRessources) {
  79622. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79623. }
  79624. else {
  79625. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79626. }
  79627. }
  79628. else {
  79629. if (errorCallback) {
  79630. errorCallback();
  79631. }
  79632. }
  79633. });
  79634. };
  79635. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79636. if (this._isSupported && this._db) {
  79637. var targetStore;
  79638. if (url.indexOf(".babylon") !== -1) {
  79639. targetStore = "scenes";
  79640. }
  79641. else {
  79642. targetStore = "textures";
  79643. }
  79644. var file;
  79645. var transaction = this._db.transaction([targetStore]);
  79646. transaction.oncomplete = function (event) {
  79647. if (file) {
  79648. callback(file.data);
  79649. }
  79650. // file was not found in DB
  79651. else {
  79652. notInDBCallback();
  79653. }
  79654. };
  79655. transaction.onabort = function (event) {
  79656. notInDBCallback();
  79657. };
  79658. var getRequest = transaction.objectStore(targetStore).get(url);
  79659. getRequest.onsuccess = function (event) {
  79660. file = (event.target).result;
  79661. };
  79662. getRequest.onerror = function (event) {
  79663. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79664. notInDBCallback();
  79665. };
  79666. }
  79667. else {
  79668. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79669. callback();
  79670. }
  79671. };
  79672. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79673. var _this = this;
  79674. if (this._isSupported) {
  79675. var targetStore;
  79676. if (url.indexOf(".babylon") !== -1) {
  79677. targetStore = "scenes";
  79678. }
  79679. else {
  79680. targetStore = "textures";
  79681. }
  79682. // Create XHR
  79683. var xhr = new XMLHttpRequest();
  79684. var fileData;
  79685. xhr.open("GET", url + "?" + Date.now(), true);
  79686. if (useArrayBuffer) {
  79687. xhr.responseType = "arraybuffer";
  79688. }
  79689. if (progressCallback) {
  79690. xhr.onprogress = progressCallback;
  79691. }
  79692. xhr.addEventListener("load", function () {
  79693. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79694. // Blob as response (XHR2)
  79695. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79696. if (!_this._hasReachedQuota && _this._db) {
  79697. // Open a transaction to the database
  79698. var transaction = _this._db.transaction([targetStore], "readwrite");
  79699. // the transaction could abort because of a QuotaExceededError error
  79700. transaction.onabort = function (event) {
  79701. try {
  79702. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79703. var error = event.srcElement['error'];
  79704. if (error && error.name === "QuotaExceededError") {
  79705. _this._hasReachedQuota = true;
  79706. }
  79707. }
  79708. catch (ex) { }
  79709. callback(fileData);
  79710. };
  79711. transaction.oncomplete = function (event) {
  79712. callback(fileData);
  79713. };
  79714. var newFile;
  79715. if (targetStore === "scenes") {
  79716. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  79717. }
  79718. else {
  79719. newFile = { textureUrl: url, data: fileData };
  79720. }
  79721. try {
  79722. // Put the scene into the database
  79723. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79724. addRequest.onsuccess = function (event) {
  79725. };
  79726. addRequest.onerror = function (event) {
  79727. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79728. };
  79729. }
  79730. catch (ex) {
  79731. callback(fileData);
  79732. }
  79733. }
  79734. else {
  79735. callback(fileData);
  79736. }
  79737. }
  79738. else {
  79739. if (xhr.status >= 400 && errorCallback) {
  79740. errorCallback(xhr);
  79741. }
  79742. else {
  79743. callback();
  79744. }
  79745. }
  79746. }, false);
  79747. xhr.addEventListener("error", function (event) {
  79748. BABYLON.Tools.Error("error on XHR request.");
  79749. callback();
  79750. }, false);
  79751. xhr.send();
  79752. }
  79753. else {
  79754. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  79755. callback();
  79756. }
  79757. };
  79758. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  79759. Database.IsUASupportingBlobStorage = true;
  79760. /**
  79761. * Gets a boolean indicating if Database storate is enabled (off by default)
  79762. */
  79763. Database.IDBStorageEnabled = false;
  79764. Database._ParseURL = function (url) {
  79765. var a = document.createElement('a');
  79766. a.href = url;
  79767. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  79768. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  79769. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  79770. return absLocation;
  79771. };
  79772. Database._ReturnFullUrlLocation = function (url) {
  79773. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  79774. return (Database._ParseURL(window.location.href) + url);
  79775. }
  79776. else {
  79777. return url;
  79778. }
  79779. };
  79780. return Database;
  79781. }());
  79782. BABYLON.Database = Database;
  79783. })(BABYLON || (BABYLON = {}));
  79784. //# sourceMappingURL=babylon.database.js.map
  79785. var BABYLON;
  79786. (function (BABYLON) {
  79787. /**
  79788. * This represents all the required information to add a fresnel effect on a material:
  79789. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  79790. */
  79791. var FresnelParameters = /** @class */ (function () {
  79792. function FresnelParameters() {
  79793. this._isEnabled = true;
  79794. /**
  79795. * Define the color used on edges (grazing angle)
  79796. */
  79797. this.leftColor = BABYLON.Color3.White();
  79798. /**
  79799. * Define the color used on center
  79800. */
  79801. this.rightColor = BABYLON.Color3.Black();
  79802. /**
  79803. * Define bias applied to computed fresnel term
  79804. */
  79805. this.bias = 0;
  79806. /**
  79807. * Defined the power exponent applied to fresnel term
  79808. */
  79809. this.power = 1;
  79810. }
  79811. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  79812. /**
  79813. * Define if the fresnel effect is enable or not.
  79814. */
  79815. get: function () {
  79816. return this._isEnabled;
  79817. },
  79818. set: function (value) {
  79819. if (this._isEnabled === value) {
  79820. return;
  79821. }
  79822. this._isEnabled = value;
  79823. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  79824. },
  79825. enumerable: true,
  79826. configurable: true
  79827. });
  79828. /**
  79829. * Clones the current fresnel and its valuues
  79830. * @returns a clone fresnel configuration
  79831. */
  79832. FresnelParameters.prototype.clone = function () {
  79833. var newFresnelParameters = new FresnelParameters();
  79834. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  79835. return newFresnelParameters;
  79836. };
  79837. /**
  79838. * Serializes the current fresnel parameters to a JSON representation.
  79839. * @return the JSON serialization
  79840. */
  79841. FresnelParameters.prototype.serialize = function () {
  79842. var serializationObject = {};
  79843. serializationObject.isEnabled = this.isEnabled;
  79844. serializationObject.leftColor = this.leftColor.asArray();
  79845. serializationObject.rightColor = this.rightColor.asArray();
  79846. serializationObject.bias = this.bias;
  79847. serializationObject.power = this.power;
  79848. return serializationObject;
  79849. };
  79850. /**
  79851. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  79852. * @param parsedFresnelParameters Define the JSON representation
  79853. * @returns the parsed parameters
  79854. */
  79855. FresnelParameters.Parse = function (parsedFresnelParameters) {
  79856. var fresnelParameters = new FresnelParameters();
  79857. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  79858. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  79859. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  79860. fresnelParameters.bias = parsedFresnelParameters.bias;
  79861. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  79862. return fresnelParameters;
  79863. };
  79864. return FresnelParameters;
  79865. }());
  79866. BABYLON.FresnelParameters = FresnelParameters;
  79867. })(BABYLON || (BABYLON = {}));
  79868. //# sourceMappingURL=babylon.fresnelParameters.js.map
  79869. var BABYLON;
  79870. (function (BABYLON) {
  79871. /**
  79872. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79873. * separate meshes. This can be use to improve performances.
  79874. * @see http://doc.babylonjs.com/how_to/multi_materials
  79875. */
  79876. var MultiMaterial = /** @class */ (function (_super) {
  79877. __extends(MultiMaterial, _super);
  79878. /**
  79879. * Instantiates a new Multi Material
  79880. * A multi-material is used to apply different materials to different parts of the same object without the need of
  79881. * separate meshes. This can be use to improve performances.
  79882. * @see http://doc.babylonjs.com/how_to/multi_materials
  79883. * @param name Define the name in the scene
  79884. * @param scene Define the scene the material belongs to
  79885. */
  79886. function MultiMaterial(name, scene) {
  79887. var _this = _super.call(this, name, scene, true) || this;
  79888. scene.multiMaterials.push(_this);
  79889. _this.subMaterials = new Array();
  79890. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  79891. return _this;
  79892. }
  79893. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  79894. /**
  79895. * Gets or Sets the list of Materials used within the multi material.
  79896. * They need to be ordered according to the submeshes order in the associated mesh
  79897. */
  79898. get: function () {
  79899. return this._subMaterials;
  79900. },
  79901. set: function (value) {
  79902. this._subMaterials = value;
  79903. this._hookArray(value);
  79904. },
  79905. enumerable: true,
  79906. configurable: true
  79907. });
  79908. MultiMaterial.prototype._hookArray = function (array) {
  79909. var _this = this;
  79910. var oldPush = array.push;
  79911. array.push = function () {
  79912. var items = [];
  79913. for (var _i = 0; _i < arguments.length; _i++) {
  79914. items[_i] = arguments[_i];
  79915. }
  79916. var result = oldPush.apply(array, items);
  79917. _this._markAllSubMeshesAsTexturesDirty();
  79918. return result;
  79919. };
  79920. var oldSplice = array.splice;
  79921. array.splice = function (index, deleteCount) {
  79922. var deleted = oldSplice.apply(array, [index, deleteCount]);
  79923. _this._markAllSubMeshesAsTexturesDirty();
  79924. return deleted;
  79925. };
  79926. };
  79927. /**
  79928. * Get one of the submaterial by its index in the submaterials array
  79929. * @param index The index to look the sub material at
  79930. * @returns The Material if the index has been defined
  79931. */
  79932. MultiMaterial.prototype.getSubMaterial = function (index) {
  79933. if (index < 0 || index >= this.subMaterials.length) {
  79934. return this.getScene().defaultMaterial;
  79935. }
  79936. return this.subMaterials[index];
  79937. };
  79938. /**
  79939. * Get the list of active textures for the whole sub materials list.
  79940. * @returns All the textures that will be used during the rendering
  79941. */
  79942. MultiMaterial.prototype.getActiveTextures = function () {
  79943. var _a;
  79944. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  79945. if (subMaterial) {
  79946. return subMaterial.getActiveTextures();
  79947. }
  79948. else {
  79949. return [];
  79950. }
  79951. }));
  79952. };
  79953. /**
  79954. * Gets the current class name of the material e.g. "MultiMaterial"
  79955. * Mainly use in serialization.
  79956. * @returns the class name
  79957. */
  79958. MultiMaterial.prototype.getClassName = function () {
  79959. return "MultiMaterial";
  79960. };
  79961. /**
  79962. * Checks if the material is ready to render the requested sub mesh
  79963. * @param mesh Define the mesh the submesh belongs to
  79964. * @param subMesh Define the sub mesh to look readyness for
  79965. * @param useInstances Define whether or not the material is used with instances
  79966. * @returns true if ready, otherwise false
  79967. */
  79968. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  79969. for (var index = 0; index < this.subMaterials.length; index++) {
  79970. var subMaterial = this.subMaterials[index];
  79971. if (subMaterial) {
  79972. if (subMaterial._storeEffectOnSubMeshes) {
  79973. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  79974. return false;
  79975. }
  79976. continue;
  79977. }
  79978. if (!subMaterial.isReady(mesh)) {
  79979. return false;
  79980. }
  79981. }
  79982. }
  79983. return true;
  79984. };
  79985. /**
  79986. * Clones the current material and its related sub materials
  79987. * @param name Define the name of the newly cloned material
  79988. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  79989. * @returns the cloned material
  79990. */
  79991. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  79992. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  79993. for (var index = 0; index < this.subMaterials.length; index++) {
  79994. var subMaterial = null;
  79995. var current = this.subMaterials[index];
  79996. if (cloneChildren && current) {
  79997. subMaterial = current.clone(name + "-" + current.name);
  79998. }
  79999. else {
  80000. subMaterial = this.subMaterials[index];
  80001. }
  80002. newMultiMaterial.subMaterials.push(subMaterial);
  80003. }
  80004. return newMultiMaterial;
  80005. };
  80006. /**
  80007. * Serializes the materials into a JSON representation.
  80008. * @returns the JSON representation
  80009. */
  80010. MultiMaterial.prototype.serialize = function () {
  80011. var serializationObject = {};
  80012. serializationObject.name = this.name;
  80013. serializationObject.id = this.id;
  80014. if (BABYLON.Tags) {
  80015. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80016. }
  80017. serializationObject.materials = [];
  80018. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80019. var subMat = this.subMaterials[matIndex];
  80020. if (subMat) {
  80021. serializationObject.materials.push(subMat.id);
  80022. }
  80023. else {
  80024. serializationObject.materials.push(null);
  80025. }
  80026. }
  80027. return serializationObject;
  80028. };
  80029. /**
  80030. * Dispose the material and release its associated resources
  80031. * @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)
  80032. * @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)
  80033. */
  80034. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80035. var scene = this.getScene();
  80036. if (!scene) {
  80037. return;
  80038. }
  80039. var index = scene.multiMaterials.indexOf(this);
  80040. if (index >= 0) {
  80041. scene.multiMaterials.splice(index, 1);
  80042. }
  80043. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80044. };
  80045. return MultiMaterial;
  80046. }(BABYLON.Material));
  80047. BABYLON.MultiMaterial = MultiMaterial;
  80048. })(BABYLON || (BABYLON = {}));
  80049. //# sourceMappingURL=babylon.multiMaterial.js.map
  80050. var BABYLON;
  80051. (function (BABYLON) {
  80052. /**
  80053. * Manage the touch inputs to control the movement of a free camera.
  80054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80055. */
  80056. var FreeCameraTouchInput = /** @class */ (function () {
  80057. function FreeCameraTouchInput() {
  80058. /**
  80059. * Defines the touch sensibility for rotation.
  80060. * The higher the faster.
  80061. */
  80062. this.touchAngularSensibility = 200000.0;
  80063. /**
  80064. * Defines the touch sensibility for move.
  80065. * The higher the faster.
  80066. */
  80067. this.touchMoveSensibility = 250.0;
  80068. this._offsetX = null;
  80069. this._offsetY = null;
  80070. this._pointerPressed = new Array();
  80071. }
  80072. /**
  80073. * Attach the input controls to a specific dom element to get the input from.
  80074. * @param element Defines the element the controls should be listened from
  80075. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80076. */
  80077. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80078. var _this = this;
  80079. var previousPosition = null;
  80080. if (this._pointerInput === undefined) {
  80081. this._onLostFocus = function (evt) {
  80082. _this._offsetX = null;
  80083. _this._offsetY = null;
  80084. };
  80085. this._pointerInput = function (p, s) {
  80086. var evt = p.event;
  80087. if (evt.pointerType === "mouse") {
  80088. return;
  80089. }
  80090. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80091. if (!noPreventDefault) {
  80092. evt.preventDefault();
  80093. }
  80094. _this._pointerPressed.push(evt.pointerId);
  80095. if (_this._pointerPressed.length !== 1) {
  80096. return;
  80097. }
  80098. previousPosition = {
  80099. x: evt.clientX,
  80100. y: evt.clientY
  80101. };
  80102. }
  80103. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80104. if (!noPreventDefault) {
  80105. evt.preventDefault();
  80106. }
  80107. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80108. if (index === -1) {
  80109. return;
  80110. }
  80111. _this._pointerPressed.splice(index, 1);
  80112. if (index != 0) {
  80113. return;
  80114. }
  80115. previousPosition = null;
  80116. _this._offsetX = null;
  80117. _this._offsetY = null;
  80118. }
  80119. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80120. if (!noPreventDefault) {
  80121. evt.preventDefault();
  80122. }
  80123. if (!previousPosition) {
  80124. return;
  80125. }
  80126. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80127. if (index != 0) {
  80128. return;
  80129. }
  80130. _this._offsetX = evt.clientX - previousPosition.x;
  80131. _this._offsetY = -(evt.clientY - previousPosition.y);
  80132. }
  80133. };
  80134. }
  80135. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80136. if (this._onLostFocus) {
  80137. element.addEventListener("blur", this._onLostFocus);
  80138. }
  80139. };
  80140. /**
  80141. * Detach the current controls from the specified dom element.
  80142. * @param element Defines the element to stop listening the inputs from
  80143. */
  80144. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80145. if (this._pointerInput && element) {
  80146. if (this._observer) {
  80147. this.camera.getScene().onPointerObservable.remove(this._observer);
  80148. this._observer = null;
  80149. }
  80150. if (this._onLostFocus) {
  80151. element.removeEventListener("blur", this._onLostFocus);
  80152. this._onLostFocus = null;
  80153. }
  80154. this._pointerPressed = [];
  80155. this._offsetX = null;
  80156. this._offsetY = null;
  80157. }
  80158. };
  80159. /**
  80160. * Update the current camera state depending on the inputs that have been used this frame.
  80161. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80162. */
  80163. FreeCameraTouchInput.prototype.checkInputs = function () {
  80164. if (this._offsetX && this._offsetY) {
  80165. var camera = this.camera;
  80166. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80167. if (this._pointerPressed.length > 1) {
  80168. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80169. }
  80170. else {
  80171. var speed = camera._computeLocalCameraSpeed();
  80172. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80173. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80174. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80175. }
  80176. }
  80177. };
  80178. /**
  80179. * Gets the class name of the current intput.
  80180. * @returns the class name
  80181. */
  80182. FreeCameraTouchInput.prototype.getClassName = function () {
  80183. return "FreeCameraTouchInput";
  80184. };
  80185. /**
  80186. * Get the friendly name associated with the input class.
  80187. * @returns the input friendly name
  80188. */
  80189. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80190. return "touch";
  80191. };
  80192. __decorate([
  80193. BABYLON.serialize()
  80194. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80195. __decorate([
  80196. BABYLON.serialize()
  80197. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80198. return FreeCameraTouchInput;
  80199. }());
  80200. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80201. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80202. })(BABYLON || (BABYLON = {}));
  80203. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80204. var BABYLON;
  80205. (function (BABYLON) {
  80206. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80207. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80208. });
  80209. /**
  80210. * This represents a FPS type of camera controlled by touch.
  80211. * This is like a universal camera minus the Gamepad controls.
  80212. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80213. */
  80214. var TouchCamera = /** @class */ (function (_super) {
  80215. __extends(TouchCamera, _super);
  80216. /**
  80217. * Instantiates a new touch camera.
  80218. * This represents a FPS type of camera controlled by touch.
  80219. * This is like a universal camera minus the Gamepad controls.
  80220. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80221. * @param name Define the name of the camera in the scene
  80222. * @param position Define the start position of the camera in the scene
  80223. * @param scene Define the scene the camera belongs to
  80224. */
  80225. function TouchCamera(name, position, scene) {
  80226. var _this = _super.call(this, name, position, scene) || this;
  80227. _this.inputs.addTouch();
  80228. _this._setupInputs();
  80229. return _this;
  80230. }
  80231. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80232. /**
  80233. * Defines the touch sensibility for rotation.
  80234. * The higher the faster.
  80235. */
  80236. get: function () {
  80237. var touch = this.inputs.attached["touch"];
  80238. if (touch) {
  80239. return touch.touchAngularSensibility;
  80240. }
  80241. return 0;
  80242. },
  80243. set: function (value) {
  80244. var touch = this.inputs.attached["touch"];
  80245. if (touch) {
  80246. touch.touchAngularSensibility = value;
  80247. }
  80248. },
  80249. enumerable: true,
  80250. configurable: true
  80251. });
  80252. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80253. /**
  80254. * Defines the touch sensibility for move.
  80255. * The higher the faster.
  80256. */
  80257. get: function () {
  80258. var touch = this.inputs.attached["touch"];
  80259. if (touch) {
  80260. return touch.touchMoveSensibility;
  80261. }
  80262. return 0;
  80263. },
  80264. set: function (value) {
  80265. var touch = this.inputs.attached["touch"];
  80266. if (touch) {
  80267. touch.touchMoveSensibility = value;
  80268. }
  80269. },
  80270. enumerable: true,
  80271. configurable: true
  80272. });
  80273. /**
  80274. * Gets the current object class name.
  80275. * @return the class name
  80276. */
  80277. TouchCamera.prototype.getClassName = function () {
  80278. return "TouchCamera";
  80279. };
  80280. /** @hidden */
  80281. TouchCamera.prototype._setupInputs = function () {
  80282. var mouse = this.inputs.attached["mouse"];
  80283. if (mouse) {
  80284. mouse.touchEnabled = false;
  80285. }
  80286. };
  80287. return TouchCamera;
  80288. }(BABYLON.FreeCamera));
  80289. BABYLON.TouchCamera = TouchCamera;
  80290. })(BABYLON || (BABYLON = {}));
  80291. //# sourceMappingURL=babylon.touchCamera.js.map
  80292. var BABYLON;
  80293. (function (BABYLON) {
  80294. /**
  80295. * 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.
  80296. * This is the base class of any Procedural texture and contains most of the shareable code.
  80297. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80298. */
  80299. var ProceduralTexture = /** @class */ (function (_super) {
  80300. __extends(ProceduralTexture, _super);
  80301. /**
  80302. * Instantiates a new procedural texture.
  80303. * 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.
  80304. * This is the base class of any Procedural texture and contains most of the shareable code.
  80305. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80306. * @param name Define the name of the texture
  80307. * @param size Define the size of the texture to create
  80308. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80309. * @param scene Define the scene the texture belongs to
  80310. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80311. * @param generateMipMaps Define if the texture should creates mip maps or not
  80312. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80313. */
  80314. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80315. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80316. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80317. if (isCube === void 0) { isCube = false; }
  80318. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80319. _this.isCube = isCube;
  80320. /**
  80321. * Define if the texture is enabled or not (disabled texture will not render)
  80322. */
  80323. _this.isEnabled = true;
  80324. /**
  80325. * Define if the texture must be cleared before rendering (default is true)
  80326. */
  80327. _this.autoClear = true;
  80328. /**
  80329. * Event raised when the texture is generated
  80330. */
  80331. _this.onGeneratedObservable = new BABYLON.Observable();
  80332. /** @hidden */
  80333. _this._textures = {};
  80334. _this._currentRefreshId = -1;
  80335. _this._refreshRate = 1;
  80336. _this._vertexBuffers = {};
  80337. _this._uniforms = new Array();
  80338. _this._samplers = new Array();
  80339. _this._floats = {};
  80340. _this._ints = {};
  80341. _this._floatsArrays = {};
  80342. _this._colors3 = {};
  80343. _this._colors4 = {};
  80344. _this._vectors2 = {};
  80345. _this._vectors3 = {};
  80346. _this._matrices = {};
  80347. _this._fallbackTextureUsed = false;
  80348. _this._cachedDefines = "";
  80349. _this._contentUpdateId = -1;
  80350. scene = _this.getScene();
  80351. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80352. if (!component) {
  80353. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80354. scene._addComponent(component);
  80355. }
  80356. scene.proceduralTextures.push(_this);
  80357. _this._engine = scene.getEngine();
  80358. _this.name = name;
  80359. _this.isRenderTarget = true;
  80360. _this._size = size;
  80361. _this._generateMipMaps = generateMipMaps;
  80362. _this.setFragment(fragment);
  80363. _this._fallbackTexture = fallbackTexture;
  80364. if (isCube) {
  80365. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80366. _this.setFloat("face", 0);
  80367. }
  80368. else {
  80369. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80370. }
  80371. // VBO
  80372. var vertices = [];
  80373. vertices.push(1, 1);
  80374. vertices.push(-1, 1);
  80375. vertices.push(-1, -1);
  80376. vertices.push(1, -1);
  80377. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80378. _this._createIndexBuffer();
  80379. return _this;
  80380. }
  80381. /**
  80382. * The effect that is created when initializing the post process.
  80383. * @returns The created effect corrisponding the the postprocess.
  80384. */
  80385. ProceduralTexture.prototype.getEffect = function () {
  80386. return this._effect;
  80387. };
  80388. /**
  80389. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80390. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80391. */
  80392. ProceduralTexture.prototype.getContent = function () {
  80393. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80394. return this._contentData;
  80395. }
  80396. this._contentData = this.readPixels(0, 0, this._contentData);
  80397. this._contentUpdateId = this._currentRefreshId;
  80398. return this._contentData;
  80399. };
  80400. ProceduralTexture.prototype._createIndexBuffer = function () {
  80401. var engine = this._engine;
  80402. // Indices
  80403. var indices = [];
  80404. indices.push(0);
  80405. indices.push(1);
  80406. indices.push(2);
  80407. indices.push(0);
  80408. indices.push(2);
  80409. indices.push(3);
  80410. this._indexBuffer = engine.createIndexBuffer(indices);
  80411. };
  80412. /** @hidden */
  80413. ProceduralTexture.prototype._rebuild = function () {
  80414. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80415. if (vb) {
  80416. vb._rebuild();
  80417. }
  80418. this._createIndexBuffer();
  80419. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80420. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80421. }
  80422. };
  80423. /**
  80424. * Resets the texture in order to recreate its associated resources.
  80425. * This can be called in case of context loss
  80426. */
  80427. ProceduralTexture.prototype.reset = function () {
  80428. if (this._effect === undefined) {
  80429. return;
  80430. }
  80431. var engine = this._engine;
  80432. engine._releaseEffect(this._effect);
  80433. };
  80434. ProceduralTexture.prototype._getDefines = function () {
  80435. return "";
  80436. };
  80437. /**
  80438. * Is the texture ready to be used ? (rendered at least once)
  80439. * @returns true if ready, otherwise, false.
  80440. */
  80441. ProceduralTexture.prototype.isReady = function () {
  80442. var _this = this;
  80443. var engine = this._engine;
  80444. var shaders;
  80445. if (!this._fragment) {
  80446. return false;
  80447. }
  80448. if (this._fallbackTextureUsed) {
  80449. return true;
  80450. }
  80451. var defines = this._getDefines();
  80452. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80453. return true;
  80454. }
  80455. if (this._fragment.fragmentElement !== undefined) {
  80456. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80457. }
  80458. else {
  80459. shaders = { vertex: "procedural", fragment: this._fragment };
  80460. }
  80461. this._cachedDefines = defines;
  80462. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80463. _this.releaseInternalTexture();
  80464. if (_this._fallbackTexture) {
  80465. _this._texture = _this._fallbackTexture._texture;
  80466. if (_this._texture) {
  80467. _this._texture.incrementReferences();
  80468. }
  80469. }
  80470. _this._fallbackTextureUsed = true;
  80471. });
  80472. return this._effect.isReady();
  80473. };
  80474. /**
  80475. * Resets the refresh counter of the texture and start bak from scratch.
  80476. * Could be usefull to regenerate the texture if it is setup to render only once.
  80477. */
  80478. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80479. this._currentRefreshId = -1;
  80480. };
  80481. /**
  80482. * Set the fragment shader to use in order to render the texture.
  80483. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80484. */
  80485. ProceduralTexture.prototype.setFragment = function (fragment) {
  80486. this._fragment = fragment;
  80487. };
  80488. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80489. /**
  80490. * Define the refresh rate of the texture or the rendering frequency.
  80491. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80492. */
  80493. get: function () {
  80494. return this._refreshRate;
  80495. },
  80496. set: function (value) {
  80497. this._refreshRate = value;
  80498. this.resetRefreshCounter();
  80499. },
  80500. enumerable: true,
  80501. configurable: true
  80502. });
  80503. /** @hidden */
  80504. ProceduralTexture.prototype._shouldRender = function () {
  80505. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80506. if (this._texture) {
  80507. this._texture.isReady = false;
  80508. }
  80509. return false;
  80510. }
  80511. if (this._fallbackTextureUsed) {
  80512. return false;
  80513. }
  80514. if (this._currentRefreshId === -1) { // At least render once
  80515. this._currentRefreshId = 1;
  80516. return true;
  80517. }
  80518. if (this.refreshRate === this._currentRefreshId) {
  80519. this._currentRefreshId = 1;
  80520. return true;
  80521. }
  80522. this._currentRefreshId++;
  80523. return false;
  80524. };
  80525. /**
  80526. * Get the size the texture is rendering at.
  80527. * @returns the size (texture is always squared)
  80528. */
  80529. ProceduralTexture.prototype.getRenderSize = function () {
  80530. return this._size;
  80531. };
  80532. /**
  80533. * Resize the texture to new value.
  80534. * @param size Define the new size the texture should have
  80535. * @param generateMipMaps Define whether the new texture should create mip maps
  80536. */
  80537. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80538. if (this._fallbackTextureUsed) {
  80539. return;
  80540. }
  80541. this.releaseInternalTexture();
  80542. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80543. // Update properties
  80544. this._size = size;
  80545. this._generateMipMaps = generateMipMaps;
  80546. };
  80547. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80548. if (this._uniforms.indexOf(uniformName) === -1) {
  80549. this._uniforms.push(uniformName);
  80550. }
  80551. };
  80552. /**
  80553. * Set a texture in the shader program used to render.
  80554. * @param name Define the name of the uniform samplers as defined in the shader
  80555. * @param texture Define the texture to bind to this sampler
  80556. * @return the texture itself allowing "fluent" like uniform updates
  80557. */
  80558. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80559. if (this._samplers.indexOf(name) === -1) {
  80560. this._samplers.push(name);
  80561. }
  80562. this._textures[name] = texture;
  80563. return this;
  80564. };
  80565. /**
  80566. * Set a float in the shader.
  80567. * @param name Define the name of the uniform as defined in the shader
  80568. * @param value Define the value to give to the uniform
  80569. * @return the texture itself allowing "fluent" like uniform updates
  80570. */
  80571. ProceduralTexture.prototype.setFloat = function (name, value) {
  80572. this._checkUniform(name);
  80573. this._floats[name] = value;
  80574. return this;
  80575. };
  80576. /**
  80577. * Set a int in the shader.
  80578. * @param name Define the name of the uniform as defined in the shader
  80579. * @param value Define the value to give to the uniform
  80580. * @return the texture itself allowing "fluent" like uniform updates
  80581. */
  80582. ProceduralTexture.prototype.setInt = function (name, value) {
  80583. this._checkUniform(name);
  80584. this._ints[name] = value;
  80585. return this;
  80586. };
  80587. /**
  80588. * Set an array of floats in the shader.
  80589. * @param name Define the name of the uniform as defined in the shader
  80590. * @param value Define the value to give to the uniform
  80591. * @return the texture itself allowing "fluent" like uniform updates
  80592. */
  80593. ProceduralTexture.prototype.setFloats = function (name, value) {
  80594. this._checkUniform(name);
  80595. this._floatsArrays[name] = value;
  80596. return this;
  80597. };
  80598. /**
  80599. * Set a vec3 in the shader from a Color3.
  80600. * @param name Define the name of the uniform as defined in the shader
  80601. * @param value Define the value to give to the uniform
  80602. * @return the texture itself allowing "fluent" like uniform updates
  80603. */
  80604. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80605. this._checkUniform(name);
  80606. this._colors3[name] = value;
  80607. return this;
  80608. };
  80609. /**
  80610. * Set a vec4 in the shader from a Color4.
  80611. * @param name Define the name of the uniform as defined in the shader
  80612. * @param value Define the value to give to the uniform
  80613. * @return the texture itself allowing "fluent" like uniform updates
  80614. */
  80615. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80616. this._checkUniform(name);
  80617. this._colors4[name] = value;
  80618. return this;
  80619. };
  80620. /**
  80621. * Set a vec2 in the shader from a Vector2.
  80622. * @param name Define the name of the uniform as defined in the shader
  80623. * @param value Define the value to give to the uniform
  80624. * @return the texture itself allowing "fluent" like uniform updates
  80625. */
  80626. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80627. this._checkUniform(name);
  80628. this._vectors2[name] = value;
  80629. return this;
  80630. };
  80631. /**
  80632. * Set a vec3 in the shader from a Vector3.
  80633. * @param name Define the name of the uniform as defined in the shader
  80634. * @param value Define the value to give to the uniform
  80635. * @return the texture itself allowing "fluent" like uniform updates
  80636. */
  80637. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80638. this._checkUniform(name);
  80639. this._vectors3[name] = value;
  80640. return this;
  80641. };
  80642. /**
  80643. * Set a mat4 in the shader from a MAtrix.
  80644. * @param name Define the name of the uniform as defined in the shader
  80645. * @param value Define the value to give to the uniform
  80646. * @return the texture itself allowing "fluent" like uniform updates
  80647. */
  80648. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80649. this._checkUniform(name);
  80650. this._matrices[name] = value;
  80651. return this;
  80652. };
  80653. /**
  80654. * Render the texture to its associated render target.
  80655. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80656. */
  80657. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80658. var scene = this.getScene();
  80659. if (!scene) {
  80660. return;
  80661. }
  80662. var engine = this._engine;
  80663. // Render
  80664. engine.enableEffect(this._effect);
  80665. engine.setState(false);
  80666. // Texture
  80667. for (var name in this._textures) {
  80668. this._effect.setTexture(name, this._textures[name]);
  80669. }
  80670. // Float
  80671. for (name in this._ints) {
  80672. this._effect.setInt(name, this._ints[name]);
  80673. }
  80674. // Float
  80675. for (name in this._floats) {
  80676. this._effect.setFloat(name, this._floats[name]);
  80677. }
  80678. // Floats
  80679. for (name in this._floatsArrays) {
  80680. this._effect.setArray(name, this._floatsArrays[name]);
  80681. }
  80682. // Color3
  80683. for (name in this._colors3) {
  80684. this._effect.setColor3(name, this._colors3[name]);
  80685. }
  80686. // Color4
  80687. for (name in this._colors4) {
  80688. var color = this._colors4[name];
  80689. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80690. }
  80691. // Vector2
  80692. for (name in this._vectors2) {
  80693. this._effect.setVector2(name, this._vectors2[name]);
  80694. }
  80695. // Vector3
  80696. for (name in this._vectors3) {
  80697. this._effect.setVector3(name, this._vectors3[name]);
  80698. }
  80699. // Matrix
  80700. for (name in this._matrices) {
  80701. this._effect.setMatrix(name, this._matrices[name]);
  80702. }
  80703. if (!this._texture) {
  80704. return;
  80705. }
  80706. if (this.isCube) {
  80707. for (var face = 0; face < 6; face++) {
  80708. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80709. // VBOs
  80710. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80711. this._effect.setFloat("face", face);
  80712. // Clear
  80713. if (this.autoClear) {
  80714. engine.clear(scene.clearColor, true, false, false);
  80715. }
  80716. // Draw order
  80717. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80718. // Mipmaps
  80719. if (face === 5) {
  80720. engine.generateMipMapsForCubemap(this._texture);
  80721. }
  80722. }
  80723. }
  80724. else {
  80725. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80726. // VBOs
  80727. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80728. // Clear
  80729. if (this.autoClear) {
  80730. engine.clear(scene.clearColor, true, false, false);
  80731. }
  80732. // Draw order
  80733. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80734. }
  80735. // Unbind
  80736. engine.unBindFramebuffer(this._texture, this.isCube);
  80737. if (this.onGenerated) {
  80738. this.onGenerated();
  80739. }
  80740. this.onGeneratedObservable.notifyObservers(this);
  80741. };
  80742. /**
  80743. * Clone the texture.
  80744. * @returns the cloned texture
  80745. */
  80746. ProceduralTexture.prototype.clone = function () {
  80747. var textureSize = this.getSize();
  80748. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  80749. // Base texture
  80750. newTexture.hasAlpha = this.hasAlpha;
  80751. newTexture.level = this.level;
  80752. // RenderTarget Texture
  80753. newTexture.coordinatesMode = this.coordinatesMode;
  80754. return newTexture;
  80755. };
  80756. /**
  80757. * Dispose the texture and release its asoociated resources.
  80758. */
  80759. ProceduralTexture.prototype.dispose = function () {
  80760. var scene = this.getScene();
  80761. if (!scene) {
  80762. return;
  80763. }
  80764. var index = scene.proceduralTextures.indexOf(this);
  80765. if (index >= 0) {
  80766. scene.proceduralTextures.splice(index, 1);
  80767. }
  80768. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80769. if (vertexBuffer) {
  80770. vertexBuffer.dispose();
  80771. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  80772. }
  80773. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  80774. this._indexBuffer = null;
  80775. }
  80776. _super.prototype.dispose.call(this);
  80777. };
  80778. __decorate([
  80779. BABYLON.serialize()
  80780. ], ProceduralTexture.prototype, "isEnabled", void 0);
  80781. __decorate([
  80782. BABYLON.serialize()
  80783. ], ProceduralTexture.prototype, "autoClear", void 0);
  80784. __decorate([
  80785. BABYLON.serialize()
  80786. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  80787. __decorate([
  80788. BABYLON.serialize()
  80789. ], ProceduralTexture.prototype, "_size", void 0);
  80790. __decorate([
  80791. BABYLON.serialize()
  80792. ], ProceduralTexture.prototype, "refreshRate", null);
  80793. return ProceduralTexture;
  80794. }(BABYLON.Texture));
  80795. BABYLON.ProceduralTexture = ProceduralTexture;
  80796. })(BABYLON || (BABYLON = {}));
  80797. //# sourceMappingURL=babylon.proceduralTexture.js.map
  80798. var BABYLON;
  80799. (function (BABYLON) {
  80800. /**
  80801. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80802. * in a given scene.
  80803. */
  80804. var ProceduralTextureSceneComponent = /** @class */ (function () {
  80805. /**
  80806. * Creates a new instance of the component for the given scene
  80807. * @param scene Defines the scene to register the component in
  80808. */
  80809. function ProceduralTextureSceneComponent(scene) {
  80810. /**
  80811. * The component name helpfull to identify the component in the list of scene components.
  80812. */
  80813. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  80814. this.scene = scene;
  80815. this.scene.proceduralTextures = new Array();
  80816. scene.layers = new Array();
  80817. }
  80818. /**
  80819. * Registers the component in a given scene
  80820. */
  80821. ProceduralTextureSceneComponent.prototype.register = function () {
  80822. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  80823. };
  80824. /**
  80825. * Rebuilds the elements related to this component in case of
  80826. * context lost for instance.
  80827. */
  80828. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  80829. // Nothing to do here.
  80830. };
  80831. /**
  80832. * Disposes the component and the associated ressources.
  80833. */
  80834. ProceduralTextureSceneComponent.prototype.dispose = function () {
  80835. // Nothing to do here.
  80836. };
  80837. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  80838. if (this.scene.proceduralTexturesEnabled) {
  80839. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80840. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  80841. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  80842. if (proceduralTexture._shouldRender()) {
  80843. proceduralTexture.render();
  80844. }
  80845. }
  80846. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80847. }
  80848. };
  80849. return ProceduralTextureSceneComponent;
  80850. }());
  80851. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  80852. })(BABYLON || (BABYLON = {}));
  80853. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  80854. var BABYLON;
  80855. (function (BABYLON) {
  80856. /**
  80857. * 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.
  80858. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80859. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80860. */
  80861. var CustomProceduralTexture = /** @class */ (function (_super) {
  80862. __extends(CustomProceduralTexture, _super);
  80863. /**
  80864. * Instantiates a new Custom Procedural Texture.
  80865. * 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.
  80866. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80867. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80868. * @param name Define the name of the texture
  80869. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  80870. * @param size Define the size of the texture to create
  80871. * @param scene Define the scene the texture belongs to
  80872. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80873. * @param generateMipMaps Define if the texture should creates mip maps or not
  80874. */
  80875. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  80876. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  80877. _this._animate = true;
  80878. _this._time = 0;
  80879. _this._texturePath = texturePath;
  80880. //Try to load json
  80881. _this._loadJson(texturePath);
  80882. _this.refreshRate = 1;
  80883. return _this;
  80884. }
  80885. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  80886. var _this = this;
  80887. var noConfigFile = function () {
  80888. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  80889. try {
  80890. _this.setFragment(_this._texturePath);
  80891. }
  80892. catch (ex) {
  80893. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  80894. }
  80895. };
  80896. var configFileUrl = jsonUrl + "/config.json";
  80897. var xhr = new XMLHttpRequest();
  80898. xhr.open("GET", configFileUrl, true);
  80899. xhr.addEventListener("load", function () {
  80900. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80901. try {
  80902. _this._config = JSON.parse(xhr.response);
  80903. _this.updateShaderUniforms();
  80904. _this.updateTextures();
  80905. _this.setFragment(_this._texturePath + "/custom");
  80906. _this._animate = _this._config.animate;
  80907. _this.refreshRate = _this._config.refreshrate;
  80908. }
  80909. catch (ex) {
  80910. noConfigFile();
  80911. }
  80912. }
  80913. else {
  80914. noConfigFile();
  80915. }
  80916. }, false);
  80917. xhr.addEventListener("error", function () {
  80918. noConfigFile();
  80919. }, false);
  80920. try {
  80921. xhr.send();
  80922. }
  80923. catch (ex) {
  80924. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  80925. }
  80926. };
  80927. /**
  80928. * Is the texture ready to be used ? (rendered at least once)
  80929. * @returns true if ready, otherwise, false.
  80930. */
  80931. CustomProceduralTexture.prototype.isReady = function () {
  80932. if (!_super.prototype.isReady.call(this)) {
  80933. return false;
  80934. }
  80935. for (var name in this._textures) {
  80936. var texture = this._textures[name];
  80937. if (!texture.isReady()) {
  80938. return false;
  80939. }
  80940. }
  80941. return true;
  80942. };
  80943. /**
  80944. * Render the texture to its associated render target.
  80945. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80946. */
  80947. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80948. var scene = this.getScene();
  80949. if (this._animate && scene) {
  80950. this._time += scene.getAnimationRatio() * 0.03;
  80951. this.updateShaderUniforms();
  80952. }
  80953. _super.prototype.render.call(this, useCameraPostProcess);
  80954. };
  80955. /**
  80956. * Update the list of dependant textures samplers in the shader.
  80957. */
  80958. CustomProceduralTexture.prototype.updateTextures = function () {
  80959. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  80960. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  80961. }
  80962. };
  80963. /**
  80964. * Update the uniform values of the procedural texture in the shader.
  80965. */
  80966. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  80967. if (this._config) {
  80968. for (var j = 0; j < this._config.uniforms.length; j++) {
  80969. var uniform = this._config.uniforms[j];
  80970. switch (uniform.type) {
  80971. case "float":
  80972. this.setFloat(uniform.name, uniform.value);
  80973. break;
  80974. case "color3":
  80975. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  80976. break;
  80977. case "color4":
  80978. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  80979. break;
  80980. case "vector2":
  80981. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  80982. break;
  80983. case "vector3":
  80984. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  80985. break;
  80986. }
  80987. }
  80988. }
  80989. this.setFloat("time", this._time);
  80990. };
  80991. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  80992. /**
  80993. * Define if the texture animates or not.
  80994. */
  80995. get: function () {
  80996. return this._animate;
  80997. },
  80998. set: function (value) {
  80999. this._animate = value;
  81000. },
  81001. enumerable: true,
  81002. configurable: true
  81003. });
  81004. return CustomProceduralTexture;
  81005. }(BABYLON.ProceduralTexture));
  81006. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81007. })(BABYLON || (BABYLON = {}));
  81008. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81009. var BABYLON;
  81010. (function (BABYLON) {
  81011. /**
  81012. * Manage the gamepad inputs to control a free camera.
  81013. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81014. */
  81015. var FreeCameraGamepadInput = /** @class */ (function () {
  81016. function FreeCameraGamepadInput() {
  81017. /**
  81018. * Defines the gamepad rotation sensiblity.
  81019. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81020. */
  81021. this.gamepadAngularSensibility = 200;
  81022. /**
  81023. * Defines the gamepad move sensiblity.
  81024. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81025. */
  81026. this.gamepadMoveSensibility = 40;
  81027. this._cameraTransform = BABYLON.Matrix.Identity();
  81028. this._deltaTransform = BABYLON.Vector3.Zero();
  81029. this._vector3 = BABYLON.Vector3.Zero();
  81030. this._vector2 = BABYLON.Vector2.Zero();
  81031. }
  81032. /**
  81033. * Attach the input controls to a specific dom element to get the input from.
  81034. * @param element Defines the element the controls should be listened from
  81035. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81036. */
  81037. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81038. var _this = this;
  81039. var manager = this.camera.getScene().gamepadManager;
  81040. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81041. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81042. // prioritize XBOX gamepads.
  81043. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81044. _this.gamepad = gamepad;
  81045. }
  81046. }
  81047. });
  81048. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81049. if (_this.gamepad === gamepad) {
  81050. _this.gamepad = null;
  81051. }
  81052. });
  81053. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81054. };
  81055. /**
  81056. * Detach the current controls from the specified dom element.
  81057. * @param element Defines the element to stop listening the inputs from
  81058. */
  81059. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81060. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81061. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81062. this.gamepad = null;
  81063. };
  81064. /**
  81065. * Update the current camera state depending on the inputs that have been used this frame.
  81066. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81067. */
  81068. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81069. if (this.gamepad && this.gamepad.leftStick) {
  81070. var camera = this.camera;
  81071. var LSValues = this.gamepad.leftStick;
  81072. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81073. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81074. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81075. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81076. var RSValues = this.gamepad.rightStick;
  81077. if (RSValues) {
  81078. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81079. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81080. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81081. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81082. }
  81083. else {
  81084. RSValues = { x: 0, y: 0 };
  81085. }
  81086. if (!camera.rotationQuaternion) {
  81087. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81088. }
  81089. else {
  81090. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81091. }
  81092. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81093. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81094. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81095. camera.cameraDirection.addInPlace(this._deltaTransform);
  81096. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81097. camera.cameraRotation.addInPlace(this._vector2);
  81098. }
  81099. };
  81100. /**
  81101. * Gets the class name of the current intput.
  81102. * @returns the class name
  81103. */
  81104. FreeCameraGamepadInput.prototype.getClassName = function () {
  81105. return "FreeCameraGamepadInput";
  81106. };
  81107. /**
  81108. * Get the friendly name associated with the input class.
  81109. * @returns the input friendly name
  81110. */
  81111. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81112. return "gamepad";
  81113. };
  81114. __decorate([
  81115. BABYLON.serialize()
  81116. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81117. __decorate([
  81118. BABYLON.serialize()
  81119. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81120. return FreeCameraGamepadInput;
  81121. }());
  81122. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81123. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81124. })(BABYLON || (BABYLON = {}));
  81125. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81126. var BABYLON;
  81127. (function (BABYLON) {
  81128. /**
  81129. * Manage the gamepad inputs to control an arc rotate camera.
  81130. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81131. */
  81132. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81133. function ArcRotateCameraGamepadInput() {
  81134. /**
  81135. * Defines the gamepad rotation sensiblity.
  81136. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81137. */
  81138. this.gamepadRotationSensibility = 80;
  81139. /**
  81140. * Defines the gamepad move sensiblity.
  81141. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81142. */
  81143. this.gamepadMoveSensibility = 40;
  81144. }
  81145. /**
  81146. * Attach the input controls to a specific dom element to get the input from.
  81147. * @param element Defines the element the controls should be listened from
  81148. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81149. */
  81150. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81151. var _this = this;
  81152. var manager = this.camera.getScene().gamepadManager;
  81153. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81154. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81155. // prioritize XBOX gamepads.
  81156. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81157. _this.gamepad = gamepad;
  81158. }
  81159. }
  81160. });
  81161. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81162. if (_this.gamepad === gamepad) {
  81163. _this.gamepad = null;
  81164. }
  81165. });
  81166. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81167. };
  81168. /**
  81169. * Detach the current controls from the specified dom element.
  81170. * @param element Defines the element to stop listening the inputs from
  81171. */
  81172. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81173. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81174. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81175. this.gamepad = null;
  81176. };
  81177. /**
  81178. * Update the current camera state depending on the inputs that have been used this frame.
  81179. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81180. */
  81181. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81182. if (this.gamepad) {
  81183. var camera = this.camera;
  81184. var RSValues = this.gamepad.rightStick;
  81185. if (RSValues) {
  81186. if (RSValues.x != 0) {
  81187. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81188. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81189. camera.inertialAlphaOffset += normalizedRX;
  81190. }
  81191. }
  81192. if (RSValues.y != 0) {
  81193. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81194. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81195. camera.inertialBetaOffset += normalizedRY;
  81196. }
  81197. }
  81198. }
  81199. var LSValues = this.gamepad.leftStick;
  81200. if (LSValues && LSValues.y != 0) {
  81201. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81202. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81203. this.camera.inertialRadiusOffset -= normalizedLY;
  81204. }
  81205. }
  81206. }
  81207. };
  81208. /**
  81209. * Gets the class name of the current intput.
  81210. * @returns the class name
  81211. */
  81212. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81213. return "ArcRotateCameraGamepadInput";
  81214. };
  81215. /**
  81216. * Get the friendly name associated with the input class.
  81217. * @returns the input friendly name
  81218. */
  81219. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81220. return "gamepad";
  81221. };
  81222. __decorate([
  81223. BABYLON.serialize()
  81224. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81225. __decorate([
  81226. BABYLON.serialize()
  81227. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81228. return ArcRotateCameraGamepadInput;
  81229. }());
  81230. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81231. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81232. })(BABYLON || (BABYLON = {}));
  81233. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81234. var BABYLON;
  81235. (function (BABYLON) {
  81236. /**
  81237. * Manager for handling gamepads
  81238. */
  81239. var GamepadManager = /** @class */ (function () {
  81240. /**
  81241. * Initializes the gamepad manager
  81242. * @param _scene BabylonJS scene
  81243. */
  81244. function GamepadManager(_scene) {
  81245. var _this = this;
  81246. this._scene = _scene;
  81247. this._babylonGamepads = [];
  81248. this._oneGamepadConnected = false;
  81249. /** @hidden */
  81250. this._isMonitoring = false;
  81251. /**
  81252. * observable to be triggered when the gamepad controller has been disconnected
  81253. */
  81254. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81255. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81256. this._gamepadEventSupported = false;
  81257. }
  81258. else {
  81259. this._gamepadEventSupported = 'GamepadEvent' in window;
  81260. this._gamepadSupport = (navigator.getGamepads ||
  81261. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81262. }
  81263. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81264. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81265. for (var i in _this._babylonGamepads) {
  81266. var gamepad = _this._babylonGamepads[i];
  81267. if (gamepad && gamepad._isConnected) {
  81268. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81269. }
  81270. }
  81271. });
  81272. this._onGamepadConnectedEvent = function (evt) {
  81273. var gamepad = evt.gamepad;
  81274. if (gamepad.index in _this._babylonGamepads) {
  81275. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81276. return;
  81277. }
  81278. }
  81279. var newGamepad;
  81280. if (_this._babylonGamepads[gamepad.index]) {
  81281. newGamepad = _this._babylonGamepads[gamepad.index];
  81282. newGamepad.browserGamepad = gamepad;
  81283. newGamepad._isConnected = true;
  81284. }
  81285. else {
  81286. newGamepad = _this._addNewGamepad(gamepad);
  81287. }
  81288. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81289. _this._startMonitoringGamepads();
  81290. };
  81291. this._onGamepadDisconnectedEvent = function (evt) {
  81292. var gamepad = evt.gamepad;
  81293. // Remove the gamepad from the list of gamepads to monitor.
  81294. for (var i in _this._babylonGamepads) {
  81295. if (_this._babylonGamepads[i].index === gamepad.index) {
  81296. var disconnectedGamepad = _this._babylonGamepads[i];
  81297. disconnectedGamepad._isConnected = false;
  81298. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81299. break;
  81300. }
  81301. }
  81302. };
  81303. if (this._gamepadSupport) {
  81304. //first add already-connected gamepads
  81305. this._updateGamepadObjects();
  81306. if (this._babylonGamepads.length) {
  81307. this._startMonitoringGamepads();
  81308. }
  81309. // Checking if the gamepad connected event is supported (like in Firefox)
  81310. if (this._gamepadEventSupported) {
  81311. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81312. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81313. }
  81314. else {
  81315. this._startMonitoringGamepads();
  81316. }
  81317. }
  81318. }
  81319. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81320. /**
  81321. * The gamepads in the game pad manager
  81322. */
  81323. get: function () {
  81324. return this._babylonGamepads;
  81325. },
  81326. enumerable: true,
  81327. configurable: true
  81328. });
  81329. /**
  81330. * Get the gamepad controllers based on type
  81331. * @param type The type of gamepad controller
  81332. * @returns Nullable gamepad
  81333. */
  81334. GamepadManager.prototype.getGamepadByType = function (type) {
  81335. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81336. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81337. var gamepad = _a[_i];
  81338. if (gamepad && gamepad.type === type) {
  81339. return gamepad;
  81340. }
  81341. }
  81342. return null;
  81343. };
  81344. /**
  81345. * Disposes the gamepad manager
  81346. */
  81347. GamepadManager.prototype.dispose = function () {
  81348. if (this._gamepadEventSupported) {
  81349. if (this._onGamepadConnectedEvent) {
  81350. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81351. }
  81352. if (this._onGamepadDisconnectedEvent) {
  81353. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81354. }
  81355. this._onGamepadConnectedEvent = null;
  81356. this._onGamepadDisconnectedEvent = null;
  81357. }
  81358. this._babylonGamepads.forEach(function (gamepad) {
  81359. gamepad.dispose();
  81360. });
  81361. this.onGamepadConnectedObservable.clear();
  81362. this.onGamepadDisconnectedObservable.clear();
  81363. this._oneGamepadConnected = false;
  81364. this._stopMonitoringGamepads();
  81365. this._babylonGamepads = [];
  81366. };
  81367. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81368. if (!this._oneGamepadConnected) {
  81369. this._oneGamepadConnected = true;
  81370. }
  81371. var newGamepad;
  81372. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81373. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81374. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81375. }
  81376. // if pose is supported, use the (WebVR) pose enabled controller
  81377. else if (gamepad.pose) {
  81378. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81379. }
  81380. else {
  81381. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81382. }
  81383. this._babylonGamepads[newGamepad.index] = newGamepad;
  81384. return newGamepad;
  81385. };
  81386. GamepadManager.prototype._startMonitoringGamepads = function () {
  81387. if (!this._isMonitoring) {
  81388. this._isMonitoring = true;
  81389. //back-comp
  81390. if (!this._scene) {
  81391. this._checkGamepadsStatus();
  81392. }
  81393. }
  81394. };
  81395. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81396. this._isMonitoring = false;
  81397. };
  81398. /** @hidden */
  81399. GamepadManager.prototype._checkGamepadsStatus = function () {
  81400. var _this = this;
  81401. // Hack to be compatible Chrome
  81402. this._updateGamepadObjects();
  81403. for (var i in this._babylonGamepads) {
  81404. var gamepad = this._babylonGamepads[i];
  81405. if (!gamepad || !gamepad.isConnected) {
  81406. continue;
  81407. }
  81408. gamepad.update();
  81409. }
  81410. if (this._isMonitoring && !this._scene) {
  81411. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81412. }
  81413. };
  81414. // This function is called only on Chrome, which does not properly support
  81415. // connection/disconnection events and forces you to recopy again the gamepad object
  81416. GamepadManager.prototype._updateGamepadObjects = function () {
  81417. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81418. for (var i = 0; i < gamepads.length; i++) {
  81419. var gamepad = gamepads[i];
  81420. if (gamepad) {
  81421. if (!this._babylonGamepads[gamepad.index]) {
  81422. var newGamepad = this._addNewGamepad(gamepad);
  81423. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81424. }
  81425. else {
  81426. // Forced to copy again this object for Chrome for unknown reason
  81427. this._babylonGamepads[i].browserGamepad = gamepad;
  81428. if (!this._babylonGamepads[i].isConnected) {
  81429. this._babylonGamepads[i]._isConnected = true;
  81430. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81431. }
  81432. }
  81433. }
  81434. }
  81435. };
  81436. return GamepadManager;
  81437. }());
  81438. BABYLON.GamepadManager = GamepadManager;
  81439. })(BABYLON || (BABYLON = {}));
  81440. //# sourceMappingURL=babylon.gamepadManager.js.map
  81441. var BABYLON;
  81442. (function (BABYLON) {
  81443. /**
  81444. * Represents a gamepad control stick position
  81445. */
  81446. var StickValues = /** @class */ (function () {
  81447. /**
  81448. * Initializes the gamepad x and y control stick values
  81449. * @param x The x component of the gamepad control stick value
  81450. * @param y The y component of the gamepad control stick value
  81451. */
  81452. function StickValues(
  81453. /**
  81454. * The x component of the control stick
  81455. */
  81456. x,
  81457. /**
  81458. * The y component of the control stick
  81459. */
  81460. y) {
  81461. this.x = x;
  81462. this.y = y;
  81463. }
  81464. return StickValues;
  81465. }());
  81466. BABYLON.StickValues = StickValues;
  81467. /**
  81468. * Represents a gamepad
  81469. */
  81470. var Gamepad = /** @class */ (function () {
  81471. /**
  81472. * Initializes the gamepad
  81473. * @param id The id of the gamepad
  81474. * @param index The index of the gamepad
  81475. * @param browserGamepad The browser gamepad
  81476. * @param leftStickX The x component of the left joystick
  81477. * @param leftStickY The y component of the left joystick
  81478. * @param rightStickX The x component of the right joystick
  81479. * @param rightStickY The y component of the right joystick
  81480. */
  81481. function Gamepad(
  81482. /**
  81483. * The id of the gamepad
  81484. */
  81485. id,
  81486. /**
  81487. * The index of the gamepad
  81488. */
  81489. index,
  81490. /**
  81491. * The browser gamepad
  81492. */
  81493. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81494. if (leftStickX === void 0) { leftStickX = 0; }
  81495. if (leftStickY === void 0) { leftStickY = 1; }
  81496. if (rightStickX === void 0) { rightStickX = 2; }
  81497. if (rightStickY === void 0) { rightStickY = 3; }
  81498. this.id = id;
  81499. this.index = index;
  81500. this.browserGamepad = browserGamepad;
  81501. this._leftStick = { x: 0, y: 0 };
  81502. this._rightStick = { x: 0, y: 0 };
  81503. /** @hidden */
  81504. this._isConnected = true;
  81505. /**
  81506. * Specifies whether the left control stick should be Y-inverted
  81507. */
  81508. this._invertLeftStickY = false;
  81509. this.type = Gamepad.GAMEPAD;
  81510. this._leftStickAxisX = leftStickX;
  81511. this._leftStickAxisY = leftStickY;
  81512. this._rightStickAxisX = rightStickX;
  81513. this._rightStickAxisY = rightStickY;
  81514. if (this.browserGamepad.axes.length >= 2) {
  81515. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81516. }
  81517. if (this.browserGamepad.axes.length >= 4) {
  81518. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81519. }
  81520. }
  81521. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81522. /**
  81523. * Specifies if the gamepad has been connected
  81524. */
  81525. get: function () {
  81526. return this._isConnected;
  81527. },
  81528. enumerable: true,
  81529. configurable: true
  81530. });
  81531. /**
  81532. * Callback triggered when the left joystick has changed
  81533. * @param callback
  81534. */
  81535. Gamepad.prototype.onleftstickchanged = function (callback) {
  81536. this._onleftstickchanged = callback;
  81537. };
  81538. /**
  81539. * Callback triggered when the right joystick has changed
  81540. * @param callback
  81541. */
  81542. Gamepad.prototype.onrightstickchanged = function (callback) {
  81543. this._onrightstickchanged = callback;
  81544. };
  81545. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81546. /**
  81547. * Gets the left joystick
  81548. */
  81549. get: function () {
  81550. return this._leftStick;
  81551. },
  81552. /**
  81553. * Sets the left joystick values
  81554. */
  81555. set: function (newValues) {
  81556. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81557. this._onleftstickchanged(newValues);
  81558. }
  81559. this._leftStick = newValues;
  81560. },
  81561. enumerable: true,
  81562. configurable: true
  81563. });
  81564. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81565. /**
  81566. * Gets the right joystick
  81567. */
  81568. get: function () {
  81569. return this._rightStick;
  81570. },
  81571. /**
  81572. * Sets the right joystick value
  81573. */
  81574. set: function (newValues) {
  81575. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81576. this._onrightstickchanged(newValues);
  81577. }
  81578. this._rightStick = newValues;
  81579. },
  81580. enumerable: true,
  81581. configurable: true
  81582. });
  81583. /**
  81584. * Updates the gamepad joystick positions
  81585. */
  81586. Gamepad.prototype.update = function () {
  81587. if (this._leftStick) {
  81588. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81589. if (this._invertLeftStickY) {
  81590. this.leftStick.y *= -1;
  81591. }
  81592. }
  81593. if (this._rightStick) {
  81594. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81595. }
  81596. };
  81597. /**
  81598. * Disposes the gamepad
  81599. */
  81600. Gamepad.prototype.dispose = function () {
  81601. };
  81602. /**
  81603. * Represents a gamepad controller
  81604. */
  81605. Gamepad.GAMEPAD = 0;
  81606. /**
  81607. * Represents a generic controller
  81608. */
  81609. Gamepad.GENERIC = 1;
  81610. /**
  81611. * Represents an XBox controller
  81612. */
  81613. Gamepad.XBOX = 2;
  81614. /**
  81615. * Represents a pose-enabled controller
  81616. */
  81617. Gamepad.POSE_ENABLED = 3;
  81618. return Gamepad;
  81619. }());
  81620. BABYLON.Gamepad = Gamepad;
  81621. /**
  81622. * Represents a generic gamepad
  81623. */
  81624. var GenericPad = /** @class */ (function (_super) {
  81625. __extends(GenericPad, _super);
  81626. /**
  81627. * Initializes the generic gamepad
  81628. * @param id The id of the generic gamepad
  81629. * @param index The index of the generic gamepad
  81630. * @param browserGamepad The browser gamepad
  81631. */
  81632. function GenericPad(id, index, browserGamepad) {
  81633. var _this = _super.call(this, id, index, browserGamepad) || this;
  81634. /**
  81635. * Observable triggered when a button has been pressed
  81636. */
  81637. _this.onButtonDownObservable = new BABYLON.Observable();
  81638. /**
  81639. * Observable triggered when a button has been released
  81640. */
  81641. _this.onButtonUpObservable = new BABYLON.Observable();
  81642. _this.type = Gamepad.GENERIC;
  81643. _this._buttons = new Array(browserGamepad.buttons.length);
  81644. return _this;
  81645. }
  81646. /**
  81647. * Callback triggered when a button has been pressed
  81648. * @param callback Called when a button has been pressed
  81649. */
  81650. GenericPad.prototype.onbuttondown = function (callback) {
  81651. this._onbuttondown = callback;
  81652. };
  81653. /**
  81654. * Callback triggered when a button has been released
  81655. * @param callback Called when a button has been released
  81656. */
  81657. GenericPad.prototype.onbuttonup = function (callback) {
  81658. this._onbuttonup = callback;
  81659. };
  81660. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81661. if (newValue !== currentValue) {
  81662. if (newValue === 1) {
  81663. if (this._onbuttondown) {
  81664. this._onbuttondown(buttonIndex);
  81665. }
  81666. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81667. }
  81668. if (newValue === 0) {
  81669. if (this._onbuttonup) {
  81670. this._onbuttonup(buttonIndex);
  81671. }
  81672. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81673. }
  81674. }
  81675. return newValue;
  81676. };
  81677. /**
  81678. * Updates the generic gamepad
  81679. */
  81680. GenericPad.prototype.update = function () {
  81681. _super.prototype.update.call(this);
  81682. for (var index = 0; index < this._buttons.length; index++) {
  81683. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81684. }
  81685. };
  81686. /**
  81687. * Disposes the generic gamepad
  81688. */
  81689. GenericPad.prototype.dispose = function () {
  81690. _super.prototype.dispose.call(this);
  81691. this.onButtonDownObservable.clear();
  81692. this.onButtonUpObservable.clear();
  81693. };
  81694. return GenericPad;
  81695. }(Gamepad));
  81696. BABYLON.GenericPad = GenericPad;
  81697. })(BABYLON || (BABYLON = {}));
  81698. //# sourceMappingURL=babylon.gamepad.js.map
  81699. var BABYLON;
  81700. (function (BABYLON) {
  81701. /**
  81702. * Defines supported buttons for XBox360 compatible gamepads
  81703. */
  81704. var Xbox360Button;
  81705. (function (Xbox360Button) {
  81706. /** A */
  81707. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81708. /** B */
  81709. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81710. /** X */
  81711. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81712. /** Y */
  81713. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81714. /** Start */
  81715. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81716. /** Back */
  81717. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81718. /** Left button */
  81719. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81720. /** Right button */
  81721. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81722. /** Left stick */
  81723. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81724. /** Right stick */
  81725. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81726. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81727. /** Defines values for XBox360 DPad */
  81728. var Xbox360Dpad;
  81729. (function (Xbox360Dpad) {
  81730. /** Up */
  81731. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  81732. /** Down */
  81733. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  81734. /** Left */
  81735. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  81736. /** Right */
  81737. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  81738. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  81739. /**
  81740. * Defines a XBox360 gamepad
  81741. */
  81742. var Xbox360Pad = /** @class */ (function (_super) {
  81743. __extends(Xbox360Pad, _super);
  81744. /**
  81745. * Creates a new XBox360 gamepad object
  81746. * @param id defines the id of this gamepad
  81747. * @param index defines its index
  81748. * @param gamepad defines the internal HTML gamepad object
  81749. * @param xboxOne defines if it is a XBox One gamepad
  81750. */
  81751. function Xbox360Pad(id, index, gamepad, xboxOne) {
  81752. if (xboxOne === void 0) { xboxOne = false; }
  81753. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  81754. _this._leftTrigger = 0;
  81755. _this._rightTrigger = 0;
  81756. /** Observable raised when a button is pressed */
  81757. _this.onButtonDownObservable = new BABYLON.Observable();
  81758. /** Observable raised when a button is released */
  81759. _this.onButtonUpObservable = new BABYLON.Observable();
  81760. /** Observable raised when a pad is pressed */
  81761. _this.onPadDownObservable = new BABYLON.Observable();
  81762. /** Observable raised when a pad is released */
  81763. _this.onPadUpObservable = new BABYLON.Observable();
  81764. _this._buttonA = 0;
  81765. _this._buttonB = 0;
  81766. _this._buttonX = 0;
  81767. _this._buttonY = 0;
  81768. _this._buttonBack = 0;
  81769. _this._buttonStart = 0;
  81770. _this._buttonLB = 0;
  81771. _this._buttonRB = 0;
  81772. _this._buttonLeftStick = 0;
  81773. _this._buttonRightStick = 0;
  81774. _this._dPadUp = 0;
  81775. _this._dPadDown = 0;
  81776. _this._dPadLeft = 0;
  81777. _this._dPadRight = 0;
  81778. _this._isXboxOnePad = false;
  81779. _this.type = BABYLON.Gamepad.XBOX;
  81780. _this._isXboxOnePad = xboxOne;
  81781. return _this;
  81782. }
  81783. /**
  81784. * Defines the callback to call when left trigger is pressed
  81785. * @param callback defines the callback to use
  81786. */
  81787. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  81788. this._onlefttriggerchanged = callback;
  81789. };
  81790. /**
  81791. * Defines the callback to call when right trigger is pressed
  81792. * @param callback defines the callback to use
  81793. */
  81794. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  81795. this._onrighttriggerchanged = callback;
  81796. };
  81797. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  81798. /**
  81799. * Gets the left trigger value
  81800. */
  81801. get: function () {
  81802. return this._leftTrigger;
  81803. },
  81804. /**
  81805. * Sets the left trigger value
  81806. */
  81807. set: function (newValue) {
  81808. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  81809. this._onlefttriggerchanged(newValue);
  81810. }
  81811. this._leftTrigger = newValue;
  81812. },
  81813. enumerable: true,
  81814. configurable: true
  81815. });
  81816. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  81817. /**
  81818. * Gets the right trigger value
  81819. */
  81820. get: function () {
  81821. return this._rightTrigger;
  81822. },
  81823. /**
  81824. * Sets the right trigger value
  81825. */
  81826. set: function (newValue) {
  81827. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  81828. this._onrighttriggerchanged(newValue);
  81829. }
  81830. this._rightTrigger = newValue;
  81831. },
  81832. enumerable: true,
  81833. configurable: true
  81834. });
  81835. /**
  81836. * Defines the callback to call when a button is pressed
  81837. * @param callback defines the callback to use
  81838. */
  81839. Xbox360Pad.prototype.onbuttondown = function (callback) {
  81840. this._onbuttondown = callback;
  81841. };
  81842. /**
  81843. * Defines the callback to call when a button is released
  81844. * @param callback defines the callback to use
  81845. */
  81846. Xbox360Pad.prototype.onbuttonup = function (callback) {
  81847. this._onbuttonup = callback;
  81848. };
  81849. /**
  81850. * Defines the callback to call when a pad is pressed
  81851. * @param callback defines the callback to use
  81852. */
  81853. Xbox360Pad.prototype.ondpaddown = function (callback) {
  81854. this._ondpaddown = callback;
  81855. };
  81856. /**
  81857. * Defines the callback to call when a pad is released
  81858. * @param callback defines the callback to use
  81859. */
  81860. Xbox360Pad.prototype.ondpadup = function (callback) {
  81861. this._ondpadup = callback;
  81862. };
  81863. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  81864. if (newValue !== currentValue) {
  81865. if (newValue === 1) {
  81866. if (this._onbuttondown) {
  81867. this._onbuttondown(buttonType);
  81868. }
  81869. this.onButtonDownObservable.notifyObservers(buttonType);
  81870. }
  81871. if (newValue === 0) {
  81872. if (this._onbuttonup) {
  81873. this._onbuttonup(buttonType);
  81874. }
  81875. this.onButtonUpObservable.notifyObservers(buttonType);
  81876. }
  81877. }
  81878. return newValue;
  81879. };
  81880. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  81881. if (newValue !== currentValue) {
  81882. if (newValue === 1) {
  81883. if (this._ondpaddown) {
  81884. this._ondpaddown(buttonType);
  81885. }
  81886. this.onPadDownObservable.notifyObservers(buttonType);
  81887. }
  81888. if (newValue === 0) {
  81889. if (this._ondpadup) {
  81890. this._ondpadup(buttonType);
  81891. }
  81892. this.onPadUpObservable.notifyObservers(buttonType);
  81893. }
  81894. }
  81895. return newValue;
  81896. };
  81897. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  81898. /**
  81899. * Gets the value of the `A` button
  81900. */
  81901. get: function () {
  81902. return this._buttonA;
  81903. },
  81904. /**
  81905. * Sets the value of the `A` button
  81906. */
  81907. set: function (value) {
  81908. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  81909. },
  81910. enumerable: true,
  81911. configurable: true
  81912. });
  81913. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  81914. /**
  81915. * Gets the value of the `B` button
  81916. */
  81917. get: function () {
  81918. return this._buttonB;
  81919. },
  81920. /**
  81921. * Sets the value of the `B` button
  81922. */
  81923. set: function (value) {
  81924. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  81925. },
  81926. enumerable: true,
  81927. configurable: true
  81928. });
  81929. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  81930. /**
  81931. * Gets the value of the `X` button
  81932. */
  81933. get: function () {
  81934. return this._buttonX;
  81935. },
  81936. /**
  81937. * Sets the value of the `X` button
  81938. */
  81939. set: function (value) {
  81940. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  81941. },
  81942. enumerable: true,
  81943. configurable: true
  81944. });
  81945. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  81946. /**
  81947. * Gets the value of the `Y` button
  81948. */
  81949. get: function () {
  81950. return this._buttonY;
  81951. },
  81952. /**
  81953. * Sets the value of the `Y` button
  81954. */
  81955. set: function (value) {
  81956. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  81957. },
  81958. enumerable: true,
  81959. configurable: true
  81960. });
  81961. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  81962. /**
  81963. * Gets the value of the `Start` button
  81964. */
  81965. get: function () {
  81966. return this._buttonStart;
  81967. },
  81968. /**
  81969. * Sets the value of the `Start` button
  81970. */
  81971. set: function (value) {
  81972. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  81973. },
  81974. enumerable: true,
  81975. configurable: true
  81976. });
  81977. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  81978. /**
  81979. * Gets the value of the `Back` button
  81980. */
  81981. get: function () {
  81982. return this._buttonBack;
  81983. },
  81984. /**
  81985. * Sets the value of the `Back` button
  81986. */
  81987. set: function (value) {
  81988. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  81989. },
  81990. enumerable: true,
  81991. configurable: true
  81992. });
  81993. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  81994. /**
  81995. * Gets the value of the `Left` button
  81996. */
  81997. get: function () {
  81998. return this._buttonLB;
  81999. },
  82000. /**
  82001. * Sets the value of the `Left` button
  82002. */
  82003. set: function (value) {
  82004. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82005. },
  82006. enumerable: true,
  82007. configurable: true
  82008. });
  82009. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82010. /**
  82011. * Gets the value of the `Right` button
  82012. */
  82013. get: function () {
  82014. return this._buttonRB;
  82015. },
  82016. /**
  82017. * Sets the value of the `Right` button
  82018. */
  82019. set: function (value) {
  82020. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82021. },
  82022. enumerable: true,
  82023. configurable: true
  82024. });
  82025. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82026. /**
  82027. * Gets the value of the Left joystick
  82028. */
  82029. get: function () {
  82030. return this._buttonLeftStick;
  82031. },
  82032. /**
  82033. * Sets the value of the Left joystick
  82034. */
  82035. set: function (value) {
  82036. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82037. },
  82038. enumerable: true,
  82039. configurable: true
  82040. });
  82041. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82042. /**
  82043. * Gets the value of the Right joystick
  82044. */
  82045. get: function () {
  82046. return this._buttonRightStick;
  82047. },
  82048. /**
  82049. * Sets the value of the Right joystick
  82050. */
  82051. set: function (value) {
  82052. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82053. },
  82054. enumerable: true,
  82055. configurable: true
  82056. });
  82057. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82058. /**
  82059. * Gets the value of D-pad up
  82060. */
  82061. get: function () {
  82062. return this._dPadUp;
  82063. },
  82064. /**
  82065. * Sets the value of D-pad up
  82066. */
  82067. set: function (value) {
  82068. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82069. },
  82070. enumerable: true,
  82071. configurable: true
  82072. });
  82073. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82074. /**
  82075. * Gets the value of D-pad down
  82076. */
  82077. get: function () {
  82078. return this._dPadDown;
  82079. },
  82080. /**
  82081. * Sets the value of D-pad down
  82082. */
  82083. set: function (value) {
  82084. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82085. },
  82086. enumerable: true,
  82087. configurable: true
  82088. });
  82089. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82090. /**
  82091. * Gets the value of D-pad left
  82092. */
  82093. get: function () {
  82094. return this._dPadLeft;
  82095. },
  82096. /**
  82097. * Sets the value of D-pad left
  82098. */
  82099. set: function (value) {
  82100. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82101. },
  82102. enumerable: true,
  82103. configurable: true
  82104. });
  82105. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82106. /**
  82107. * Gets the value of D-pad right
  82108. */
  82109. get: function () {
  82110. return this._dPadRight;
  82111. },
  82112. /**
  82113. * Sets the value of D-pad right
  82114. */
  82115. set: function (value) {
  82116. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82117. },
  82118. enumerable: true,
  82119. configurable: true
  82120. });
  82121. /**
  82122. * Force the gamepad to synchronize with device values
  82123. */
  82124. Xbox360Pad.prototype.update = function () {
  82125. _super.prototype.update.call(this);
  82126. if (this._isXboxOnePad) {
  82127. this.buttonA = this.browserGamepad.buttons[0].value;
  82128. this.buttonB = this.browserGamepad.buttons[1].value;
  82129. this.buttonX = this.browserGamepad.buttons[2].value;
  82130. this.buttonY = this.browserGamepad.buttons[3].value;
  82131. this.buttonLB = this.browserGamepad.buttons[4].value;
  82132. this.buttonRB = this.browserGamepad.buttons[5].value;
  82133. this.leftTrigger = this.browserGamepad.axes[2];
  82134. this.rightTrigger = this.browserGamepad.axes[5];
  82135. this.buttonBack = this.browserGamepad.buttons[9].value;
  82136. this.buttonStart = this.browserGamepad.buttons[8].value;
  82137. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82138. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82139. this.dPadUp = this.browserGamepad.buttons[11].value;
  82140. this.dPadDown = this.browserGamepad.buttons[12].value;
  82141. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82142. this.dPadRight = this.browserGamepad.buttons[14].value;
  82143. }
  82144. else {
  82145. this.buttonA = this.browserGamepad.buttons[0].value;
  82146. this.buttonB = this.browserGamepad.buttons[1].value;
  82147. this.buttonX = this.browserGamepad.buttons[2].value;
  82148. this.buttonY = this.browserGamepad.buttons[3].value;
  82149. this.buttonLB = this.browserGamepad.buttons[4].value;
  82150. this.buttonRB = this.browserGamepad.buttons[5].value;
  82151. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82152. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82153. this.buttonBack = this.browserGamepad.buttons[8].value;
  82154. this.buttonStart = this.browserGamepad.buttons[9].value;
  82155. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82156. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82157. this.dPadUp = this.browserGamepad.buttons[12].value;
  82158. this.dPadDown = this.browserGamepad.buttons[13].value;
  82159. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82160. this.dPadRight = this.browserGamepad.buttons[15].value;
  82161. }
  82162. };
  82163. /**
  82164. * Disposes the gamepad
  82165. */
  82166. Xbox360Pad.prototype.dispose = function () {
  82167. _super.prototype.dispose.call(this);
  82168. this.onButtonDownObservable.clear();
  82169. this.onButtonUpObservable.clear();
  82170. this.onPadDownObservable.clear();
  82171. this.onPadUpObservable.clear();
  82172. };
  82173. return Xbox360Pad;
  82174. }(BABYLON.Gamepad));
  82175. BABYLON.Xbox360Pad = Xbox360Pad;
  82176. })(BABYLON || (BABYLON = {}));
  82177. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82178. var BABYLON;
  82179. (function (BABYLON) {
  82180. /**
  82181. * Defines the types of pose enabled controllers that are supported
  82182. */
  82183. var PoseEnabledControllerType;
  82184. (function (PoseEnabledControllerType) {
  82185. /**
  82186. * HTC Vive
  82187. */
  82188. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82189. /**
  82190. * Oculus Rift
  82191. */
  82192. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82193. /**
  82194. * Windows mixed reality
  82195. */
  82196. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82197. /**
  82198. * Samsung gear VR
  82199. */
  82200. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82201. /**
  82202. * Google Daydream
  82203. */
  82204. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82205. /**
  82206. * Generic
  82207. */
  82208. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82209. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82210. /**
  82211. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82212. */
  82213. var PoseEnabledControllerHelper = /** @class */ (function () {
  82214. function PoseEnabledControllerHelper() {
  82215. }
  82216. /**
  82217. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82218. * @param vrGamepad the gamepad to initialized
  82219. * @returns a vr controller of the type the gamepad identified as
  82220. */
  82221. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82222. // Oculus Touch
  82223. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82224. return new BABYLON.OculusTouchController(vrGamepad);
  82225. }
  82226. // Windows Mixed Reality controllers
  82227. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82228. return new BABYLON.WindowsMotionController(vrGamepad);
  82229. }
  82230. // HTC Vive
  82231. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82232. return new BABYLON.ViveController(vrGamepad);
  82233. }
  82234. // Samsung/Oculus Gear VR or Oculus Go
  82235. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82236. return new BABYLON.GearVRController(vrGamepad);
  82237. }
  82238. // Google Daydream
  82239. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82240. return new BABYLON.DaydreamController(vrGamepad);
  82241. }
  82242. // Generic
  82243. else {
  82244. return new BABYLON.GenericController(vrGamepad);
  82245. }
  82246. };
  82247. return PoseEnabledControllerHelper;
  82248. }());
  82249. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82250. /**
  82251. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82252. */
  82253. var PoseEnabledController = /** @class */ (function (_super) {
  82254. __extends(PoseEnabledController, _super);
  82255. /**
  82256. * Creates a new PoseEnabledController from a gamepad
  82257. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82258. */
  82259. function PoseEnabledController(browserGamepad) {
  82260. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82261. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82262. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82263. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82264. /**
  82265. * The device position in babylon space
  82266. */
  82267. _this.devicePosition = BABYLON.Vector3.Zero();
  82268. /**
  82269. * The device rotation in babylon space
  82270. */
  82271. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82272. /**
  82273. * The scale factor of the device in babylon space
  82274. */
  82275. _this.deviceScaleFactor = 1;
  82276. // Used to convert 6dof controllers to 3dof
  82277. _this._trackPosition = true;
  82278. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82279. _this._draggedRoomRotation = 0;
  82280. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82281. /**
  82282. * Internal, matrix used to convert room space to babylon space
  82283. * @hidden
  82284. */
  82285. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82286. /**
  82287. * Node to be used when casting a ray from the controller
  82288. * @hidden
  82289. */
  82290. _this._pointingPoseNode = null;
  82291. _this._workingMatrix = BABYLON.Matrix.Identity();
  82292. /**
  82293. * @hidden
  82294. */
  82295. _this._meshAttachedObservable = new BABYLON.Observable();
  82296. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82297. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82298. _this.position = BABYLON.Vector3.Zero();
  82299. _this.rotationQuaternion = new BABYLON.Quaternion();
  82300. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82301. _this._calculatedRotation = new BABYLON.Quaternion();
  82302. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82303. return _this;
  82304. }
  82305. /**
  82306. * @hidden
  82307. */
  82308. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82309. if (this._trackPosition) {
  82310. this._calculatedPosition.copyFrom(fixedPosition);
  82311. this._trackPosition = false;
  82312. }
  82313. };
  82314. /**
  82315. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82316. */
  82317. PoseEnabledController.prototype.update = function () {
  82318. _super.prototype.update.call(this);
  82319. this._updatePoseAndMesh();
  82320. };
  82321. /**
  82322. * Updates only the pose device and mesh without doing any button event checking
  82323. */
  82324. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82325. var pose = this.browserGamepad.pose;
  82326. this.updateFromDevice(pose);
  82327. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82328. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82329. camera._computeDevicePosition();
  82330. this._deviceToWorld.setTranslation(camera.devicePosition);
  82331. if (camera.deviceRotationQuaternion) {
  82332. var camera = camera;
  82333. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82334. // Find the radian distance away that the headset is from the controllers rotation
  82335. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82336. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82337. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82338. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82339. this._draggedRoomRotation += rotationAmount;
  82340. // Rotate controller around headset
  82341. var sin = Math.sin(-rotationAmount);
  82342. var cos = Math.cos(-rotationAmount);
  82343. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82344. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82345. }
  82346. }
  82347. }
  82348. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82349. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82350. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82351. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82352. if (this._mesh) {
  82353. this._mesh.position.copyFrom(this.devicePosition);
  82354. if (this._mesh.rotationQuaternion) {
  82355. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82356. }
  82357. }
  82358. };
  82359. /**
  82360. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82361. * @param poseData raw pose fromthe device
  82362. */
  82363. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82364. if (poseData) {
  82365. this.rawPose = poseData;
  82366. if (poseData.position) {
  82367. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82368. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82369. this._deviceRoomPosition.z *= -1;
  82370. }
  82371. if (this._trackPosition) {
  82372. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82373. }
  82374. this._calculatedPosition.addInPlace(this.position);
  82375. }
  82376. var pose = this.rawPose;
  82377. if (poseData.orientation && pose.orientation) {
  82378. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82379. if (this._mesh) {
  82380. if (this._mesh.getScene().useRightHandedSystem) {
  82381. this._deviceRoomRotationQuaternion.z *= -1;
  82382. this._deviceRoomRotationQuaternion.w *= -1;
  82383. }
  82384. else {
  82385. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82386. }
  82387. }
  82388. // if the camera is set, rotate to the camera's rotation
  82389. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82390. }
  82391. }
  82392. };
  82393. /**
  82394. * Attaches a mesh to the controller
  82395. * @param mesh the mesh to be attached
  82396. */
  82397. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82398. if (this._mesh) {
  82399. this._mesh.parent = null;
  82400. }
  82401. this._mesh = mesh;
  82402. if (this._poseControlledCamera) {
  82403. this._mesh.parent = this._poseControlledCamera;
  82404. }
  82405. if (!this._mesh.rotationQuaternion) {
  82406. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82407. }
  82408. // 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
  82409. this._updatePoseAndMesh();
  82410. if (this._pointingPoseNode) {
  82411. var parents = [];
  82412. var obj = this._pointingPoseNode;
  82413. while (obj.parent) {
  82414. parents.push(obj.parent);
  82415. obj = obj.parent;
  82416. }
  82417. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82418. }
  82419. this._meshAttachedObservable.notifyObservers(mesh);
  82420. };
  82421. /**
  82422. * Attaches the controllers mesh to a camera
  82423. * @param camera the camera the mesh should be attached to
  82424. */
  82425. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82426. this._poseControlledCamera = camera;
  82427. if (this._mesh) {
  82428. this._mesh.parent = this._poseControlledCamera;
  82429. }
  82430. };
  82431. /**
  82432. * Disposes of the controller
  82433. */
  82434. PoseEnabledController.prototype.dispose = function () {
  82435. if (this._mesh) {
  82436. this._mesh.dispose();
  82437. }
  82438. this._mesh = null;
  82439. _super.prototype.dispose.call(this);
  82440. };
  82441. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82442. /**
  82443. * The mesh that is attached to the controller
  82444. */
  82445. get: function () {
  82446. return this._mesh;
  82447. },
  82448. enumerable: true,
  82449. configurable: true
  82450. });
  82451. /**
  82452. * Gets the ray of the controller in the direction the controller is pointing
  82453. * @param length the length the resulting ray should be
  82454. * @returns a ray in the direction the controller is pointing
  82455. */
  82456. PoseEnabledController.prototype.getForwardRay = function (length) {
  82457. if (length === void 0) { length = 100; }
  82458. if (!this.mesh) {
  82459. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82460. }
  82461. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82462. var origin = m.getTranslation();
  82463. var forward = new BABYLON.Vector3(0, 0, -1);
  82464. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82465. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82466. return new BABYLON.Ray(origin, direction, length);
  82467. };
  82468. /**
  82469. * Name of the child mesh that can be used to cast a ray from the controller
  82470. */
  82471. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82472. return PoseEnabledController;
  82473. }(BABYLON.Gamepad));
  82474. BABYLON.PoseEnabledController = PoseEnabledController;
  82475. })(BABYLON || (BABYLON = {}));
  82476. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82477. var BABYLON;
  82478. (function (BABYLON) {
  82479. /**
  82480. * Defines the WebVRController object that represents controllers tracked in 3D space
  82481. */
  82482. var WebVRController = /** @class */ (function (_super) {
  82483. __extends(WebVRController, _super);
  82484. /**
  82485. * Creates a new WebVRController from a gamepad
  82486. * @param vrGamepad the gamepad that the WebVRController should be created from
  82487. */
  82488. function WebVRController(vrGamepad) {
  82489. var _this = _super.call(this, vrGamepad) || this;
  82490. // Observables
  82491. /**
  82492. * Fired when the trigger state has changed
  82493. */
  82494. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82495. /**
  82496. * Fired when the main button state has changed
  82497. */
  82498. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82499. /**
  82500. * Fired when the secondary button state has changed
  82501. */
  82502. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82503. /**
  82504. * Fired when the pad state has changed
  82505. */
  82506. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82507. /**
  82508. * Fired when controllers stick values have changed
  82509. */
  82510. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82511. /**
  82512. * X and Y axis corrisponding to the controllers joystick
  82513. */
  82514. _this.pad = { x: 0, y: 0 };
  82515. // avoid GC, store state in a tmp object
  82516. _this._changes = {
  82517. pressChanged: false,
  82518. touchChanged: false,
  82519. valueChanged: false,
  82520. changed: false
  82521. };
  82522. _this._buttons = new Array(vrGamepad.buttons.length);
  82523. _this.hand = vrGamepad.hand;
  82524. return _this;
  82525. }
  82526. /**
  82527. * Fired when a controller button's state has changed
  82528. * @param callback the callback containing the button that was modified
  82529. */
  82530. WebVRController.prototype.onButtonStateChange = function (callback) {
  82531. this._onButtonStateChange = callback;
  82532. };
  82533. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82534. /**
  82535. * The default controller model for the controller
  82536. */
  82537. get: function () {
  82538. return this._defaultModel;
  82539. },
  82540. enumerable: true,
  82541. configurable: true
  82542. });
  82543. /**
  82544. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82545. */
  82546. WebVRController.prototype.update = function () {
  82547. _super.prototype.update.call(this);
  82548. for (var index = 0; index < this._buttons.length; index++) {
  82549. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82550. }
  82551. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82552. this.pad.x = this.leftStick.x;
  82553. this.pad.y = this.leftStick.y;
  82554. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82555. }
  82556. };
  82557. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82558. if (!newState) {
  82559. newState = {
  82560. pressed: false,
  82561. touched: false,
  82562. value: 0
  82563. };
  82564. }
  82565. if (!currentState) {
  82566. this._buttons[buttonIndex] = {
  82567. pressed: newState.pressed,
  82568. touched: newState.touched,
  82569. value: newState.value
  82570. };
  82571. return;
  82572. }
  82573. this._checkChanges(newState, currentState);
  82574. if (this._changes.changed) {
  82575. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82576. this._handleButtonChange(buttonIndex, newState, this._changes);
  82577. }
  82578. this._buttons[buttonIndex].pressed = newState.pressed;
  82579. this._buttons[buttonIndex].touched = newState.touched;
  82580. // oculus triggers are never 0, thou not touched.
  82581. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82582. };
  82583. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82584. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82585. this._changes.touchChanged = newState.touched !== currentState.touched;
  82586. this._changes.valueChanged = newState.value !== currentState.value;
  82587. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82588. return this._changes;
  82589. };
  82590. /**
  82591. * Disposes of th webVRCOntroller
  82592. */
  82593. WebVRController.prototype.dispose = function () {
  82594. _super.prototype.dispose.call(this);
  82595. this.onTriggerStateChangedObservable.clear();
  82596. this.onMainButtonStateChangedObservable.clear();
  82597. this.onSecondaryButtonStateChangedObservable.clear();
  82598. this.onPadStateChangedObservable.clear();
  82599. this.onPadValuesChangedObservable.clear();
  82600. };
  82601. return WebVRController;
  82602. }(BABYLON.PoseEnabledController));
  82603. BABYLON.WebVRController = WebVRController;
  82604. })(BABYLON || (BABYLON = {}));
  82605. //# sourceMappingURL=babylon.webVRController.js.map
  82606. var BABYLON;
  82607. (function (BABYLON) {
  82608. /**
  82609. * Oculus Touch Controller
  82610. */
  82611. var OculusTouchController = /** @class */ (function (_super) {
  82612. __extends(OculusTouchController, _super);
  82613. /**
  82614. * Creates a new OculusTouchController from a gamepad
  82615. * @param vrGamepad the gamepad that the controller should be created from
  82616. */
  82617. function OculusTouchController(vrGamepad) {
  82618. var _this = _super.call(this, vrGamepad) || this;
  82619. /**
  82620. * Fired when the secondary trigger on this controller is modified
  82621. */
  82622. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82623. /**
  82624. * Fired when the thumb rest on this controller is modified
  82625. */
  82626. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82627. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82628. return _this;
  82629. }
  82630. /**
  82631. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82632. * @param scene scene in which to add meshes
  82633. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82634. */
  82635. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82636. var _this = this;
  82637. var meshName;
  82638. // Hand
  82639. if (this.hand === 'left') {
  82640. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82641. }
  82642. else { // Right is the default if no hand is specified
  82643. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82644. }
  82645. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82646. /*
  82647. Parent Mesh name: oculus_touch_left
  82648. - body
  82649. - trigger
  82650. - thumbstick
  82651. - grip
  82652. - button_y
  82653. - button_x
  82654. - button_enter
  82655. */
  82656. _this._defaultModel = newMeshes[1];
  82657. _this.attachToMesh(_this._defaultModel);
  82658. if (meshLoaded) {
  82659. meshLoaded(_this._defaultModel);
  82660. }
  82661. });
  82662. };
  82663. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82664. /**
  82665. * Fired when the A button on this controller is modified
  82666. */
  82667. get: function () {
  82668. if (this.hand === 'right') {
  82669. return this.onMainButtonStateChangedObservable;
  82670. }
  82671. else {
  82672. throw new Error('No A button on left hand');
  82673. }
  82674. },
  82675. enumerable: true,
  82676. configurable: true
  82677. });
  82678. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82679. /**
  82680. * Fired when the B button on this controller is modified
  82681. */
  82682. get: function () {
  82683. if (this.hand === 'right') {
  82684. return this.onSecondaryButtonStateChangedObservable;
  82685. }
  82686. else {
  82687. throw new Error('No B button on left hand');
  82688. }
  82689. },
  82690. enumerable: true,
  82691. configurable: true
  82692. });
  82693. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82694. /**
  82695. * Fired when the X button on this controller is modified
  82696. */
  82697. get: function () {
  82698. if (this.hand === 'left') {
  82699. return this.onMainButtonStateChangedObservable;
  82700. }
  82701. else {
  82702. throw new Error('No X button on right hand');
  82703. }
  82704. },
  82705. enumerable: true,
  82706. configurable: true
  82707. });
  82708. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82709. /**
  82710. * Fired when the Y button on this controller is modified
  82711. */
  82712. get: function () {
  82713. if (this.hand === 'left') {
  82714. return this.onSecondaryButtonStateChangedObservable;
  82715. }
  82716. else {
  82717. throw new Error('No Y button on right hand');
  82718. }
  82719. },
  82720. enumerable: true,
  82721. configurable: true
  82722. });
  82723. /**
  82724. * Called once for each button that changed state since the last frame
  82725. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82726. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82727. * 2) secondary trigger (same)
  82728. * 3) A (right) X (left), touch, pressed = value
  82729. * 4) B / Y
  82730. * 5) thumb rest
  82731. * @param buttonIdx Which button index changed
  82732. * @param state New state of the button
  82733. * @param changes Which properties on the state changed since last frame
  82734. */
  82735. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82736. var notifyObject = state; //{ state: state, changes: changes };
  82737. var triggerDirection = this.hand === 'right' ? -1 : 1;
  82738. switch (buttonIdx) {
  82739. case 0:
  82740. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82741. return;
  82742. case 1: // index trigger
  82743. if (this._defaultModel) {
  82744. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  82745. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  82746. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  82747. }
  82748. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82749. return;
  82750. case 2: // secondary trigger
  82751. if (this._defaultModel) {
  82752. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  82753. }
  82754. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  82755. return;
  82756. case 3:
  82757. if (this._defaultModel) {
  82758. if (notifyObject.pressed) {
  82759. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  82760. }
  82761. else {
  82762. (this._defaultModel.getChildren()[1]).position.y = 0;
  82763. }
  82764. }
  82765. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82766. return;
  82767. case 4:
  82768. if (this._defaultModel) {
  82769. if (notifyObject.pressed) {
  82770. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82771. }
  82772. else {
  82773. (this._defaultModel.getChildren()[2]).position.y = 0;
  82774. }
  82775. }
  82776. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82777. return;
  82778. case 5:
  82779. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  82780. return;
  82781. }
  82782. };
  82783. /**
  82784. * Base Url for the controller model.
  82785. */
  82786. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  82787. /**
  82788. * File name for the left controller model.
  82789. */
  82790. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  82791. /**
  82792. * File name for the right controller model.
  82793. */
  82794. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  82795. return OculusTouchController;
  82796. }(BABYLON.WebVRController));
  82797. BABYLON.OculusTouchController = OculusTouchController;
  82798. })(BABYLON || (BABYLON = {}));
  82799. //# sourceMappingURL=babylon.oculusTouchController.js.map
  82800. var BABYLON;
  82801. (function (BABYLON) {
  82802. /**
  82803. * Vive Controller
  82804. */
  82805. var ViveController = /** @class */ (function (_super) {
  82806. __extends(ViveController, _super);
  82807. /**
  82808. * Creates a new ViveController from a gamepad
  82809. * @param vrGamepad the gamepad that the controller should be created from
  82810. */
  82811. function ViveController(vrGamepad) {
  82812. var _this = _super.call(this, vrGamepad) || this;
  82813. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  82814. _this._invertLeftStickY = true;
  82815. return _this;
  82816. }
  82817. /**
  82818. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82819. * @param scene scene in which to add meshes
  82820. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82821. */
  82822. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82823. var _this = this;
  82824. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  82825. /*
  82826. Parent Mesh name: ViveWand
  82827. - body
  82828. - r_gripper
  82829. - l_gripper
  82830. - menu_button
  82831. - system_button
  82832. - trackpad
  82833. - trigger
  82834. - LED
  82835. */
  82836. _this._defaultModel = newMeshes[1];
  82837. _this.attachToMesh(_this._defaultModel);
  82838. if (meshLoaded) {
  82839. meshLoaded(_this._defaultModel);
  82840. }
  82841. });
  82842. };
  82843. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  82844. /**
  82845. * Fired when the left button on this controller is modified
  82846. */
  82847. get: function () {
  82848. return this.onMainButtonStateChangedObservable;
  82849. },
  82850. enumerable: true,
  82851. configurable: true
  82852. });
  82853. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  82854. /**
  82855. * Fired when the right button on this controller is modified
  82856. */
  82857. get: function () {
  82858. return this.onMainButtonStateChangedObservable;
  82859. },
  82860. enumerable: true,
  82861. configurable: true
  82862. });
  82863. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  82864. /**
  82865. * Fired when the menu button on this controller is modified
  82866. */
  82867. get: function () {
  82868. return this.onSecondaryButtonStateChangedObservable;
  82869. },
  82870. enumerable: true,
  82871. configurable: true
  82872. });
  82873. /**
  82874. * Called once for each button that changed state since the last frame
  82875. * Vive mapping:
  82876. * 0: touchpad
  82877. * 1: trigger
  82878. * 2: left AND right buttons
  82879. * 3: menu button
  82880. * @param buttonIdx Which button index changed
  82881. * @param state New state of the button
  82882. * @param changes Which properties on the state changed since last frame
  82883. */
  82884. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82885. var notifyObject = state; //{ state: state, changes: changes };
  82886. switch (buttonIdx) {
  82887. case 0:
  82888. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82889. return;
  82890. case 1: // index trigger
  82891. if (this._defaultModel) {
  82892. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  82893. }
  82894. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82895. return;
  82896. case 2: // left AND right button
  82897. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82898. return;
  82899. case 3:
  82900. if (this._defaultModel) {
  82901. if (notifyObject.pressed) {
  82902. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82903. }
  82904. else {
  82905. (this._defaultModel.getChildren()[2]).position.y = 0;
  82906. }
  82907. }
  82908. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82909. return;
  82910. }
  82911. };
  82912. /**
  82913. * Base Url for the controller model.
  82914. */
  82915. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  82916. /**
  82917. * File name for the controller model.
  82918. */
  82919. ViveController.MODEL_FILENAME = 'wand.babylon';
  82920. return ViveController;
  82921. }(BABYLON.WebVRController));
  82922. BABYLON.ViveController = ViveController;
  82923. })(BABYLON || (BABYLON = {}));
  82924. //# sourceMappingURL=babylon.viveController.js.map
  82925. var BABYLON;
  82926. (function (BABYLON) {
  82927. /**
  82928. * Generic Controller
  82929. */
  82930. var GenericController = /** @class */ (function (_super) {
  82931. __extends(GenericController, _super);
  82932. /**
  82933. * Creates a new GenericController from a gamepad
  82934. * @param vrGamepad the gamepad that the controller should be created from
  82935. */
  82936. function GenericController(vrGamepad) {
  82937. return _super.call(this, vrGamepad) || this;
  82938. }
  82939. /**
  82940. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82941. * @param scene scene in which to add meshes
  82942. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82943. */
  82944. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82945. var _this = this;
  82946. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  82947. _this._defaultModel = newMeshes[1];
  82948. _this.attachToMesh(_this._defaultModel);
  82949. if (meshLoaded) {
  82950. meshLoaded(_this._defaultModel);
  82951. }
  82952. });
  82953. };
  82954. /**
  82955. * Called once for each button that changed state since the last frame
  82956. * @param buttonIdx Which button index changed
  82957. * @param state New state of the button
  82958. * @param changes Which properties on the state changed since last frame
  82959. */
  82960. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82961. console.log("Button id: " + buttonIdx + "state: ");
  82962. console.dir(state);
  82963. };
  82964. /**
  82965. * Base Url for the controller model.
  82966. */
  82967. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  82968. /**
  82969. * File name for the controller model.
  82970. */
  82971. GenericController.MODEL_FILENAME = 'generic.babylon';
  82972. return GenericController;
  82973. }(BABYLON.WebVRController));
  82974. BABYLON.GenericController = GenericController;
  82975. })(BABYLON || (BABYLON = {}));
  82976. //# sourceMappingURL=babylon.genericController.js.map
  82977. var BABYLON;
  82978. (function (BABYLON) {
  82979. /**
  82980. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  82981. */
  82982. var LoadedMeshInfo = /** @class */ (function () {
  82983. function LoadedMeshInfo() {
  82984. /**
  82985. * Map of the button meshes contained in the controller
  82986. */
  82987. this.buttonMeshes = {};
  82988. /**
  82989. * Map of the axis meshes contained in the controller
  82990. */
  82991. this.axisMeshes = {};
  82992. }
  82993. return LoadedMeshInfo;
  82994. }());
  82995. /**
  82996. * Defines the WindowsMotionController object that the state of the windows motion controller
  82997. */
  82998. var WindowsMotionController = /** @class */ (function (_super) {
  82999. __extends(WindowsMotionController, _super);
  83000. /**
  83001. * Creates a new WindowsMotionController from a gamepad
  83002. * @param vrGamepad the gamepad that the controller should be created from
  83003. */
  83004. function WindowsMotionController(vrGamepad) {
  83005. var _this = _super.call(this, vrGamepad) || this;
  83006. _this._mapping = {
  83007. // Semantic button names
  83008. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83009. // A mapping of the button name to glTF model node name
  83010. // that should be transformed by button value.
  83011. buttonMeshNames: {
  83012. 'trigger': 'SELECT',
  83013. 'menu': 'MENU',
  83014. 'grip': 'GRASP',
  83015. 'thumbstick': 'THUMBSTICK_PRESS',
  83016. 'trackpad': 'TOUCHPAD_PRESS'
  83017. },
  83018. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83019. buttonObservableNames: {
  83020. 'trigger': 'onTriggerStateChangedObservable',
  83021. 'menu': 'onSecondaryButtonStateChangedObservable',
  83022. 'grip': 'onMainButtonStateChangedObservable',
  83023. 'thumbstick': 'onPadStateChangedObservable',
  83024. 'trackpad': 'onTrackpadChangedObservable'
  83025. },
  83026. // A mapping of the axis name to glTF model node name
  83027. // that should be transformed by axis value.
  83028. // This array mirrors the browserGamepad.axes array, such that
  83029. // the mesh corresponding to axis 0 is in this array index 0.
  83030. axisMeshNames: [
  83031. 'THUMBSTICK_X',
  83032. 'THUMBSTICK_Y',
  83033. 'TOUCHPAD_TOUCH_X',
  83034. 'TOUCHPAD_TOUCH_Y'
  83035. ],
  83036. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83037. };
  83038. /**
  83039. * Fired when the trackpad on this controller is clicked
  83040. */
  83041. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83042. /**
  83043. * Fired when the trackpad on this controller is modified
  83044. */
  83045. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83046. /**
  83047. * The current x and y values of this controller's trackpad
  83048. */
  83049. _this.trackpad = { x: 0, y: 0 };
  83050. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83051. _this._loadedMeshInfo = null;
  83052. return _this;
  83053. }
  83054. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83055. /**
  83056. * Fired when the trigger on this controller is modified
  83057. */
  83058. get: function () {
  83059. return this.onTriggerStateChangedObservable;
  83060. },
  83061. enumerable: true,
  83062. configurable: true
  83063. });
  83064. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83065. /**
  83066. * Fired when the menu button on this controller is modified
  83067. */
  83068. get: function () {
  83069. return this.onSecondaryButtonStateChangedObservable;
  83070. },
  83071. enumerable: true,
  83072. configurable: true
  83073. });
  83074. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83075. /**
  83076. * Fired when the grip button on this controller is modified
  83077. */
  83078. get: function () {
  83079. return this.onMainButtonStateChangedObservable;
  83080. },
  83081. enumerable: true,
  83082. configurable: true
  83083. });
  83084. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83085. /**
  83086. * Fired when the thumbstick button on this controller is modified
  83087. */
  83088. get: function () {
  83089. return this.onPadStateChangedObservable;
  83090. },
  83091. enumerable: true,
  83092. configurable: true
  83093. });
  83094. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83095. /**
  83096. * Fired when the touchpad button on this controller is modified
  83097. */
  83098. get: function () {
  83099. return this.onTrackpadChangedObservable;
  83100. },
  83101. enumerable: true,
  83102. configurable: true
  83103. });
  83104. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83105. /**
  83106. * Fired when the touchpad values on this controller are modified
  83107. */
  83108. get: function () {
  83109. return this.onTrackpadValuesChangedObservable;
  83110. },
  83111. enumerable: true,
  83112. configurable: true
  83113. });
  83114. WindowsMotionController.prototype._updateTrackpad = function () {
  83115. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83116. this.trackpad.x = this.browserGamepad["axes"][2];
  83117. this.trackpad.y = this.browserGamepad["axes"][3];
  83118. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83119. }
  83120. };
  83121. /**
  83122. * Called once per frame by the engine.
  83123. */
  83124. WindowsMotionController.prototype.update = function () {
  83125. _super.prototype.update.call(this);
  83126. if (this.browserGamepad.axes) {
  83127. this._updateTrackpad();
  83128. // Only need to animate axes if there is a loaded mesh
  83129. if (this._loadedMeshInfo) {
  83130. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83131. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83132. }
  83133. }
  83134. }
  83135. };
  83136. /**
  83137. * Called once for each button that changed state since the last frame
  83138. * @param buttonIdx Which button index changed
  83139. * @param state New state of the button
  83140. * @param changes Which properties on the state changed since last frame
  83141. */
  83142. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83143. var buttonName = this._mapping.buttons[buttonIdx];
  83144. if (!buttonName) {
  83145. return;
  83146. }
  83147. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83148. this._updateTrackpad();
  83149. // Only emit events for buttons that we know how to map from index to name
  83150. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83151. if (observable) {
  83152. observable.notifyObservers(state);
  83153. }
  83154. this._lerpButtonTransform(buttonName, state.value);
  83155. };
  83156. /**
  83157. * Moves the buttons on the controller mesh based on their current state
  83158. * @param buttonName the name of the button to move
  83159. * @param buttonValue the value of the button which determines the buttons new position
  83160. */
  83161. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83162. // If there is no loaded mesh, there is nothing to transform.
  83163. if (!this._loadedMeshInfo) {
  83164. return;
  83165. }
  83166. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83167. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83168. return;
  83169. }
  83170. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83171. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83172. };
  83173. /**
  83174. * Moves the axis on the controller mesh based on its current state
  83175. * @param axis the index of the axis
  83176. * @param axisValue the value of the axis which determines the meshes new position
  83177. * @hidden
  83178. */
  83179. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83180. if (!this._loadedMeshInfo) {
  83181. return;
  83182. }
  83183. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83184. if (!meshInfo) {
  83185. return;
  83186. }
  83187. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83188. return;
  83189. }
  83190. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83191. var lerpValue = axisValue * 0.5 + 0.5;
  83192. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83193. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83194. };
  83195. /**
  83196. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83197. * @param scene scene in which to add meshes
  83198. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83199. */
  83200. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83201. var _this = this;
  83202. if (forceDefault === void 0) { forceDefault = false; }
  83203. var path;
  83204. var filename;
  83205. // Checking if GLB loader is present
  83206. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83207. // Determine the device specific folder based on the ID suffix
  83208. var device = 'default';
  83209. if (this.id && !forceDefault) {
  83210. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83211. device = ((match && match[0]) || device);
  83212. }
  83213. // Hand
  83214. if (this.hand === 'left') {
  83215. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83216. }
  83217. else { // Right is the default if no hand is specified
  83218. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83219. }
  83220. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83221. }
  83222. else {
  83223. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83224. path = BABYLON.GenericController.MODEL_BASE_URL;
  83225. filename = BABYLON.GenericController.MODEL_FILENAME;
  83226. }
  83227. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83228. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83229. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83230. if (!_this._loadedMeshInfo) {
  83231. return;
  83232. }
  83233. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83234. _this.attachToMesh(_this._defaultModel);
  83235. if (meshLoaded) {
  83236. meshLoaded(_this._defaultModel);
  83237. }
  83238. }, null, function (scene, message) {
  83239. BABYLON.Tools.Log(message);
  83240. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83241. if (!forceDefault) {
  83242. _this.initControllerMesh(scene, meshLoaded, true);
  83243. }
  83244. });
  83245. };
  83246. /**
  83247. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83248. * can be transformed by button presses and axes values, based on this._mapping.
  83249. *
  83250. * @param scene scene in which the meshes exist
  83251. * @param meshes list of meshes that make up the controller model to process
  83252. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83253. */
  83254. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83255. var loadedMeshInfo = null;
  83256. // Create a new mesh to contain the glTF hierarchy
  83257. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83258. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83259. var childMesh = null;
  83260. for (var i = 0; i < meshes.length; i++) {
  83261. var mesh = meshes[i];
  83262. if (!mesh.parent) {
  83263. // Exclude controller meshes from picking results
  83264. mesh.isPickable = false;
  83265. // Handle root node, attach to the new parentMesh
  83266. childMesh = mesh;
  83267. break;
  83268. }
  83269. }
  83270. if (childMesh) {
  83271. childMesh.setParent(parentMesh);
  83272. // Create our mesh info. Note that this method will always return non-null.
  83273. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83274. }
  83275. else {
  83276. BABYLON.Tools.Warn('Could not find root node in model file.');
  83277. }
  83278. return loadedMeshInfo;
  83279. };
  83280. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83281. var loadedMeshInfo = new LoadedMeshInfo();
  83282. var i;
  83283. loadedMeshInfo.rootNode = rootNode;
  83284. // Reset the caches
  83285. loadedMeshInfo.buttonMeshes = {};
  83286. loadedMeshInfo.axisMeshes = {};
  83287. // Button Meshes
  83288. for (i = 0; i < this._mapping.buttons.length; i++) {
  83289. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83290. if (!buttonMeshName) {
  83291. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83292. continue;
  83293. }
  83294. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83295. if (!buttonMesh) {
  83296. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83297. continue;
  83298. }
  83299. var buttonMeshInfo = {
  83300. index: i,
  83301. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83302. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83303. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83304. };
  83305. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83306. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83307. }
  83308. else {
  83309. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83310. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83311. '(VALUE: ' + !!buttonMeshInfo.value +
  83312. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83313. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83314. ')');
  83315. }
  83316. }
  83317. // Axis Meshes
  83318. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83319. var axisMeshName = this._mapping.axisMeshNames[i];
  83320. if (!axisMeshName) {
  83321. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83322. continue;
  83323. }
  83324. var axisMesh = getChildByName(rootNode, axisMeshName);
  83325. if (!axisMesh) {
  83326. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83327. continue;
  83328. }
  83329. var axisMeshInfo = {
  83330. index: i,
  83331. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83332. min: getImmediateChildByName(axisMesh, 'MIN'),
  83333. max: getImmediateChildByName(axisMesh, 'MAX')
  83334. };
  83335. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83336. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83337. }
  83338. else {
  83339. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83340. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83341. '(VALUE: ' + !!axisMeshInfo.value +
  83342. ', MIN: ' + !!axisMeshInfo.min +
  83343. ', MAX:' + !!axisMeshInfo.max +
  83344. ')');
  83345. }
  83346. }
  83347. // Pointing Ray
  83348. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83349. if (!loadedMeshInfo.pointingPoseNode) {
  83350. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83351. }
  83352. else {
  83353. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83354. }
  83355. return loadedMeshInfo;
  83356. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83357. function getChildByName(node, name) {
  83358. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  83359. }
  83360. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83361. function getImmediateChildByName(node, name) {
  83362. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  83363. }
  83364. };
  83365. /**
  83366. * Gets the ray of the controller in the direction the controller is pointing
  83367. * @param length the length the resulting ray should be
  83368. * @returns a ray in the direction the controller is pointing
  83369. */
  83370. WindowsMotionController.prototype.getForwardRay = function (length) {
  83371. if (length === void 0) { length = 100; }
  83372. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83373. return _super.prototype.getForwardRay.call(this, length);
  83374. }
  83375. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83376. var origin = m.getTranslation();
  83377. var forward = new BABYLON.Vector3(0, 0, -1);
  83378. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83379. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83380. return new BABYLON.Ray(origin, direction, length);
  83381. };
  83382. /**
  83383. * Disposes of the controller
  83384. */
  83385. WindowsMotionController.prototype.dispose = function () {
  83386. _super.prototype.dispose.call(this);
  83387. this.onTrackpadChangedObservable.clear();
  83388. };
  83389. /**
  83390. * The base url used to load the left and right controller models
  83391. */
  83392. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83393. /**
  83394. * The name of the left controller model file
  83395. */
  83396. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83397. /**
  83398. * The name of the right controller model file
  83399. */
  83400. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83401. /**
  83402. * The controller name prefix for this controller type
  83403. */
  83404. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83405. /**
  83406. * The controller id pattern for this controller type
  83407. */
  83408. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83409. return WindowsMotionController;
  83410. }(BABYLON.WebVRController));
  83411. BABYLON.WindowsMotionController = WindowsMotionController;
  83412. })(BABYLON || (BABYLON = {}));
  83413. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83414. var BABYLON;
  83415. (function (BABYLON) {
  83416. /**
  83417. * Gear VR Controller
  83418. */
  83419. var GearVRController = /** @class */ (function (_super) {
  83420. __extends(GearVRController, _super);
  83421. /**
  83422. * Creates a new GearVRController from a gamepad
  83423. * @param vrGamepad the gamepad that the controller should be created from
  83424. */
  83425. function GearVRController(vrGamepad) {
  83426. var _this = _super.call(this, vrGamepad) || this;
  83427. _this._buttonIndexToObservableNameMap = [
  83428. 'onTrackpadChangedObservable',
  83429. 'onTriggerStateChangedObservable' // Trigger
  83430. ];
  83431. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83432. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83433. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83434. _this._disableTrackPosition(_this._calculatedPosition);
  83435. return _this;
  83436. }
  83437. /**
  83438. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83439. * @param scene scene in which to add meshes
  83440. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83441. */
  83442. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83443. var _this = this;
  83444. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83445. // Offset the controller so it will rotate around the users wrist
  83446. var mesh = new BABYLON.Mesh("", scene);
  83447. newMeshes[1].parent = mesh;
  83448. newMeshes[1].position.z = -0.15;
  83449. _this._defaultModel = mesh;
  83450. _this.attachToMesh(_this._defaultModel);
  83451. if (meshLoaded) {
  83452. meshLoaded(_this._defaultModel);
  83453. }
  83454. });
  83455. };
  83456. /**
  83457. * Called once for each button that changed state since the last frame
  83458. * @param buttonIdx Which button index changed
  83459. * @param state New state of the button
  83460. * @param changes Which properties on the state changed since last frame
  83461. */
  83462. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83463. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83464. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83465. // Only emit events for buttons that we know how to map from index to observable
  83466. var observable = this[observableName];
  83467. if (observable) {
  83468. observable.notifyObservers(state);
  83469. }
  83470. }
  83471. };
  83472. /**
  83473. * Base Url for the controller model.
  83474. */
  83475. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83476. /**
  83477. * File name for the controller model.
  83478. */
  83479. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83480. /**
  83481. * Gamepad Id prefix used to identify this controller.
  83482. */
  83483. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83484. return GearVRController;
  83485. }(BABYLON.WebVRController));
  83486. BABYLON.GearVRController = GearVRController;
  83487. })(BABYLON || (BABYLON = {}));
  83488. //# sourceMappingURL=babylon.gearVRController.js.map
  83489. var BABYLON;
  83490. (function (BABYLON) {
  83491. /**
  83492. * Google Daydream controller
  83493. */
  83494. var DaydreamController = /** @class */ (function (_super) {
  83495. __extends(DaydreamController, _super);
  83496. /**
  83497. * Creates a new DaydreamController from a gamepad
  83498. * @param vrGamepad the gamepad that the controller should be created from
  83499. */
  83500. function DaydreamController(vrGamepad) {
  83501. var _this = _super.call(this, vrGamepad) || this;
  83502. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83503. return _this;
  83504. }
  83505. /**
  83506. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83507. * @param scene scene in which to add meshes
  83508. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83509. */
  83510. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83511. var _this = this;
  83512. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83513. _this._defaultModel = newMeshes[1];
  83514. _this.attachToMesh(_this._defaultModel);
  83515. if (meshLoaded) {
  83516. meshLoaded(_this._defaultModel);
  83517. }
  83518. });
  83519. };
  83520. /**
  83521. * Called once for each button that changed state since the last frame
  83522. * @param buttonIdx Which button index changed
  83523. * @param state New state of the button
  83524. * @param changes Which properties on the state changed since last frame
  83525. */
  83526. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83527. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83528. if (buttonIdx === 0) {
  83529. var observable = this.onTriggerStateChangedObservable;
  83530. if (observable) {
  83531. observable.notifyObservers(state);
  83532. }
  83533. }
  83534. else {
  83535. // If the app or home buttons are ever made available
  83536. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83537. }
  83538. };
  83539. /**
  83540. * Base Url for the controller model.
  83541. */
  83542. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83543. /**
  83544. * File name for the controller model.
  83545. */
  83546. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83547. /**
  83548. * Gamepad Id prefix used to identify Daydream Controller.
  83549. */
  83550. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83551. return DaydreamController;
  83552. }(BABYLON.WebVRController));
  83553. BABYLON.DaydreamController = DaydreamController;
  83554. })(BABYLON || (BABYLON = {}));
  83555. //# sourceMappingURL=babylon.daydreamController.js.map
  83556. var BABYLON;
  83557. (function (BABYLON) {
  83558. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83559. get: function () {
  83560. if (!this._gamepadManager) {
  83561. this._gamepadManager = new BABYLON.GamepadManager(this);
  83562. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83563. if (!component) {
  83564. component = new GamepadSystemSceneComponent(this);
  83565. this._addComponent(component);
  83566. }
  83567. }
  83568. return this._gamepadManager;
  83569. },
  83570. enumerable: true,
  83571. configurable: true
  83572. });
  83573. /**
  83574. * Adds a gamepad to the free camera inputs manager
  83575. */
  83576. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83577. this.add(new BABYLON.FreeCameraGamepadInput());
  83578. return this;
  83579. };
  83580. /**
  83581. * Adds a gamepad to the arc rotate camera inputs manager
  83582. */
  83583. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83584. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83585. return this;
  83586. };
  83587. /**
  83588. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83589. */
  83590. var GamepadSystemSceneComponent = /** @class */ (function () {
  83591. /**
  83592. * Creates a new instance of the component for the given scene
  83593. * @param scene Defines the scene to register the component in
  83594. */
  83595. function GamepadSystemSceneComponent(scene) {
  83596. /**
  83597. * The component name helpfull to identify the component in the list of scene components.
  83598. */
  83599. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83600. this.scene = scene;
  83601. }
  83602. /**
  83603. * Registers the component in a given scene
  83604. */
  83605. GamepadSystemSceneComponent.prototype.register = function () {
  83606. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83607. };
  83608. /**
  83609. * Rebuilds the elements related to this component in case of
  83610. * context lost for instance.
  83611. */
  83612. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83613. // Nothing to do for gamepads
  83614. };
  83615. /**
  83616. * Disposes the component and the associated ressources
  83617. */
  83618. GamepadSystemSceneComponent.prototype.dispose = function () {
  83619. var gamepadManager = this.scene._gamepadManager;
  83620. if (gamepadManager) {
  83621. gamepadManager.dispose();
  83622. this.scene._gamepadManager = null;
  83623. }
  83624. };
  83625. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83626. var gamepadManager = this.scene._gamepadManager;
  83627. if (gamepadManager && gamepadManager._isMonitoring) {
  83628. gamepadManager._checkGamepadsStatus();
  83629. }
  83630. };
  83631. return GamepadSystemSceneComponent;
  83632. }());
  83633. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83634. })(BABYLON || (BABYLON = {}));
  83635. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83636. var BABYLON;
  83637. (function (BABYLON) {
  83638. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83639. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83640. });
  83641. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83642. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83643. });
  83644. /**
  83645. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83646. * an arc rotate version arcFollowCamera are available.
  83647. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83648. */
  83649. var FollowCamera = /** @class */ (function (_super) {
  83650. __extends(FollowCamera, _super);
  83651. /**
  83652. * Instantiates the follow camera.
  83653. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83654. * @param name Define the name of the camera in the scene
  83655. * @param position Define the position of the camera
  83656. * @param scene Define the scene the camera belong to
  83657. * @param lockedTarget Define the target of the camera
  83658. */
  83659. function FollowCamera(name, position, scene, lockedTarget) {
  83660. if (lockedTarget === void 0) { lockedTarget = null; }
  83661. var _this = _super.call(this, name, position, scene) || this;
  83662. /**
  83663. * Distance the follow camera should follow an object at
  83664. */
  83665. _this.radius = 12;
  83666. /**
  83667. * Define a rotation offset between the camera and the object it follows
  83668. */
  83669. _this.rotationOffset = 0;
  83670. /**
  83671. * Define a height offset between the camera and the object it follows.
  83672. * It can help following an object from the top (like a car chaing a plane)
  83673. */
  83674. _this.heightOffset = 4;
  83675. /**
  83676. * Define how fast the camera can accelerate to follow it s target.
  83677. */
  83678. _this.cameraAcceleration = 0.05;
  83679. /**
  83680. * Define the speed limit of the camera following an object.
  83681. */
  83682. _this.maxCameraSpeed = 20;
  83683. _this.lockedTarget = lockedTarget;
  83684. return _this;
  83685. }
  83686. FollowCamera.prototype._follow = function (cameraTarget) {
  83687. if (!cameraTarget) {
  83688. return;
  83689. }
  83690. var yRotation;
  83691. if (cameraTarget.rotationQuaternion) {
  83692. var rotMatrix = new BABYLON.Matrix();
  83693. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83694. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83695. }
  83696. else {
  83697. yRotation = cameraTarget.rotation.y;
  83698. }
  83699. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83700. var targetPosition = cameraTarget.getAbsolutePosition();
  83701. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83702. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83703. var dx = targetX - this.position.x;
  83704. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83705. var dz = (targetZ) - this.position.z;
  83706. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83707. var vy = dy * this.cameraAcceleration;
  83708. var vz = dz * this.cameraAcceleration * 2;
  83709. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83710. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83711. }
  83712. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83713. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83714. }
  83715. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83716. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83717. }
  83718. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83719. this.setTarget(targetPosition);
  83720. };
  83721. /** @hidden */
  83722. FollowCamera.prototype._checkInputs = function () {
  83723. _super.prototype._checkInputs.call(this);
  83724. if (this.lockedTarget) {
  83725. this._follow(this.lockedTarget);
  83726. }
  83727. };
  83728. /**
  83729. * Gets the camera class name.
  83730. * @returns the class name
  83731. */
  83732. FollowCamera.prototype.getClassName = function () {
  83733. return "FollowCamera";
  83734. };
  83735. __decorate([
  83736. BABYLON.serialize()
  83737. ], FollowCamera.prototype, "radius", void 0);
  83738. __decorate([
  83739. BABYLON.serialize()
  83740. ], FollowCamera.prototype, "rotationOffset", void 0);
  83741. __decorate([
  83742. BABYLON.serialize()
  83743. ], FollowCamera.prototype, "heightOffset", void 0);
  83744. __decorate([
  83745. BABYLON.serialize()
  83746. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  83747. __decorate([
  83748. BABYLON.serialize()
  83749. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  83750. __decorate([
  83751. BABYLON.serializeAsMeshReference("lockedTargetId")
  83752. ], FollowCamera.prototype, "lockedTarget", void 0);
  83753. return FollowCamera;
  83754. }(BABYLON.TargetCamera));
  83755. BABYLON.FollowCamera = FollowCamera;
  83756. /**
  83757. * Arc Rotate version of the follow camera.
  83758. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  83759. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83760. */
  83761. var ArcFollowCamera = /** @class */ (function (_super) {
  83762. __extends(ArcFollowCamera, _super);
  83763. /**
  83764. * Instantiates a new ArcFollowCamera
  83765. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83766. * @param name Define the name of the camera
  83767. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  83768. * @param beta Define the rotation angle of the camera around the elevation axis
  83769. * @param radius Define the radius of the camera from its target point
  83770. * @param target Define the target of the camera
  83771. * @param scene Define the scene the camera belongs to
  83772. */
  83773. function ArcFollowCamera(name,
  83774. /** The longitudinal angle of the camera */
  83775. alpha,
  83776. /** The latitudinal angle of the camera */
  83777. beta,
  83778. /** The radius of the camera from its target */
  83779. radius,
  83780. /** Define the camera target (the messh it should follow) */
  83781. target, scene) {
  83782. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  83783. _this.alpha = alpha;
  83784. _this.beta = beta;
  83785. _this.radius = radius;
  83786. _this.target = target;
  83787. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  83788. _this._follow();
  83789. return _this;
  83790. }
  83791. ArcFollowCamera.prototype._follow = function () {
  83792. if (!this.target) {
  83793. return;
  83794. }
  83795. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  83796. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  83797. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  83798. var targetPosition = this.target.getAbsolutePosition();
  83799. this.position = targetPosition.add(this._cartesianCoordinates);
  83800. this.setTarget(targetPosition);
  83801. };
  83802. /** @hidden */
  83803. ArcFollowCamera.prototype._checkInputs = function () {
  83804. _super.prototype._checkInputs.call(this);
  83805. this._follow();
  83806. };
  83807. /**
  83808. * Returns the class name of the object.
  83809. * It is mostly used internally for serialization purposes.
  83810. */
  83811. ArcFollowCamera.prototype.getClassName = function () {
  83812. return "ArcFollowCamera";
  83813. };
  83814. return ArcFollowCamera;
  83815. }(BABYLON.TargetCamera));
  83816. BABYLON.ArcFollowCamera = ArcFollowCamera;
  83817. })(BABYLON || (BABYLON = {}));
  83818. //# sourceMappingURL=babylon.followCamera.js.map
  83819. var BABYLON;
  83820. (function (BABYLON) {
  83821. /**
  83822. * 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,
  83823. * which still works and will still be found in many Playgrounds.
  83824. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83825. */
  83826. var UniversalCamera = /** @class */ (function (_super) {
  83827. __extends(UniversalCamera, _super);
  83828. /**
  83829. * 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,
  83830. * which still works and will still be found in many Playgrounds.
  83831. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83832. * @param name Define the name of the camera in the scene
  83833. * @param position Define the start position of the camera in the scene
  83834. * @param scene Define the scene the camera belongs to
  83835. */
  83836. function UniversalCamera(name, position, scene) {
  83837. var _this = _super.call(this, name, position, scene) || this;
  83838. _this.inputs.addGamepad();
  83839. return _this;
  83840. }
  83841. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  83842. /**
  83843. * Defines the gamepad rotation sensiblity.
  83844. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  83845. */
  83846. get: function () {
  83847. var gamepad = this.inputs.attached["gamepad"];
  83848. if (gamepad) {
  83849. return gamepad.gamepadAngularSensibility;
  83850. }
  83851. return 0;
  83852. },
  83853. set: function (value) {
  83854. var gamepad = this.inputs.attached["gamepad"];
  83855. if (gamepad) {
  83856. gamepad.gamepadAngularSensibility = value;
  83857. }
  83858. },
  83859. enumerable: true,
  83860. configurable: true
  83861. });
  83862. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  83863. /**
  83864. * Defines the gamepad move sensiblity.
  83865. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  83866. */
  83867. get: function () {
  83868. var gamepad = this.inputs.attached["gamepad"];
  83869. if (gamepad) {
  83870. return gamepad.gamepadMoveSensibility;
  83871. }
  83872. return 0;
  83873. },
  83874. set: function (value) {
  83875. var gamepad = this.inputs.attached["gamepad"];
  83876. if (gamepad) {
  83877. gamepad.gamepadMoveSensibility = value;
  83878. }
  83879. },
  83880. enumerable: true,
  83881. configurable: true
  83882. });
  83883. /**
  83884. * Gets the current object class name.
  83885. * @return the class name
  83886. */
  83887. UniversalCamera.prototype.getClassName = function () {
  83888. return "UniversalCamera";
  83889. };
  83890. return UniversalCamera;
  83891. }(BABYLON.TouchCamera));
  83892. BABYLON.UniversalCamera = UniversalCamera;
  83893. })(BABYLON || (BABYLON = {}));
  83894. //# sourceMappingURL=babylon.universalCamera.js.map
  83895. var BABYLON;
  83896. (function (BABYLON) {
  83897. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  83898. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  83899. });
  83900. /**
  83901. * This represents a FPS type of camera. This is only here for back compat purpose.
  83902. * Please use the UniversalCamera instead as both are identical.
  83903. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83904. */
  83905. var GamepadCamera = /** @class */ (function (_super) {
  83906. __extends(GamepadCamera, _super);
  83907. /**
  83908. * Instantiates a new Gamepad Camera
  83909. * This represents a FPS type of camera. This is only here for back compat purpose.
  83910. * Please use the UniversalCamera instead as both are identical.
  83911. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83912. * @param name Define the name of the camera in the scene
  83913. * @param position Define the start position of the camera in the scene
  83914. * @param scene Define the scene the camera belongs to
  83915. */
  83916. function GamepadCamera(name, position, scene) {
  83917. return _super.call(this, name, position, scene) || this;
  83918. }
  83919. /**
  83920. * Gets the current object class name.
  83921. * @return the class name
  83922. */
  83923. GamepadCamera.prototype.getClassName = function () {
  83924. return "GamepadCamera";
  83925. };
  83926. return GamepadCamera;
  83927. }(BABYLON.UniversalCamera));
  83928. BABYLON.GamepadCamera = GamepadCamera;
  83929. })(BABYLON || (BABYLON = {}));
  83930. //# sourceMappingURL=babylon.gamepadCamera.js.map
  83931. var BABYLON;
  83932. (function (BABYLON) {
  83933. /**
  83934. * PostProcessRenderPipelineManager class
  83935. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83936. */
  83937. var PostProcessRenderPipelineManager = /** @class */ (function () {
  83938. /**
  83939. * Initializes a PostProcessRenderPipelineManager
  83940. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  83941. */
  83942. function PostProcessRenderPipelineManager() {
  83943. this._renderPipelines = {};
  83944. }
  83945. /**
  83946. * Adds a pipeline to the manager
  83947. * @param renderPipeline The pipeline to add
  83948. */
  83949. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  83950. this._renderPipelines[renderPipeline._name] = renderPipeline;
  83951. };
  83952. /**
  83953. * Attaches a camera to the pipeline
  83954. * @param renderPipelineName The name of the pipeline to attach to
  83955. * @param cameras the camera to attach
  83956. * @param unique if the camera can be attached multiple times to the pipeline
  83957. */
  83958. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  83959. if (unique === void 0) { unique = false; }
  83960. var renderPipeline = this._renderPipelines[renderPipelineName];
  83961. if (!renderPipeline) {
  83962. return;
  83963. }
  83964. renderPipeline._attachCameras(cameras, unique);
  83965. };
  83966. /**
  83967. * Detaches a camera from the pipeline
  83968. * @param renderPipelineName The name of the pipeline to detach from
  83969. * @param cameras the camera to detach
  83970. */
  83971. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  83972. var renderPipeline = this._renderPipelines[renderPipelineName];
  83973. if (!renderPipeline) {
  83974. return;
  83975. }
  83976. renderPipeline._detachCameras(cameras);
  83977. };
  83978. /**
  83979. * Enables an effect by name on a pipeline
  83980. * @param renderPipelineName the name of the pipeline to enable the effect in
  83981. * @param renderEffectName the name of the effect to enable
  83982. * @param cameras the cameras that the effect should be enabled on
  83983. */
  83984. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83985. var renderPipeline = this._renderPipelines[renderPipelineName];
  83986. if (!renderPipeline) {
  83987. return;
  83988. }
  83989. renderPipeline._enableEffect(renderEffectName, cameras);
  83990. };
  83991. /**
  83992. * Disables an effect by name on a pipeline
  83993. * @param renderPipelineName the name of the pipeline to disable the effect in
  83994. * @param renderEffectName the name of the effect to disable
  83995. * @param cameras the cameras that the effect should be disabled on
  83996. */
  83997. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  83998. var renderPipeline = this._renderPipelines[renderPipelineName];
  83999. if (!renderPipeline) {
  84000. return;
  84001. }
  84002. renderPipeline._disableEffect(renderEffectName, cameras);
  84003. };
  84004. /**
  84005. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84006. */
  84007. PostProcessRenderPipelineManager.prototype.update = function () {
  84008. for (var renderPipelineName in this._renderPipelines) {
  84009. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84010. var pipeline = this._renderPipelines[renderPipelineName];
  84011. if (!pipeline.isSupported) {
  84012. pipeline.dispose();
  84013. delete this._renderPipelines[renderPipelineName];
  84014. }
  84015. else {
  84016. pipeline._update();
  84017. }
  84018. }
  84019. }
  84020. };
  84021. /** @hidden */
  84022. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84023. for (var renderPipelineName in this._renderPipelines) {
  84024. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84025. var pipeline = this._renderPipelines[renderPipelineName];
  84026. pipeline._rebuild();
  84027. }
  84028. }
  84029. };
  84030. /**
  84031. * Disposes of the manager and pipelines
  84032. */
  84033. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84034. for (var renderPipelineName in this._renderPipelines) {
  84035. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84036. var pipeline = this._renderPipelines[renderPipelineName];
  84037. pipeline.dispose();
  84038. }
  84039. }
  84040. };
  84041. return PostProcessRenderPipelineManager;
  84042. }());
  84043. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84044. })(BABYLON || (BABYLON = {}));
  84045. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84046. var BABYLON;
  84047. (function (BABYLON) {
  84048. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84049. get: function () {
  84050. if (!this._postProcessRenderPipelineManager) {
  84051. // Register the G Buffer component to the scene.
  84052. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84053. if (!component) {
  84054. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84055. this._addComponent(component);
  84056. }
  84057. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84058. }
  84059. return this._postProcessRenderPipelineManager;
  84060. },
  84061. enumerable: true,
  84062. configurable: true
  84063. });
  84064. /**
  84065. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84066. */
  84067. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84068. /**
  84069. * Creates a new instance of the component for the given scene
  84070. * @param scene Defines the scene to register the component in
  84071. */
  84072. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84073. /**
  84074. * The component name helpfull to identify the component in the list of scene components.
  84075. */
  84076. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84077. this.scene = scene;
  84078. }
  84079. /**
  84080. * Registers the component in a given scene
  84081. */
  84082. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84083. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84084. };
  84085. /**
  84086. * Rebuilds the elements related to this component in case of
  84087. * context lost for instance.
  84088. */
  84089. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84090. if (this.scene._postProcessRenderPipelineManager) {
  84091. this.scene._postProcessRenderPipelineManager._rebuild();
  84092. }
  84093. };
  84094. /**
  84095. * Disposes the component and the associated ressources
  84096. */
  84097. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84098. if (this.scene._postProcessRenderPipelineManager) {
  84099. this.scene._postProcessRenderPipelineManager.dispose();
  84100. }
  84101. };
  84102. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84103. if (this.scene._postProcessRenderPipelineManager) {
  84104. this.scene._postProcessRenderPipelineManager.update();
  84105. }
  84106. };
  84107. return PostProcessRenderPipelineManagerSceneComponent;
  84108. }());
  84109. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84110. })(BABYLON || (BABYLON = {}));
  84111. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84112. var BABYLON;
  84113. (function (BABYLON) {
  84114. /**
  84115. * This represents a set of one or more post processes in Babylon.
  84116. * A post process can be used to apply a shader to a texture after it is rendered.
  84117. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84118. */
  84119. var PostProcessRenderEffect = /** @class */ (function () {
  84120. /**
  84121. * Instantiates a post process render effect.
  84122. * A post process can be used to apply a shader to a texture after it is rendered.
  84123. * @param engine The engine the effect is tied to
  84124. * @param name The name of the effect
  84125. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84126. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84127. */
  84128. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84129. this._name = name;
  84130. this._singleInstance = singleInstance || true;
  84131. this._getPostProcesses = getPostProcesses;
  84132. this._cameras = {};
  84133. this._indicesForCamera = {};
  84134. this._postProcesses = {};
  84135. }
  84136. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84137. /**
  84138. * Checks if all the post processes in the effect are supported.
  84139. */
  84140. get: function () {
  84141. for (var index in this._postProcesses) {
  84142. if (this._postProcesses.hasOwnProperty(index)) {
  84143. var pps = this._postProcesses[index];
  84144. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84145. if (!pps[ppIndex].isSupported) {
  84146. return false;
  84147. }
  84148. }
  84149. }
  84150. }
  84151. return true;
  84152. },
  84153. enumerable: true,
  84154. configurable: true
  84155. });
  84156. /**
  84157. * Updates the current state of the effect
  84158. * @hidden
  84159. */
  84160. PostProcessRenderEffect.prototype._update = function () {
  84161. };
  84162. /**
  84163. * Attaches the effect on cameras
  84164. * @param cameras The camera to attach to.
  84165. * @hidden
  84166. */
  84167. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84168. var _this = this;
  84169. var cameraKey;
  84170. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84171. if (!cams) {
  84172. return;
  84173. }
  84174. for (var i = 0; i < cams.length; i++) {
  84175. var camera = cams[i];
  84176. var cameraName = camera.name;
  84177. if (this._singleInstance) {
  84178. cameraKey = 0;
  84179. }
  84180. else {
  84181. cameraKey = cameraName;
  84182. }
  84183. if (!this._postProcesses[cameraKey]) {
  84184. var postProcess = this._getPostProcesses();
  84185. if (postProcess) {
  84186. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84187. }
  84188. }
  84189. if (!this._indicesForCamera[cameraName]) {
  84190. this._indicesForCamera[cameraName] = [];
  84191. }
  84192. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84193. var index = camera.attachPostProcess(postProcess);
  84194. _this._indicesForCamera[cameraName].push(index);
  84195. });
  84196. if (!this._cameras[cameraName]) {
  84197. this._cameras[cameraName] = camera;
  84198. }
  84199. }
  84200. };
  84201. /**
  84202. * Detatches the effect on cameras
  84203. * @param cameras The camera to detatch from.
  84204. * @hidden
  84205. */
  84206. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84207. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84208. if (!cams) {
  84209. return;
  84210. }
  84211. for (var i = 0; i < cams.length; i++) {
  84212. var camera = cams[i];
  84213. var cameraName = camera.name;
  84214. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84215. camera.detachPostProcess(postProcess);
  84216. });
  84217. if (this._cameras[cameraName]) {
  84218. //this._indicesForCamera.splice(index, 1);
  84219. this._cameras[cameraName] = null;
  84220. }
  84221. }
  84222. };
  84223. /**
  84224. * Enables the effect on given cameras
  84225. * @param cameras The camera to enable.
  84226. * @hidden
  84227. */
  84228. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84229. var _this = this;
  84230. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84231. if (!cams) {
  84232. return;
  84233. }
  84234. for (var i = 0; i < cams.length; i++) {
  84235. var camera = cams[i];
  84236. var cameraName = camera.name;
  84237. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84238. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84239. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84240. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84241. });
  84242. }
  84243. }
  84244. }
  84245. };
  84246. /**
  84247. * Disables the effect on the given cameras
  84248. * @param cameras The camera to disable.
  84249. * @hidden
  84250. */
  84251. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84252. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84253. if (!cams) {
  84254. return;
  84255. }
  84256. for (var i = 0; i < cams.length; i++) {
  84257. var camera = cams[i];
  84258. var cameraName = camera.name;
  84259. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84260. camera.detachPostProcess(postProcess);
  84261. });
  84262. }
  84263. };
  84264. /**
  84265. * Gets a list of the post processes contained in the effect.
  84266. * @param camera The camera to get the post processes on.
  84267. * @returns The list of the post processes in the effect.
  84268. */
  84269. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84270. if (this._singleInstance) {
  84271. return this._postProcesses[0];
  84272. }
  84273. else {
  84274. if (!camera) {
  84275. return null;
  84276. }
  84277. return this._postProcesses[camera.name];
  84278. }
  84279. };
  84280. return PostProcessRenderEffect;
  84281. }());
  84282. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84283. })(BABYLON || (BABYLON = {}));
  84284. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84285. var BABYLON;
  84286. (function (BABYLON) {
  84287. /**
  84288. * PostProcessRenderPipeline
  84289. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84290. */
  84291. var PostProcessRenderPipeline = /** @class */ (function () {
  84292. /**
  84293. * Initializes a PostProcessRenderPipeline
  84294. * @param engine engine to add the pipeline to
  84295. * @param name name of the pipeline
  84296. */
  84297. function PostProcessRenderPipeline(engine, name) {
  84298. this.engine = engine;
  84299. this._name = name;
  84300. this._renderEffects = {};
  84301. this._renderEffectsForIsolatedPass = new Array();
  84302. this._cameras = [];
  84303. }
  84304. /**
  84305. * "PostProcessRenderPipeline"
  84306. * @returns "PostProcessRenderPipeline"
  84307. */
  84308. PostProcessRenderPipeline.prototype.getClassName = function () {
  84309. return "PostProcessRenderPipeline";
  84310. };
  84311. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84312. /**
  84313. * If all the render effects in the pipeline are support
  84314. */
  84315. get: function () {
  84316. for (var renderEffectName in this._renderEffects) {
  84317. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84318. if (!this._renderEffects[renderEffectName].isSupported) {
  84319. return false;
  84320. }
  84321. }
  84322. }
  84323. return true;
  84324. },
  84325. enumerable: true,
  84326. configurable: true
  84327. });
  84328. /**
  84329. * Adds an effect to the pipeline
  84330. * @param renderEffect the effect to add
  84331. */
  84332. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84333. this._renderEffects[renderEffect._name] = renderEffect;
  84334. };
  84335. // private
  84336. /** @hidden */
  84337. PostProcessRenderPipeline.prototype._rebuild = function () {
  84338. };
  84339. /** @hidden */
  84340. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84341. var renderEffects = this._renderEffects[renderEffectName];
  84342. if (!renderEffects) {
  84343. return;
  84344. }
  84345. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84346. };
  84347. /** @hidden */
  84348. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84349. var renderEffects = this._renderEffects[renderEffectName];
  84350. if (!renderEffects) {
  84351. return;
  84352. }
  84353. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84354. };
  84355. /** @hidden */
  84356. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84357. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84358. if (!cams) {
  84359. return;
  84360. }
  84361. var indicesToDelete = [];
  84362. var i;
  84363. for (i = 0; i < cams.length; i++) {
  84364. var camera = cams[i];
  84365. var cameraName = camera.name;
  84366. if (this._cameras.indexOf(camera) === -1) {
  84367. this._cameras[cameraName] = camera;
  84368. }
  84369. else if (unique) {
  84370. indicesToDelete.push(i);
  84371. }
  84372. }
  84373. for (i = 0; i < indicesToDelete.length; i++) {
  84374. cameras.splice(indicesToDelete[i], 1);
  84375. }
  84376. for (var renderEffectName in this._renderEffects) {
  84377. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84378. this._renderEffects[renderEffectName]._attachCameras(cams);
  84379. }
  84380. }
  84381. };
  84382. /** @hidden */
  84383. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84384. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84385. if (!cams) {
  84386. return;
  84387. }
  84388. for (var renderEffectName in this._renderEffects) {
  84389. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84390. this._renderEffects[renderEffectName]._detachCameras(cams);
  84391. }
  84392. }
  84393. for (var i = 0; i < cams.length; i++) {
  84394. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84395. }
  84396. };
  84397. /** @hidden */
  84398. PostProcessRenderPipeline.prototype._update = function () {
  84399. for (var renderEffectName in this._renderEffects) {
  84400. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84401. this._renderEffects[renderEffectName]._update();
  84402. }
  84403. }
  84404. for (var i = 0; i < this._cameras.length; i++) {
  84405. var cameraName = this._cameras[i].name;
  84406. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84407. this._renderEffectsForIsolatedPass[cameraName]._update();
  84408. }
  84409. }
  84410. };
  84411. /** @hidden */
  84412. PostProcessRenderPipeline.prototype._reset = function () {
  84413. this._renderEffects = {};
  84414. this._renderEffectsForIsolatedPass = new Array();
  84415. };
  84416. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84417. // 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)
  84418. var effectKeys = Object.keys(this._renderEffects);
  84419. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84420. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84421. if (postProcesses) {
  84422. postProcesses[0].samples = sampleCount;
  84423. return true;
  84424. }
  84425. }
  84426. return false;
  84427. };
  84428. /**
  84429. * Disposes of the pipeline
  84430. */
  84431. PostProcessRenderPipeline.prototype.dispose = function () {
  84432. // Must be implemented by children
  84433. };
  84434. __decorate([
  84435. BABYLON.serialize()
  84436. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84437. return PostProcessRenderPipeline;
  84438. }());
  84439. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84440. })(BABYLON || (BABYLON = {}));
  84441. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84442. var BABYLON;
  84443. (function (BABYLON) {
  84444. /**
  84445. * This represents a depth renderer in Babylon.
  84446. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84447. */
  84448. var DepthRenderer = /** @class */ (function () {
  84449. /**
  84450. * Instantiates a depth renderer
  84451. * @param scene The scene the renderer belongs to
  84452. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84453. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84454. */
  84455. function DepthRenderer(scene, type, camera) {
  84456. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84457. if (camera === void 0) { camera = null; }
  84458. var _this = this;
  84459. /**
  84460. * Specifiess that the depth renderer will only be used within
  84461. * the camera it is created for.
  84462. * This can help forcing its rendering during the camera processing.
  84463. */
  84464. this.useOnlyInActiveCamera = false;
  84465. this._scene = scene;
  84466. // Register the G Buffer component to the scene.
  84467. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84468. if (!component) {
  84469. component = new BABYLON.DepthRendererSceneComponent(scene);
  84470. scene._addComponent(component);
  84471. }
  84472. this._camera = camera;
  84473. var engine = scene.getEngine();
  84474. // Render target
  84475. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84476. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84477. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84478. this._depthMap.refreshRate = 1;
  84479. this._depthMap.renderParticles = false;
  84480. this._depthMap.renderList = null;
  84481. // Camera to get depth map from to support multiple concurrent cameras
  84482. this._depthMap.activeCamera = this._camera;
  84483. this._depthMap.ignoreCameraViewport = true;
  84484. this._depthMap.useCameraPostProcesses = false;
  84485. // set default depth value to 1.0 (far away)
  84486. this._depthMap.onClearObservable.add(function (engine) {
  84487. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84488. });
  84489. // Custom render function
  84490. var renderSubMesh = function (subMesh) {
  84491. var mesh = subMesh.getRenderingMesh();
  84492. var scene = _this._scene;
  84493. var engine = scene.getEngine();
  84494. var material = subMesh.getMaterial();
  84495. if (!material) {
  84496. return;
  84497. }
  84498. // Culling and reverse (right handed system)
  84499. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84500. // Managing instances
  84501. var batch = mesh._getInstancesRenderList(subMesh._id);
  84502. if (batch.mustReturn) {
  84503. return;
  84504. }
  84505. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84506. var camera = _this._camera || scene.activeCamera;
  84507. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84508. engine.enableEffect(_this._effect);
  84509. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84510. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84511. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84512. // Alpha test
  84513. if (material && material.needAlphaTesting()) {
  84514. var alphaTexture = material.getAlphaTestTexture();
  84515. if (alphaTexture) {
  84516. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84517. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84518. }
  84519. }
  84520. // Bones
  84521. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84522. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84523. }
  84524. // Draw
  84525. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84526. }
  84527. };
  84528. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84529. var index;
  84530. if (depthOnlySubMeshes.length) {
  84531. engine.setColorWrite(false);
  84532. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84533. renderSubMesh(depthOnlySubMeshes.data[index]);
  84534. }
  84535. engine.setColorWrite(true);
  84536. }
  84537. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84538. renderSubMesh(opaqueSubMeshes.data[index]);
  84539. }
  84540. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84541. renderSubMesh(alphaTestSubMeshes.data[index]);
  84542. }
  84543. };
  84544. }
  84545. /**
  84546. * Creates the depth rendering effect and checks if the effect is ready.
  84547. * @param subMesh The submesh to be used to render the depth map of
  84548. * @param useInstances If multiple world instances should be used
  84549. * @returns if the depth renderer is ready to render the depth map
  84550. */
  84551. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84552. var material = subMesh.getMaterial();
  84553. if (material.disableDepthWrite) {
  84554. return false;
  84555. }
  84556. var defines = [];
  84557. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84558. var mesh = subMesh.getMesh();
  84559. // Alpha test
  84560. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84561. defines.push("#define ALPHATEST");
  84562. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84563. attribs.push(BABYLON.VertexBuffer.UVKind);
  84564. defines.push("#define UV1");
  84565. }
  84566. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84567. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84568. defines.push("#define UV2");
  84569. }
  84570. }
  84571. // Bones
  84572. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84573. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84574. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84575. if (mesh.numBoneInfluencers > 4) {
  84576. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84577. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84578. }
  84579. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84580. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84581. }
  84582. else {
  84583. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84584. }
  84585. // Instances
  84586. if (useInstances) {
  84587. defines.push("#define INSTANCES");
  84588. attribs.push("world0");
  84589. attribs.push("world1");
  84590. attribs.push("world2");
  84591. attribs.push("world3");
  84592. }
  84593. // Get correct effect
  84594. var join = defines.join("\n");
  84595. if (this._cachedDefines !== join) {
  84596. this._cachedDefines = join;
  84597. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84598. }
  84599. return this._effect.isReady();
  84600. };
  84601. /**
  84602. * Gets the texture which the depth map will be written to.
  84603. * @returns The depth map texture
  84604. */
  84605. DepthRenderer.prototype.getDepthMap = function () {
  84606. return this._depthMap;
  84607. };
  84608. /**
  84609. * Disposes of the depth renderer.
  84610. */
  84611. DepthRenderer.prototype.dispose = function () {
  84612. this._depthMap.dispose();
  84613. };
  84614. return DepthRenderer;
  84615. }());
  84616. BABYLON.DepthRenderer = DepthRenderer;
  84617. })(BABYLON || (BABYLON = {}));
  84618. //# sourceMappingURL=babylon.depthRenderer.js.map
  84619. var BABYLON;
  84620. (function (BABYLON) {
  84621. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84622. camera = camera || this.activeCamera;
  84623. if (!camera) {
  84624. throw "No camera available to enable depth renderer";
  84625. }
  84626. if (!this._depthRenderer) {
  84627. this._depthRenderer = {};
  84628. }
  84629. if (!this._depthRenderer[camera.id]) {
  84630. var textureType = 0;
  84631. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84632. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84633. }
  84634. else if (this.getEngine().getCaps().textureFloatRender) {
  84635. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84636. }
  84637. else {
  84638. throw "Depth renderer does not support int texture type";
  84639. }
  84640. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84641. }
  84642. return this._depthRenderer[camera.id];
  84643. };
  84644. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84645. camera = camera || this.activeCamera;
  84646. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84647. return;
  84648. }
  84649. this._depthRenderer[camera.id].dispose();
  84650. delete this._depthRenderer[camera.id];
  84651. };
  84652. /**
  84653. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84654. * in several rendering techniques.
  84655. */
  84656. var DepthRendererSceneComponent = /** @class */ (function () {
  84657. /**
  84658. * Creates a new instance of the component for the given scene
  84659. * @param scene Defines the scene to register the component in
  84660. */
  84661. function DepthRendererSceneComponent(scene) {
  84662. /**
  84663. * The component name helpfull to identify the component in the list of scene components.
  84664. */
  84665. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84666. this.scene = scene;
  84667. }
  84668. /**
  84669. * Registers the component in a given scene
  84670. */
  84671. DepthRendererSceneComponent.prototype.register = function () {
  84672. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84673. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84674. };
  84675. /**
  84676. * Rebuilds the elements related to this component in case of
  84677. * context lost for instance.
  84678. */
  84679. DepthRendererSceneComponent.prototype.rebuild = function () {
  84680. // Nothing to do for this component
  84681. };
  84682. /**
  84683. * Disposes the component and the associated ressources
  84684. */
  84685. DepthRendererSceneComponent.prototype.dispose = function () {
  84686. for (var key in this.scene._depthRenderer) {
  84687. this.scene._depthRenderer[key].dispose();
  84688. }
  84689. };
  84690. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84691. if (this.scene._depthRenderer) {
  84692. for (var key in this.scene._depthRenderer) {
  84693. var depthRenderer = this.scene._depthRenderer[key];
  84694. if (!depthRenderer.useOnlyInActiveCamera) {
  84695. renderTargets.push(depthRenderer.getDepthMap());
  84696. }
  84697. }
  84698. }
  84699. };
  84700. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84701. if (this.scene._depthRenderer) {
  84702. for (var key in this.scene._depthRenderer) {
  84703. var depthRenderer = this.scene._depthRenderer[key];
  84704. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84705. renderTargets.push(depthRenderer.getDepthMap());
  84706. }
  84707. }
  84708. }
  84709. };
  84710. return DepthRendererSceneComponent;
  84711. }());
  84712. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84713. })(BABYLON || (BABYLON = {}));
  84714. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84715. var BABYLON;
  84716. (function (BABYLON) {
  84717. /**
  84718. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84719. */
  84720. var GeometryBufferRenderer = /** @class */ (function () {
  84721. /**
  84722. * Creates a new G Buffer for the scene
  84723. * @param scene The scene the buffer belongs to
  84724. * @param ratio How big is the buffer related to the main canvas.
  84725. */
  84726. function GeometryBufferRenderer(scene, ratio) {
  84727. if (ratio === void 0) { ratio = 1; }
  84728. /**
  84729. * Dictionary used to store the previous transformation matrices of each rendered mesh
  84730. * in order to compute objects velocities when enableVelocity is set to "true"
  84731. * @hidden
  84732. */
  84733. this._previousTransformationMatrices = {};
  84734. this._enablePosition = false;
  84735. this._enableVelocity = false;
  84736. this._positionIndex = -1;
  84737. this._velocityIndex = -1;
  84738. this._scene = scene;
  84739. this._ratio = ratio;
  84740. // Register the G Buffer component to the scene.
  84741. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  84742. if (!component) {
  84743. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  84744. scene._addComponent(component);
  84745. }
  84746. // Render target
  84747. this._createRenderTargets();
  84748. }
  84749. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  84750. /**
  84751. * Set the render list (meshes to be rendered) used in the G buffer.
  84752. */
  84753. set: function (meshes) {
  84754. this._multiRenderTarget.renderList = meshes;
  84755. },
  84756. enumerable: true,
  84757. configurable: true
  84758. });
  84759. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  84760. /**
  84761. * Gets wether or not G buffer are supported by the running hardware.
  84762. * This requires draw buffer supports
  84763. */
  84764. get: function () {
  84765. return this._multiRenderTarget.isSupported;
  84766. },
  84767. enumerable: true,
  84768. configurable: true
  84769. });
  84770. /**
  84771. * Returns the index of the given texture type in the G-Buffer textures array
  84772. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  84773. * @returns the index of the given texture type in the G-Buffer textures array
  84774. */
  84775. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  84776. switch (textureType) {
  84777. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  84778. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  84779. default: return -1;
  84780. }
  84781. };
  84782. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  84783. /**
  84784. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  84785. */
  84786. get: function () {
  84787. return this._enablePosition;
  84788. },
  84789. /**
  84790. * Sets whether or not objects positions are enabled for the G buffer.
  84791. */
  84792. set: function (enable) {
  84793. this._enablePosition = enable;
  84794. this.dispose();
  84795. this._createRenderTargets();
  84796. },
  84797. enumerable: true,
  84798. configurable: true
  84799. });
  84800. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  84801. /**
  84802. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  84803. */
  84804. get: function () {
  84805. return this._enableVelocity;
  84806. },
  84807. /**
  84808. * Sets wether or not objects velocities are enabled for the G buffer.
  84809. */
  84810. set: function (enable) {
  84811. this._enableVelocity = enable;
  84812. this.dispose();
  84813. this._createRenderTargets();
  84814. },
  84815. enumerable: true,
  84816. configurable: true
  84817. });
  84818. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  84819. /**
  84820. * Gets the scene associated with the buffer.
  84821. */
  84822. get: function () {
  84823. return this._scene;
  84824. },
  84825. enumerable: true,
  84826. configurable: true
  84827. });
  84828. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  84829. /**
  84830. * Gets the ratio used by the buffer during its creation.
  84831. * How big is the buffer related to the main canvas.
  84832. */
  84833. get: function () {
  84834. return this._ratio;
  84835. },
  84836. enumerable: true,
  84837. configurable: true
  84838. });
  84839. /**
  84840. * Checks wether everything is ready to render a submesh to the G buffer.
  84841. * @param subMesh the submesh to check readiness for
  84842. * @param useInstances is the mesh drawn using instance or not
  84843. * @returns true if ready otherwise false
  84844. */
  84845. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  84846. var material = subMesh.getMaterial();
  84847. if (material && material.disableDepthWrite) {
  84848. return false;
  84849. }
  84850. var defines = [];
  84851. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  84852. var mesh = subMesh.getMesh();
  84853. // Alpha test
  84854. if (material && material.needAlphaTesting()) {
  84855. defines.push("#define ALPHATEST");
  84856. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84857. attribs.push(BABYLON.VertexBuffer.UVKind);
  84858. defines.push("#define UV1");
  84859. }
  84860. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84861. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84862. defines.push("#define UV2");
  84863. }
  84864. }
  84865. // Buffers
  84866. if (this._enablePosition) {
  84867. defines.push("#define POSITION");
  84868. defines.push("#define POSITION_INDEX " + this._positionIndex);
  84869. }
  84870. if (this._enableVelocity) {
  84871. defines.push("#define VELOCITY");
  84872. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  84873. }
  84874. // Bones
  84875. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84876. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84877. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84878. if (mesh.numBoneInfluencers > 4) {
  84879. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84880. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84881. }
  84882. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84883. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84884. }
  84885. else {
  84886. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84887. }
  84888. // Instances
  84889. if (useInstances) {
  84890. defines.push("#define INSTANCES");
  84891. attribs.push("world0");
  84892. attribs.push("world1");
  84893. attribs.push("world2");
  84894. attribs.push("world3");
  84895. }
  84896. // Setup textures count
  84897. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  84898. // Get correct effect
  84899. var join = defines.join("\n");
  84900. if (this._cachedDefines !== join) {
  84901. this._cachedDefines = join;
  84902. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  84903. }
  84904. return this._effect.isReady();
  84905. };
  84906. /**
  84907. * Gets the current underlying G Buffer.
  84908. * @returns the buffer
  84909. */
  84910. GeometryBufferRenderer.prototype.getGBuffer = function () {
  84911. return this._multiRenderTarget;
  84912. };
  84913. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  84914. /**
  84915. * Gets the number of samples used to render the buffer (anti aliasing).
  84916. */
  84917. get: function () {
  84918. return this._multiRenderTarget.samples;
  84919. },
  84920. /**
  84921. * Sets the number of samples used to render the buffer (anti aliasing).
  84922. */
  84923. set: function (value) {
  84924. this._multiRenderTarget.samples = value;
  84925. },
  84926. enumerable: true,
  84927. configurable: true
  84928. });
  84929. /**
  84930. * Disposes the renderer and frees up associated resources.
  84931. */
  84932. GeometryBufferRenderer.prototype.dispose = function () {
  84933. this.getGBuffer().dispose();
  84934. };
  84935. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  84936. var _this = this;
  84937. var engine = this._scene.getEngine();
  84938. var count = 2;
  84939. if (this._enablePosition) {
  84940. this._positionIndex = count;
  84941. count++;
  84942. }
  84943. if (this._enableVelocity) {
  84944. this._velocityIndex = count;
  84945. count++;
  84946. }
  84947. 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 });
  84948. if (!this.isSupported) {
  84949. return;
  84950. }
  84951. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84952. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84953. this._multiRenderTarget.refreshRate = 1;
  84954. this._multiRenderTarget.renderParticles = false;
  84955. this._multiRenderTarget.renderList = null;
  84956. // set default depth value to 1.0 (far away)
  84957. this._multiRenderTarget.onClearObservable.add(function (engine) {
  84958. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  84959. });
  84960. // Custom render function
  84961. var renderSubMesh = function (subMesh) {
  84962. var mesh = subMesh.getRenderingMesh();
  84963. var scene = _this._scene;
  84964. var engine = scene.getEngine();
  84965. var material = subMesh.getMaterial();
  84966. if (!material) {
  84967. return;
  84968. }
  84969. // Velocity
  84970. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  84971. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  84972. }
  84973. // Culling
  84974. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84975. // Managing instances
  84976. var batch = mesh._getInstancesRenderList(subMesh._id);
  84977. if (batch.mustReturn) {
  84978. return;
  84979. }
  84980. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84981. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  84982. engine.enableEffect(_this._effect);
  84983. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84984. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84985. _this._effect.setMatrix("view", scene.getViewMatrix());
  84986. // Alpha test
  84987. if (material && material.needAlphaTesting()) {
  84988. var alphaTexture = material.getAlphaTestTexture();
  84989. if (alphaTexture) {
  84990. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84991. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84992. }
  84993. }
  84994. // Bones
  84995. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84996. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84997. }
  84998. // Velocity
  84999. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85000. // Draw
  85001. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85002. }
  85003. // Velocity
  85004. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85005. };
  85006. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85007. var index;
  85008. if (depthOnlySubMeshes.length) {
  85009. engine.setColorWrite(false);
  85010. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85011. renderSubMesh(depthOnlySubMeshes.data[index]);
  85012. }
  85013. engine.setColorWrite(true);
  85014. }
  85015. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85016. renderSubMesh(opaqueSubMeshes.data[index]);
  85017. }
  85018. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85019. renderSubMesh(alphaTestSubMeshes.data[index]);
  85020. }
  85021. };
  85022. };
  85023. /**
  85024. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85025. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85026. */
  85027. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85028. /**
  85029. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85030. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85031. */
  85032. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85033. return GeometryBufferRenderer;
  85034. }());
  85035. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85036. })(BABYLON || (BABYLON = {}));
  85037. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85038. var BABYLON;
  85039. (function (BABYLON) {
  85040. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85041. get: function () {
  85042. this._geometryBufferRenderer;
  85043. },
  85044. set: function (value) {
  85045. if (value && value.isSupported) {
  85046. this._geometryBufferRenderer = value;
  85047. }
  85048. },
  85049. enumerable: true,
  85050. configurable: true
  85051. });
  85052. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85053. if (ratio === void 0) { ratio = 1; }
  85054. if (this._geometryBufferRenderer) {
  85055. return this._geometryBufferRenderer;
  85056. }
  85057. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85058. if (!this._geometryBufferRenderer.isSupported) {
  85059. this._geometryBufferRenderer = null;
  85060. }
  85061. return this._geometryBufferRenderer;
  85062. };
  85063. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85064. if (!this._geometryBufferRenderer) {
  85065. return;
  85066. }
  85067. this._geometryBufferRenderer.dispose();
  85068. this._geometryBufferRenderer = null;
  85069. };
  85070. /**
  85071. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85072. * in several rendering techniques.
  85073. */
  85074. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85075. /**
  85076. * Creates a new instance of the component for the given scene
  85077. * @param scene Defines the scene to register the component in
  85078. */
  85079. function GeometryBufferRendererSceneComponent(scene) {
  85080. /**
  85081. * The component name helpful to identify the component in the list of scene components.
  85082. */
  85083. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85084. this.scene = scene;
  85085. }
  85086. /**
  85087. * Registers the component in a given scene
  85088. */
  85089. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85090. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85091. };
  85092. /**
  85093. * Rebuilds the elements related to this component in case of
  85094. * context lost for instance.
  85095. */
  85096. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85097. // Nothing to do for this component
  85098. };
  85099. /**
  85100. * Disposes the component and the associated ressources
  85101. */
  85102. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85103. // Nothing to do for this component
  85104. };
  85105. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85106. if (this.scene._geometryBufferRenderer) {
  85107. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85108. }
  85109. };
  85110. return GeometryBufferRendererSceneComponent;
  85111. }());
  85112. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85113. })(BABYLON || (BABYLON = {}));
  85114. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85115. var BABYLON;
  85116. (function (BABYLON) {
  85117. /**
  85118. * Render pipeline to produce ssao effect
  85119. */
  85120. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85121. __extends(SSAORenderingPipeline, _super);
  85122. /**
  85123. * @constructor
  85124. * @param name - The rendering pipeline name
  85125. * @param scene - The scene linked to this pipeline
  85126. * @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 }
  85127. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85128. */
  85129. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85130. var _this = _super.call(this, scene.getEngine(), name) || this;
  85131. // Members
  85132. /**
  85133. * @ignore
  85134. * The PassPostProcess id in the pipeline that contains the original scene color
  85135. */
  85136. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85137. /**
  85138. * @ignore
  85139. * The SSAO PostProcess id in the pipeline
  85140. */
  85141. _this.SSAORenderEffect = "SSAORenderEffect";
  85142. /**
  85143. * @ignore
  85144. * The horizontal blur PostProcess id in the pipeline
  85145. */
  85146. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85147. /**
  85148. * @ignore
  85149. * The vertical blur PostProcess id in the pipeline
  85150. */
  85151. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85152. /**
  85153. * @ignore
  85154. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85155. */
  85156. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85157. /**
  85158. * The output strength of the SSAO post-process. Default value is 1.0.
  85159. */
  85160. _this.totalStrength = 1.0;
  85161. /**
  85162. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85163. */
  85164. _this.radius = 0.0001;
  85165. /**
  85166. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85167. * Must not be equal to fallOff and superior to fallOff.
  85168. * Default value is 0.975
  85169. */
  85170. _this.area = 0.0075;
  85171. /**
  85172. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85173. * Must not be equal to area and inferior to area.
  85174. * Default value is 0.0
  85175. */
  85176. _this.fallOff = 0.000001;
  85177. /**
  85178. * The base color of the SSAO post-process
  85179. * The final result is "base + ssao" between [0, 1]
  85180. */
  85181. _this.base = 0.5;
  85182. _this._firstUpdate = true;
  85183. _this._scene = scene;
  85184. // Set up assets
  85185. _this._createRandomTexture();
  85186. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85187. var ssaoRatio = ratio.ssaoRatio || ratio;
  85188. var combineRatio = ratio.combineRatio || ratio;
  85189. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85190. _this._createSSAOPostProcess(ssaoRatio);
  85191. _this._createBlurPostProcess(ssaoRatio);
  85192. _this._createSSAOCombinePostProcess(combineRatio);
  85193. // Set up pipeline
  85194. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85195. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85196. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85197. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85198. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85199. // Finish
  85200. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85201. if (cameras) {
  85202. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85203. }
  85204. return _this;
  85205. }
  85206. // Public Methods
  85207. /**
  85208. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85209. */
  85210. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85211. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85212. for (var i = 0; i < this._scene.cameras.length; i++) {
  85213. var camera = this._scene.cameras[i];
  85214. this._originalColorPostProcess.dispose(camera);
  85215. this._ssaoPostProcess.dispose(camera);
  85216. this._blurHPostProcess.dispose(camera);
  85217. this._blurVPostProcess.dispose(camera);
  85218. this._ssaoCombinePostProcess.dispose(camera);
  85219. }
  85220. this._randomTexture.dispose();
  85221. if (disableDepthRender) {
  85222. this._scene.disableDepthRenderer();
  85223. }
  85224. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85225. _super.prototype.dispose.call(this);
  85226. };
  85227. // Private Methods
  85228. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85229. var _this = this;
  85230. var size = 16;
  85231. 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);
  85232. 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);
  85233. this._blurHPostProcess.onActivateObservable.add(function () {
  85234. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85235. _this._blurHPostProcess.kernel = size * dw;
  85236. });
  85237. this._blurVPostProcess.onActivateObservable.add(function () {
  85238. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85239. _this._blurVPostProcess.kernel = size * dw;
  85240. });
  85241. };
  85242. /** @hidden */
  85243. SSAORenderingPipeline.prototype._rebuild = function () {
  85244. this._firstUpdate = true;
  85245. _super.prototype._rebuild.call(this);
  85246. };
  85247. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85248. var _this = this;
  85249. var numSamples = 16;
  85250. var sampleSphere = [
  85251. 0.5381, 0.1856, -0.4319,
  85252. 0.1379, 0.2486, 0.4430,
  85253. 0.3371, 0.5679, -0.0057,
  85254. -0.6999, -0.0451, -0.0019,
  85255. 0.0689, -0.1598, -0.8547,
  85256. 0.0560, 0.0069, -0.1843,
  85257. -0.0146, 0.1402, 0.0762,
  85258. 0.0100, -0.1924, -0.0344,
  85259. -0.3577, -0.5301, -0.4358,
  85260. -0.3169, 0.1063, 0.0158,
  85261. 0.0103, -0.5869, 0.0046,
  85262. -0.0897, -0.4940, 0.3287,
  85263. 0.7119, -0.0154, -0.0918,
  85264. -0.0533, 0.0596, -0.5411,
  85265. 0.0352, -0.0631, 0.5460,
  85266. -0.4776, 0.2847, -0.0271
  85267. ];
  85268. var samplesFactor = 1.0 / numSamples;
  85269. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85270. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85271. "area", "fallOff", "base", "range", "viewport"
  85272. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85273. this._ssaoPostProcess.onApply = function (effect) {
  85274. if (_this._firstUpdate) {
  85275. effect.setArray3("sampleSphere", sampleSphere);
  85276. effect.setFloat("samplesFactor", samplesFactor);
  85277. effect.setFloat("randTextureTiles", 4.0);
  85278. }
  85279. effect.setFloat("totalStrength", _this.totalStrength);
  85280. effect.setFloat("radius", _this.radius);
  85281. effect.setFloat("area", _this.area);
  85282. effect.setFloat("fallOff", _this.fallOff);
  85283. effect.setFloat("base", _this.base);
  85284. effect.setTexture("textureSampler", _this._depthTexture);
  85285. effect.setTexture("randomSampler", _this._randomTexture);
  85286. };
  85287. };
  85288. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85289. var _this = this;
  85290. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85291. this._ssaoCombinePostProcess.onApply = function (effect) {
  85292. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85293. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85294. };
  85295. };
  85296. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85297. var size = 512;
  85298. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85299. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85300. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85301. var context = this._randomTexture.getContext();
  85302. var rand = function (min, max) {
  85303. return Math.random() * (max - min) + min;
  85304. };
  85305. var randVector = BABYLON.Vector3.Zero();
  85306. for (var x = 0; x < size; x++) {
  85307. for (var y = 0; y < size; y++) {
  85308. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85309. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85310. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85311. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85312. context.fillRect(x, y, 1, 1);
  85313. }
  85314. }
  85315. this._randomTexture.update(false);
  85316. };
  85317. __decorate([
  85318. BABYLON.serialize()
  85319. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85320. __decorate([
  85321. BABYLON.serialize()
  85322. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85323. __decorate([
  85324. BABYLON.serialize()
  85325. ], SSAORenderingPipeline.prototype, "area", void 0);
  85326. __decorate([
  85327. BABYLON.serialize()
  85328. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85329. __decorate([
  85330. BABYLON.serialize()
  85331. ], SSAORenderingPipeline.prototype, "base", void 0);
  85332. return SSAORenderingPipeline;
  85333. }(BABYLON.PostProcessRenderPipeline));
  85334. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85335. })(BABYLON || (BABYLON = {}));
  85336. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85337. var BABYLON;
  85338. (function (BABYLON) {
  85339. /**
  85340. * Render pipeline to produce ssao effect
  85341. */
  85342. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85343. __extends(SSAO2RenderingPipeline, _super);
  85344. /**
  85345. * @constructor
  85346. * @param name The rendering pipeline name
  85347. * @param scene The scene linked to this pipeline
  85348. * @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 }
  85349. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85350. */
  85351. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85352. var _this = _super.call(this, scene.getEngine(), name) || this;
  85353. // Members
  85354. /**
  85355. * @ignore
  85356. * The PassPostProcess id in the pipeline that contains the original scene color
  85357. */
  85358. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85359. /**
  85360. * @ignore
  85361. * The SSAO PostProcess id in the pipeline
  85362. */
  85363. _this.SSAORenderEffect = "SSAORenderEffect";
  85364. /**
  85365. * @ignore
  85366. * The horizontal blur PostProcess id in the pipeline
  85367. */
  85368. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85369. /**
  85370. * @ignore
  85371. * The vertical blur PostProcess id in the pipeline
  85372. */
  85373. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85374. /**
  85375. * @ignore
  85376. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85377. */
  85378. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85379. /**
  85380. * The output strength of the SSAO post-process. Default value is 1.0.
  85381. */
  85382. _this.totalStrength = 1.0;
  85383. /**
  85384. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85385. */
  85386. _this.maxZ = 100.0;
  85387. /**
  85388. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85389. */
  85390. _this.minZAspect = 0.2;
  85391. _this._samples = 8;
  85392. _this._textureSamples = 1;
  85393. _this._expensiveBlur = true;
  85394. /**
  85395. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85396. */
  85397. _this.radius = 2.0;
  85398. /**
  85399. * The base color of the SSAO post-process
  85400. * The final result is "base + ssao" between [0, 1]
  85401. */
  85402. _this.base = 0;
  85403. _this._firstUpdate = true;
  85404. _this._bits = new Uint32Array(1);
  85405. _this._scene = scene;
  85406. _this._ratio = ratio;
  85407. if (!_this.isSupported) {
  85408. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85409. return _this;
  85410. }
  85411. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85412. var blurRatio = _this._ratio.blurRatio || ratio;
  85413. // Set up assets
  85414. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85415. _this._createRandomTexture();
  85416. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85417. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85418. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85419. _this._originalColorPostProcess.samples = _this.textureSamples;
  85420. _this._createSSAOPostProcess(1.0);
  85421. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85422. _this._createSSAOCombinePostProcess(blurRatio);
  85423. // Set up pipeline
  85424. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85425. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85426. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85427. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85428. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85429. // Finish
  85430. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85431. if (cameras) {
  85432. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85433. }
  85434. return _this;
  85435. }
  85436. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85437. get: function () {
  85438. return this._samples;
  85439. },
  85440. /**
  85441. * Number of samples used for the SSAO calculations. Default value is 8
  85442. */
  85443. set: function (n) {
  85444. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85445. this._samples = n;
  85446. this._sampleSphere = this._generateHemisphere();
  85447. this._firstUpdate = true;
  85448. },
  85449. enumerable: true,
  85450. configurable: true
  85451. });
  85452. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85453. get: function () {
  85454. return this._textureSamples;
  85455. },
  85456. /**
  85457. * Number of samples to use for antialiasing
  85458. */
  85459. set: function (n) {
  85460. this._textureSamples = n;
  85461. this._originalColorPostProcess.samples = n;
  85462. this._blurHPostProcess.samples = n;
  85463. this._blurVPostProcess.samples = n;
  85464. this._ssaoPostProcess.samples = n;
  85465. this._ssaoCombinePostProcess.samples = n;
  85466. },
  85467. enumerable: true,
  85468. configurable: true
  85469. });
  85470. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85471. get: function () {
  85472. return this._expensiveBlur;
  85473. },
  85474. /**
  85475. * If bilateral blur should be used
  85476. */
  85477. set: function (b) {
  85478. 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"]);
  85479. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85480. this._expensiveBlur = b;
  85481. this._firstUpdate = true;
  85482. },
  85483. enumerable: true,
  85484. configurable: true
  85485. });
  85486. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85487. /**
  85488. * Support test.
  85489. */
  85490. get: function () {
  85491. var engine = BABYLON.Engine.LastCreatedEngine;
  85492. if (!engine) {
  85493. return false;
  85494. }
  85495. return engine.getCaps().drawBuffersExtension;
  85496. },
  85497. enumerable: true,
  85498. configurable: true
  85499. });
  85500. // Public Methods
  85501. /**
  85502. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85503. */
  85504. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85505. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85506. for (var i = 0; i < this._scene.cameras.length; i++) {
  85507. var camera = this._scene.cameras[i];
  85508. this._originalColorPostProcess.dispose(camera);
  85509. this._ssaoPostProcess.dispose(camera);
  85510. this._blurHPostProcess.dispose(camera);
  85511. this._blurVPostProcess.dispose(camera);
  85512. this._ssaoCombinePostProcess.dispose(camera);
  85513. }
  85514. this._randomTexture.dispose();
  85515. if (disableGeometryBufferRenderer) {
  85516. this._scene.disableGeometryBufferRenderer();
  85517. }
  85518. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85519. _super.prototype.dispose.call(this);
  85520. };
  85521. // Private Methods
  85522. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85523. var _this = this;
  85524. this._samplerOffsets = [];
  85525. var expensive = this.expensiveBlur;
  85526. for (var i = -8; i < 8; i++) {
  85527. this._samplerOffsets.push(i * 2 + 0.5);
  85528. }
  85529. 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");
  85530. this._blurHPostProcess.onApply = function (effect) {
  85531. if (!_this._scene.activeCamera) {
  85532. return;
  85533. }
  85534. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85535. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85536. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85537. effect.setFloat("radius", _this.radius);
  85538. effect.setTexture("depthSampler", _this._depthTexture);
  85539. if (_this._firstUpdate) {
  85540. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85541. }
  85542. };
  85543. 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");
  85544. this._blurVPostProcess.onApply = function (effect) {
  85545. if (!_this._scene.activeCamera) {
  85546. return;
  85547. }
  85548. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85549. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85550. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85551. effect.setFloat("radius", _this.radius);
  85552. effect.setTexture("depthSampler", _this._depthTexture);
  85553. if (_this._firstUpdate) {
  85554. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85555. _this._firstUpdate = false;
  85556. }
  85557. };
  85558. this._blurHPostProcess.samples = this.textureSamples;
  85559. this._blurVPostProcess.samples = this.textureSamples;
  85560. };
  85561. /** @hidden */
  85562. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85563. this._firstUpdate = true;
  85564. _super.prototype._rebuild.call(this);
  85565. };
  85566. //Van der Corput radical inverse
  85567. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85568. this._bits[0] = i;
  85569. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85570. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85571. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85572. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85573. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85574. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85575. };
  85576. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85577. return [i / n, this._radicalInverse_VdC(i)];
  85578. };
  85579. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85580. var phi = v * 2.0 * Math.PI;
  85581. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85582. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85583. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85584. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85585. };
  85586. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85587. var numSamples = this.samples;
  85588. var result = [];
  85589. var vector;
  85590. var i = 0;
  85591. while (i < numSamples) {
  85592. if (numSamples < 16) {
  85593. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85594. }
  85595. else {
  85596. var rand = this._hammersley(i, numSamples);
  85597. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85598. }
  85599. result.push(vector.x, vector.y, vector.z);
  85600. i++;
  85601. }
  85602. return result;
  85603. };
  85604. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85605. var _this = this;
  85606. var numSamples = this.samples;
  85607. this._sampleSphere = this._generateHemisphere();
  85608. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85609. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85610. "base", "range", "projection", "near", "far", "texelSize",
  85611. "xViewport", "yViewport", "maxZ", "minZAspect"
  85612. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85613. this._ssaoPostProcess.onApply = function (effect) {
  85614. if (_this._firstUpdate) {
  85615. effect.setArray3("sampleSphere", _this._sampleSphere);
  85616. effect.setFloat("randTextureTiles", 32.0);
  85617. }
  85618. if (!_this._scene.activeCamera) {
  85619. return;
  85620. }
  85621. effect.setFloat("samplesFactor", 1 / _this.samples);
  85622. effect.setFloat("totalStrength", _this.totalStrength);
  85623. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85624. effect.setFloat("radius", _this.radius);
  85625. effect.setFloat("maxZ", _this.maxZ);
  85626. effect.setFloat("minZAspect", _this.minZAspect);
  85627. effect.setFloat("base", _this.base);
  85628. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85629. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85630. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85631. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85632. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85633. effect.setTexture("textureSampler", _this._depthTexture);
  85634. effect.setTexture("normalSampler", _this._normalTexture);
  85635. effect.setTexture("randomSampler", _this._randomTexture);
  85636. };
  85637. this._ssaoPostProcess.samples = this.textureSamples;
  85638. };
  85639. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85640. var _this = this;
  85641. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85642. this._ssaoCombinePostProcess.onApply = function (effect) {
  85643. var viewport = _this._scene.activeCamera.viewport;
  85644. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85645. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85646. };
  85647. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85648. };
  85649. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85650. var size = 128;
  85651. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85652. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85653. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85654. var context = this._randomTexture.getContext();
  85655. var rand = function (min, max) {
  85656. return Math.random() * (max - min) + min;
  85657. };
  85658. var randVector = BABYLON.Vector3.Zero();
  85659. for (var x = 0; x < size; x++) {
  85660. for (var y = 0; y < size; y++) {
  85661. randVector.x = rand(0.0, 1.0);
  85662. randVector.y = rand(0.0, 1.0);
  85663. randVector.z = 0.0;
  85664. randVector.normalize();
  85665. randVector.scaleInPlace(255);
  85666. randVector.x = Math.floor(randVector.x);
  85667. randVector.y = Math.floor(randVector.y);
  85668. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85669. context.fillRect(x, y, 1, 1);
  85670. }
  85671. }
  85672. this._randomTexture.update(false);
  85673. };
  85674. /**
  85675. * Serialize the rendering pipeline (Used when exporting)
  85676. * @returns the serialized object
  85677. */
  85678. SSAO2RenderingPipeline.prototype.serialize = function () {
  85679. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85680. serializationObject.customType = "SSAO2RenderingPipeline";
  85681. return serializationObject;
  85682. };
  85683. /**
  85684. * Parse the serialized pipeline
  85685. * @param source Source pipeline.
  85686. * @param scene The scene to load the pipeline to.
  85687. * @param rootUrl The URL of the serialized pipeline.
  85688. * @returns An instantiated pipeline from the serialized object.
  85689. */
  85690. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85691. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85692. };
  85693. __decorate([
  85694. BABYLON.serialize()
  85695. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85696. __decorate([
  85697. BABYLON.serialize()
  85698. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85699. __decorate([
  85700. BABYLON.serialize()
  85701. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85702. __decorate([
  85703. BABYLON.serialize("samples")
  85704. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85705. __decorate([
  85706. BABYLON.serialize("textureSamples")
  85707. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85708. __decorate([
  85709. BABYLON.serialize()
  85710. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85711. __decorate([
  85712. BABYLON.serialize("expensiveBlur")
  85713. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85714. __decorate([
  85715. BABYLON.serialize()
  85716. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85717. __decorate([
  85718. BABYLON.serialize()
  85719. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85720. return SSAO2RenderingPipeline;
  85721. }(BABYLON.PostProcessRenderPipeline));
  85722. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85723. })(BABYLON || (BABYLON = {}));
  85724. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85725. var BABYLON;
  85726. (function (BABYLON) {
  85727. /**
  85728. * BABYLON.JS Chromatic Aberration GLSL Shader
  85729. * Author: Olivier Guyot
  85730. * Separates very slightly R, G and B colors on the edges of the screen
  85731. * Inspired by Francois Tarlier & Martins Upitis
  85732. */
  85733. var LensRenderingPipeline = /** @class */ (function (_super) {
  85734. __extends(LensRenderingPipeline, _super);
  85735. /**
  85736. * @constructor
  85737. *
  85738. * Effect parameters are as follow:
  85739. * {
  85740. * chromatic_aberration: number; // from 0 to x (1 for realism)
  85741. * edge_blur: number; // from 0 to x (1 for realism)
  85742. * distortion: number; // from 0 to x (1 for realism)
  85743. * grain_amount: number; // from 0 to 1
  85744. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  85745. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  85746. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  85747. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  85748. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  85749. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  85750. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  85751. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  85752. * }
  85753. * Note: if an effect parameter is unset, effect is disabled
  85754. *
  85755. * @param name The rendering pipeline name
  85756. * @param parameters - An object containing all parameters (see above)
  85757. * @param scene The scene linked to this pipeline
  85758. * @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)
  85759. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85760. */
  85761. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  85762. if (ratio === void 0) { ratio = 1.0; }
  85763. var _this = _super.call(this, scene.getEngine(), name) || this;
  85764. // Lens effects can be of the following:
  85765. // - chromatic aberration (slight shift of RGB colors)
  85766. // - blur on the edge of the lens
  85767. // - lens distortion
  85768. // - depth-of-field blur & highlights enhancing
  85769. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  85770. // - grain effect (noise or custom texture)
  85771. // Two additional texture samplers are needed:
  85772. // - depth map (for depth-of-field)
  85773. // - grain texture
  85774. /**
  85775. * @ignore
  85776. * The chromatic aberration PostProcess id in the pipeline
  85777. */
  85778. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  85779. /**
  85780. * @ignore
  85781. * The highlights enhancing PostProcess id in the pipeline
  85782. */
  85783. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  85784. /**
  85785. * @ignore
  85786. * The depth-of-field PostProcess id in the pipeline
  85787. */
  85788. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  85789. _this._scene = scene;
  85790. // Fetch texture samplers
  85791. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85792. if (parameters.grain_texture) {
  85793. _this._grainTexture = parameters.grain_texture;
  85794. }
  85795. else {
  85796. _this._createGrainTexture();
  85797. }
  85798. // save parameters
  85799. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  85800. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  85801. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  85802. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  85803. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  85804. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  85805. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  85806. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  85807. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  85808. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  85809. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  85810. // Create effects
  85811. _this._createChromaticAberrationPostProcess(ratio);
  85812. _this._createHighlightsPostProcess(ratio);
  85813. _this._createDepthOfFieldPostProcess(ratio / 4);
  85814. // Set up pipeline
  85815. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  85816. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  85817. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  85818. if (_this._highlightsGain === -1) {
  85819. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  85820. }
  85821. // Finish
  85822. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85823. if (cameras) {
  85824. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85825. }
  85826. return _this;
  85827. }
  85828. // public methods (self explanatory)
  85829. /**
  85830. * Sets the amount of blur at the edges
  85831. * @param amount blur amount
  85832. */
  85833. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  85834. /**
  85835. * Sets edge blur to 0
  85836. */
  85837. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  85838. /**
  85839. * Sets the amout of grain
  85840. * @param amount Amount of grain
  85841. */
  85842. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  85843. /**
  85844. * Set grain amount to 0
  85845. */
  85846. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  85847. /**
  85848. * Sets the chromatic aberration amount
  85849. * @param amount amount of chromatic aberration
  85850. */
  85851. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  85852. /**
  85853. * Sets chromatic aberration amount to 0
  85854. */
  85855. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  85856. /**
  85857. * Sets the EdgeDistortion amount
  85858. * @param amount amount of EdgeDistortion
  85859. */
  85860. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  85861. /**
  85862. * Sets edge distortion to 0
  85863. */
  85864. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  85865. /**
  85866. * Sets the FocusDistance amount
  85867. * @param amount amount of FocusDistance
  85868. */
  85869. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  85870. /**
  85871. * Disables depth of field
  85872. */
  85873. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  85874. /**
  85875. * Sets the Aperture amount
  85876. * @param amount amount of Aperture
  85877. */
  85878. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  85879. /**
  85880. * Sets the DarkenOutOfFocus amount
  85881. * @param amount amount of DarkenOutOfFocus
  85882. */
  85883. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  85884. /**
  85885. * Creates a pentagon bokeh effect
  85886. */
  85887. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  85888. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  85889. };
  85890. /**
  85891. * Disables the pentagon bokeh effect
  85892. */
  85893. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  85894. this._highlightsPostProcess.updateEffect();
  85895. };
  85896. /**
  85897. * Enables noise blur
  85898. */
  85899. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  85900. /**
  85901. * Disables noise blur
  85902. */
  85903. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  85904. /**
  85905. * Sets the HighlightsGain amount
  85906. * @param amount amount of HighlightsGain
  85907. */
  85908. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  85909. this._highlightsGain = amount;
  85910. };
  85911. /**
  85912. * Sets the HighlightsThreshold amount
  85913. * @param amount amount of HighlightsThreshold
  85914. */
  85915. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  85916. if (this._highlightsGain === -1) {
  85917. this._highlightsGain = 1.0;
  85918. }
  85919. this._highlightsThreshold = amount;
  85920. };
  85921. /**
  85922. * Disables highlights
  85923. */
  85924. LensRenderingPipeline.prototype.disableHighlights = function () {
  85925. this._highlightsGain = -1;
  85926. };
  85927. /**
  85928. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  85929. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  85930. */
  85931. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85932. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85933. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85934. this._chromaticAberrationPostProcess = null;
  85935. this._highlightsPostProcess = null;
  85936. this._depthOfFieldPostProcess = null;
  85937. this._grainTexture.dispose();
  85938. if (disableDepthRender) {
  85939. this._scene.disableDepthRenderer();
  85940. }
  85941. };
  85942. // colors shifting and distortion
  85943. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  85944. var _this = this;
  85945. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  85946. [], // samplers
  85947. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85948. this._chromaticAberrationPostProcess.onApply = function (effect) {
  85949. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  85950. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85951. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85952. effect.setFloat('radialIntensity', 1);
  85953. effect.setFloat2('direction', 17, 17);
  85954. effect.setFloat2('centerPosition', 0.5, 0.5);
  85955. };
  85956. };
  85957. // highlights enhancing
  85958. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  85959. var _this = this;
  85960. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  85961. [], // samplers
  85962. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  85963. this._highlightsPostProcess.onApply = function (effect) {
  85964. effect.setFloat('gain', _this._highlightsGain);
  85965. effect.setFloat('threshold', _this._highlightsThreshold);
  85966. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  85967. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85968. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85969. };
  85970. };
  85971. // colors shifting and distortion
  85972. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  85973. var _this = this;
  85974. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  85975. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  85976. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  85977. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85978. this._depthOfFieldPostProcess.onApply = function (effect) {
  85979. effect.setTexture("depthSampler", _this._depthTexture);
  85980. effect.setTexture("grainSampler", _this._grainTexture);
  85981. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  85982. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  85983. effect.setFloat('grain_amount', _this._grainAmount);
  85984. effect.setBool('blur_noise', _this._blurNoise);
  85985. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  85986. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  85987. effect.setFloat('distortion', _this._distortion);
  85988. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  85989. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  85990. effect.setFloat('aperture', _this._dofAperture);
  85991. effect.setFloat('darken', _this._dofDarken);
  85992. effect.setFloat('edge_blur', _this._edgeBlur);
  85993. effect.setBool('highlights', (_this._highlightsGain !== -1));
  85994. if (_this._scene.activeCamera) {
  85995. effect.setFloat('near', _this._scene.activeCamera.minZ);
  85996. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  85997. }
  85998. };
  85999. };
  86000. // creates a black and white random noise texture, 512x512
  86001. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86002. var size = 512;
  86003. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86004. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86005. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86006. var context = this._grainTexture.getContext();
  86007. var rand = function (min, max) {
  86008. return Math.random() * (max - min) + min;
  86009. };
  86010. var value;
  86011. for (var x = 0; x < size; x++) {
  86012. for (var y = 0; y < size; y++) {
  86013. value = Math.floor(rand(0.42, 0.58) * 255);
  86014. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86015. context.fillRect(x, y, 1, 1);
  86016. }
  86017. }
  86018. this._grainTexture.update(false);
  86019. };
  86020. return LensRenderingPipeline;
  86021. }(BABYLON.PostProcessRenderPipeline));
  86022. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86023. })(BABYLON || (BABYLON = {}));
  86024. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86025. var BABYLON;
  86026. (function (BABYLON) {
  86027. /**
  86028. * Standard rendering pipeline
  86029. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86030. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86031. */
  86032. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86033. __extends(StandardRenderingPipeline, _super);
  86034. /**
  86035. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86036. * @constructor
  86037. * @param name The rendering pipeline name
  86038. * @param scene The scene linked to this pipeline
  86039. * @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)
  86040. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86041. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86042. */
  86043. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86044. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86045. var _this = _super.call(this, scene.getEngine(), name) || this;
  86046. /**
  86047. * Post-process used to down scale an image x4
  86048. */
  86049. _this.downSampleX4PostProcess = null;
  86050. /**
  86051. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86052. */
  86053. _this.brightPassPostProcess = null;
  86054. /**
  86055. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86056. */
  86057. _this.blurHPostProcesses = [];
  86058. /**
  86059. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86060. */
  86061. _this.blurVPostProcesses = [];
  86062. /**
  86063. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86064. */
  86065. _this.textureAdderPostProcess = null;
  86066. /**
  86067. * Post-process used to create volumetric lighting effect
  86068. */
  86069. _this.volumetricLightPostProcess = null;
  86070. /**
  86071. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86072. */
  86073. _this.volumetricLightSmoothXPostProcess = null;
  86074. /**
  86075. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86076. */
  86077. _this.volumetricLightSmoothYPostProcess = null;
  86078. /**
  86079. * Post-process used to merge the volumetric light effect and the real scene color
  86080. */
  86081. _this.volumetricLightMergePostProces = null;
  86082. /**
  86083. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86084. */
  86085. _this.volumetricLightFinalPostProcess = null;
  86086. /**
  86087. * Base post-process used to calculate the average luminance of the final image for HDR
  86088. */
  86089. _this.luminancePostProcess = null;
  86090. /**
  86091. * Post-processes used to create down sample post-processes in order to get
  86092. * the average luminance of the final image for HDR
  86093. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86094. */
  86095. _this.luminanceDownSamplePostProcesses = [];
  86096. /**
  86097. * Post-process used to create a HDR effect (light adaptation)
  86098. */
  86099. _this.hdrPostProcess = null;
  86100. /**
  86101. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86102. */
  86103. _this.textureAdderFinalPostProcess = null;
  86104. /**
  86105. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86106. */
  86107. _this.lensFlareFinalPostProcess = null;
  86108. /**
  86109. * Post-process used to merge the final HDR post-process and the real scene color
  86110. */
  86111. _this.hdrFinalPostProcess = null;
  86112. /**
  86113. * Post-process used to create a lens flare effect
  86114. */
  86115. _this.lensFlarePostProcess = null;
  86116. /**
  86117. * Post-process that merges the result of the lens flare post-process and the real scene color
  86118. */
  86119. _this.lensFlareComposePostProcess = null;
  86120. /**
  86121. * Post-process used to create a motion blur effect
  86122. */
  86123. _this.motionBlurPostProcess = null;
  86124. /**
  86125. * Post-process used to create a depth of field effect
  86126. */
  86127. _this.depthOfFieldPostProcess = null;
  86128. /**
  86129. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86130. */
  86131. _this.fxaaPostProcess = null;
  86132. // Values
  86133. /**
  86134. * Represents the brightness threshold in order to configure the illuminated surfaces
  86135. */
  86136. _this.brightThreshold = 1.0;
  86137. /**
  86138. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86139. */
  86140. _this.blurWidth = 512.0;
  86141. /**
  86142. * Sets if the blur for highlighted surfaces must be only horizontal
  86143. */
  86144. _this.horizontalBlur = false;
  86145. /**
  86146. * Sets the overall exposure used by the pipeline
  86147. */
  86148. _this.exposure = 1.0;
  86149. /**
  86150. * Texture used typically to simulate "dirty" on camera lens
  86151. */
  86152. _this.lensTexture = null;
  86153. /**
  86154. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86155. */
  86156. _this.volumetricLightCoefficient = 0.2;
  86157. /**
  86158. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86159. */
  86160. _this.volumetricLightPower = 4.0;
  86161. /**
  86162. * Used the set the blur intensity to smooth the volumetric lights
  86163. */
  86164. _this.volumetricLightBlurScale = 64.0;
  86165. /**
  86166. * Light (spot or directional) used to generate the volumetric lights rays
  86167. * The source light must have a shadow generate so the pipeline can get its
  86168. * depth map
  86169. */
  86170. _this.sourceLight = null;
  86171. /**
  86172. * For eye adaptation, represents the minimum luminance the eye can see
  86173. */
  86174. _this.hdrMinimumLuminance = 1.0;
  86175. /**
  86176. * For eye adaptation, represents the decrease luminance speed
  86177. */
  86178. _this.hdrDecreaseRate = 0.5;
  86179. /**
  86180. * For eye adaptation, represents the increase luminance speed
  86181. */
  86182. _this.hdrIncreaseRate = 0.5;
  86183. /**
  86184. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86185. */
  86186. _this.lensColorTexture = null;
  86187. /**
  86188. * The overall strengh for the lens flare effect
  86189. */
  86190. _this.lensFlareStrength = 20.0;
  86191. /**
  86192. * Dispersion coefficient for lens flare ghosts
  86193. */
  86194. _this.lensFlareGhostDispersal = 1.4;
  86195. /**
  86196. * Main lens flare halo width
  86197. */
  86198. _this.lensFlareHaloWidth = 0.7;
  86199. /**
  86200. * Based on the lens distortion effect, defines how much the lens flare result
  86201. * is distorted
  86202. */
  86203. _this.lensFlareDistortionStrength = 16.0;
  86204. /**
  86205. * Lens star texture must be used to simulate rays on the flares and is available
  86206. * in the documentation
  86207. */
  86208. _this.lensStarTexture = null;
  86209. /**
  86210. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86211. * flare effect by taking account of the dirt texture
  86212. */
  86213. _this.lensFlareDirtTexture = null;
  86214. /**
  86215. * Represents the focal length for the depth of field effect
  86216. */
  86217. _this.depthOfFieldDistance = 10.0;
  86218. /**
  86219. * Represents the blur intensity for the blurred part of the depth of field effect
  86220. */
  86221. _this.depthOfFieldBlurWidth = 64.0;
  86222. /**
  86223. * For motion blur, defines how much the image is blurred by the movement
  86224. */
  86225. _this.motionStrength = 1.0;
  86226. /**
  86227. * List of animations for the pipeline (IAnimatable implementation)
  86228. */
  86229. _this.animations = [];
  86230. _this._currentDepthOfFieldSource = null;
  86231. _this._hdrCurrentLuminance = 1.0;
  86232. // Getters and setters
  86233. _this._bloomEnabled = false;
  86234. _this._depthOfFieldEnabled = false;
  86235. _this._vlsEnabled = false;
  86236. _this._lensFlareEnabled = false;
  86237. _this._hdrEnabled = false;
  86238. _this._motionBlurEnabled = false;
  86239. _this._fxaaEnabled = false;
  86240. _this._motionBlurSamples = 64.0;
  86241. _this._volumetricLightStepsCount = 50.0;
  86242. _this._samples = 1;
  86243. _this._cameras = cameras || [];
  86244. // Initialize
  86245. _this._scene = scene;
  86246. _this._basePostProcess = originalPostProcess;
  86247. _this._ratio = ratio;
  86248. // Misc
  86249. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86250. // Finish
  86251. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86252. _this._buildPipeline();
  86253. return _this;
  86254. }
  86255. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86256. /**
  86257. * @ignore
  86258. * Specifies if the bloom pipeline is enabled
  86259. */
  86260. get: function () {
  86261. return this._bloomEnabled;
  86262. },
  86263. set: function (enabled) {
  86264. if (this._bloomEnabled === enabled) {
  86265. return;
  86266. }
  86267. this._bloomEnabled = enabled;
  86268. this._buildPipeline();
  86269. },
  86270. enumerable: true,
  86271. configurable: true
  86272. });
  86273. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86274. /**
  86275. * @ignore
  86276. * Specifies if the depth of field pipeline is enabed
  86277. */
  86278. get: function () {
  86279. return this._depthOfFieldEnabled;
  86280. },
  86281. set: function (enabled) {
  86282. if (this._depthOfFieldEnabled === enabled) {
  86283. return;
  86284. }
  86285. this._depthOfFieldEnabled = enabled;
  86286. this._buildPipeline();
  86287. },
  86288. enumerable: true,
  86289. configurable: true
  86290. });
  86291. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86292. /**
  86293. * @ignore
  86294. * Specifies if the lens flare pipeline is enabed
  86295. */
  86296. get: function () {
  86297. return this._lensFlareEnabled;
  86298. },
  86299. set: function (enabled) {
  86300. if (this._lensFlareEnabled === enabled) {
  86301. return;
  86302. }
  86303. this._lensFlareEnabled = enabled;
  86304. this._buildPipeline();
  86305. },
  86306. enumerable: true,
  86307. configurable: true
  86308. });
  86309. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86310. /**
  86311. * @ignore
  86312. * Specifies if the HDR pipeline is enabled
  86313. */
  86314. get: function () {
  86315. return this._hdrEnabled;
  86316. },
  86317. set: function (enabled) {
  86318. if (this._hdrEnabled === enabled) {
  86319. return;
  86320. }
  86321. this._hdrEnabled = enabled;
  86322. this._buildPipeline();
  86323. },
  86324. enumerable: true,
  86325. configurable: true
  86326. });
  86327. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86328. /**
  86329. * @ignore
  86330. * Specifies if the volumetric lights scattering effect is enabled
  86331. */
  86332. get: function () {
  86333. return this._vlsEnabled;
  86334. },
  86335. set: function (enabled) {
  86336. if (this._vlsEnabled === enabled) {
  86337. return;
  86338. }
  86339. if (enabled) {
  86340. var geometry = this._scene.enableGeometryBufferRenderer();
  86341. if (!geometry) {
  86342. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86343. return;
  86344. }
  86345. }
  86346. this._vlsEnabled = enabled;
  86347. this._buildPipeline();
  86348. },
  86349. enumerable: true,
  86350. configurable: true
  86351. });
  86352. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86353. /**
  86354. * @ignore
  86355. * Specifies if the motion blur effect is enabled
  86356. */
  86357. get: function () {
  86358. return this._motionBlurEnabled;
  86359. },
  86360. set: function (enabled) {
  86361. if (this._motionBlurEnabled === enabled) {
  86362. return;
  86363. }
  86364. this._motionBlurEnabled = enabled;
  86365. this._buildPipeline();
  86366. },
  86367. enumerable: true,
  86368. configurable: true
  86369. });
  86370. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86371. /**
  86372. * Specifies if anti-aliasing is enabled
  86373. */
  86374. get: function () {
  86375. return this._fxaaEnabled;
  86376. },
  86377. set: function (enabled) {
  86378. if (this._fxaaEnabled === enabled) {
  86379. return;
  86380. }
  86381. this._fxaaEnabled = enabled;
  86382. this._buildPipeline();
  86383. },
  86384. enumerable: true,
  86385. configurable: true
  86386. });
  86387. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86388. /**
  86389. * Specifies the number of steps used to calculate the volumetric lights
  86390. * Typically in interval [50, 200]
  86391. */
  86392. get: function () {
  86393. return this._volumetricLightStepsCount;
  86394. },
  86395. set: function (count) {
  86396. if (this.volumetricLightPostProcess) {
  86397. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86398. }
  86399. this._volumetricLightStepsCount = count;
  86400. },
  86401. enumerable: true,
  86402. configurable: true
  86403. });
  86404. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86405. /**
  86406. * Specifies the number of samples used for the motion blur effect
  86407. * Typically in interval [16, 64]
  86408. */
  86409. get: function () {
  86410. return this._motionBlurSamples;
  86411. },
  86412. set: function (samples) {
  86413. if (this.motionBlurPostProcess) {
  86414. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86415. }
  86416. this._motionBlurSamples = samples;
  86417. },
  86418. enumerable: true,
  86419. configurable: true
  86420. });
  86421. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86422. /**
  86423. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86424. */
  86425. get: function () {
  86426. return this._samples;
  86427. },
  86428. set: function (sampleCount) {
  86429. if (this._samples === sampleCount) {
  86430. return;
  86431. }
  86432. this._samples = sampleCount;
  86433. this._buildPipeline();
  86434. },
  86435. enumerable: true,
  86436. configurable: true
  86437. });
  86438. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86439. var _this = this;
  86440. var ratio = this._ratio;
  86441. var scene = this._scene;
  86442. this._disposePostProcesses();
  86443. this._reset();
  86444. // Create pass post-process
  86445. if (!this._basePostProcess) {
  86446. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86447. this.originalPostProcess.onApply = function (effect) {
  86448. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86449. };
  86450. }
  86451. else {
  86452. this.originalPostProcess = this._basePostProcess;
  86453. }
  86454. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86455. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86456. }
  86457. this._currentDepthOfFieldSource = this.originalPostProcess;
  86458. if (this._bloomEnabled) {
  86459. // Create down sample X4 post-process
  86460. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86461. // Create bright pass post-process
  86462. this._createBrightPassPostProcess(scene, ratio / 2);
  86463. // Create gaussian blur post-processes (down sampling blurs)
  86464. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86465. // Create texture adder post-process
  86466. this._createTextureAdderPostProcess(scene, ratio);
  86467. // Create depth-of-field source post-process
  86468. 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);
  86469. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86470. }
  86471. if (this._vlsEnabled) {
  86472. // Create volumetric light
  86473. this._createVolumetricLightPostProcess(scene, ratio);
  86474. // Create volumetric light final post-process
  86475. 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);
  86476. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86477. }
  86478. if (this._lensFlareEnabled) {
  86479. // Create lens flare post-process
  86480. this._createLensFlarePostProcess(scene, ratio);
  86481. // Create depth-of-field source post-process post lens-flare and disable it now
  86482. 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);
  86483. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86484. }
  86485. if (this._hdrEnabled) {
  86486. // Create luminance
  86487. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86488. // Create HDR
  86489. this._createHdrPostProcess(scene, ratio);
  86490. // Create depth-of-field source post-process post hdr and disable it now
  86491. 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);
  86492. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86493. }
  86494. if (this._depthOfFieldEnabled) {
  86495. // Create gaussian blur used by depth-of-field
  86496. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86497. // Create depth-of-field post-process
  86498. this._createDepthOfFieldPostProcess(scene, ratio);
  86499. }
  86500. if (this._motionBlurEnabled) {
  86501. // Create motion blur post-process
  86502. this._createMotionBlurPostProcess(scene, ratio);
  86503. }
  86504. if (this._fxaaEnabled) {
  86505. // Create fxaa post-process
  86506. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86507. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86508. }
  86509. if (this._cameras !== null) {
  86510. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86511. }
  86512. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86513. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86514. }
  86515. };
  86516. // Down Sample X4 Post-Processs
  86517. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86518. var _this = this;
  86519. var downSampleX4Offsets = new Array(32);
  86520. 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);
  86521. this.downSampleX4PostProcess.onApply = function (effect) {
  86522. var id = 0;
  86523. var width = _this.downSampleX4PostProcess.width;
  86524. var height = _this.downSampleX4PostProcess.height;
  86525. for (var i = -2; i < 2; i++) {
  86526. for (var j = -2; j < 2; j++) {
  86527. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86528. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86529. id += 2;
  86530. }
  86531. }
  86532. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86533. };
  86534. // Add to pipeline
  86535. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86536. };
  86537. // Brightpass Post-Process
  86538. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86539. var _this = this;
  86540. var brightOffsets = new Array(8);
  86541. 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);
  86542. this.brightPassPostProcess.onApply = function (effect) {
  86543. var sU = (1.0 / _this.brightPassPostProcess.width);
  86544. var sV = (1.0 / _this.brightPassPostProcess.height);
  86545. brightOffsets[0] = -0.5 * sU;
  86546. brightOffsets[1] = 0.5 * sV;
  86547. brightOffsets[2] = 0.5 * sU;
  86548. brightOffsets[3] = 0.5 * sV;
  86549. brightOffsets[4] = -0.5 * sU;
  86550. brightOffsets[5] = -0.5 * sV;
  86551. brightOffsets[6] = 0.5 * sU;
  86552. brightOffsets[7] = -0.5 * sV;
  86553. effect.setArray2("dsOffsets", brightOffsets);
  86554. effect.setFloat("brightThreshold", _this.brightThreshold);
  86555. };
  86556. // Add to pipeline
  86557. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86558. };
  86559. // Create blur H&V post-processes
  86560. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86561. var _this = this;
  86562. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86563. var engine = scene.getEngine();
  86564. 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);
  86565. 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);
  86566. blurX.onActivateObservable.add(function () {
  86567. var dw = blurX.width / engine.getRenderWidth();
  86568. blurX.kernel = _this[blurWidthKey] * dw;
  86569. });
  86570. blurY.onActivateObservable.add(function () {
  86571. var dw = blurY.height / engine.getRenderHeight();
  86572. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86573. });
  86574. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86575. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86576. this.blurHPostProcesses.push(blurX);
  86577. this.blurVPostProcesses.push(blurY);
  86578. };
  86579. // Create texture adder post-process
  86580. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86581. var _this = this;
  86582. 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);
  86583. this.textureAdderPostProcess.onApply = function (effect) {
  86584. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86585. effect.setTexture("lensSampler", _this.lensTexture);
  86586. effect.setFloat("exposure", _this.exposure);
  86587. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86588. };
  86589. // Add to pipeline
  86590. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86591. };
  86592. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86593. var _this = this;
  86594. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86595. geometryRenderer.enablePosition = true;
  86596. var geometry = geometryRenderer.getGBuffer();
  86597. // Base post-process
  86598. 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));
  86599. var depthValues = BABYLON.Vector2.Zero();
  86600. this.volumetricLightPostProcess.onApply = function (effect) {
  86601. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86602. var generator = _this.sourceLight.getShadowGenerator();
  86603. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86604. effect.setTexture("positionSampler", geometry.textures[2]);
  86605. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86606. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86607. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86608. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86609. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86610. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86611. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86612. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86613. effect.setVector2("depthValues", depthValues);
  86614. }
  86615. };
  86616. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86617. // Smooth
  86618. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86619. // Merge
  86620. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86621. this.volumetricLightMergePostProces.onApply = function (effect) {
  86622. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86623. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86624. };
  86625. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86626. };
  86627. // Create luminance
  86628. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86629. var _this = this;
  86630. // Create luminance
  86631. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86632. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86633. var offsets = [];
  86634. this.luminancePostProcess.onApply = function (effect) {
  86635. var sU = (1.0 / _this.luminancePostProcess.width);
  86636. var sV = (1.0 / _this.luminancePostProcess.height);
  86637. offsets[0] = -0.5 * sU;
  86638. offsets[1] = 0.5 * sV;
  86639. offsets[2] = 0.5 * sU;
  86640. offsets[3] = 0.5 * sV;
  86641. offsets[4] = -0.5 * sU;
  86642. offsets[5] = -0.5 * sV;
  86643. offsets[6] = 0.5 * sU;
  86644. offsets[7] = -0.5 * sV;
  86645. effect.setArray2("lumOffsets", offsets);
  86646. };
  86647. // Add to pipeline
  86648. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86649. // Create down sample luminance
  86650. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86651. var size = Math.pow(3, i);
  86652. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86653. if (i === 0) {
  86654. defines += "#define FINAL_DOWN_SAMPLER";
  86655. }
  86656. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86657. this.luminanceDownSamplePostProcesses.push(postProcess);
  86658. }
  86659. // Create callbacks and add effects
  86660. var lastLuminance = this.luminancePostProcess;
  86661. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86662. var downSampleOffsets = new Array(18);
  86663. pp.onApply = function (effect) {
  86664. if (!lastLuminance) {
  86665. return;
  86666. }
  86667. var id = 0;
  86668. for (var x = -1; x < 2; x++) {
  86669. for (var y = -1; y < 2; y++) {
  86670. downSampleOffsets[id] = x / lastLuminance.width;
  86671. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86672. id += 2;
  86673. }
  86674. }
  86675. effect.setArray2("dsOffsets", downSampleOffsets);
  86676. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86677. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86678. lastLuminance = _this.luminancePostProcess;
  86679. }
  86680. else {
  86681. lastLuminance = pp;
  86682. }
  86683. };
  86684. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86685. pp.onAfterRender = function (effect) {
  86686. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86687. 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);
  86688. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86689. };
  86690. }
  86691. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86692. });
  86693. };
  86694. // Create HDR post-process
  86695. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86696. var _this = this;
  86697. 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);
  86698. var outputLiminance = 1;
  86699. var time = 0;
  86700. var lastTime = 0;
  86701. this.hdrPostProcess.onApply = function (effect) {
  86702. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86703. time += scene.getEngine().getDeltaTime();
  86704. if (outputLiminance < 0) {
  86705. outputLiminance = _this._hdrCurrentLuminance;
  86706. }
  86707. else {
  86708. var dt = (lastTime - time) / 1000.0;
  86709. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86710. outputLiminance += _this.hdrDecreaseRate * dt;
  86711. }
  86712. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86713. outputLiminance -= _this.hdrIncreaseRate * dt;
  86714. }
  86715. else {
  86716. outputLiminance = _this._hdrCurrentLuminance;
  86717. }
  86718. }
  86719. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86720. effect.setFloat("averageLuminance", outputLiminance);
  86721. lastTime = time;
  86722. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86723. };
  86724. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86725. };
  86726. // Create lens flare post-process
  86727. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  86728. var _this = this;
  86729. 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);
  86730. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  86731. this._createBlurPostProcesses(scene, ratio / 4, 2);
  86732. 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);
  86733. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  86734. var resolution = new BABYLON.Vector2(0, 0);
  86735. // Lens flare
  86736. this.lensFlarePostProcess.onApply = function (effect) {
  86737. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  86738. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  86739. effect.setFloat("strength", _this.lensFlareStrength);
  86740. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  86741. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  86742. // Shift
  86743. resolution.x = _this.lensFlarePostProcess.width;
  86744. resolution.y = _this.lensFlarePostProcess.height;
  86745. effect.setVector2("resolution", resolution);
  86746. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  86747. };
  86748. // Compose
  86749. 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);
  86750. 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);
  86751. this.lensFlareComposePostProcess.onApply = function (effect) {
  86752. if (!_this._scene.activeCamera) {
  86753. return;
  86754. }
  86755. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86756. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  86757. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  86758. // Lens start rotation matrix
  86759. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  86760. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  86761. 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));
  86762. camRot *= 4.0;
  86763. 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);
  86764. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  86765. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  86766. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  86767. };
  86768. };
  86769. // Create depth-of-field post-process
  86770. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  86771. var _this = this;
  86772. 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);
  86773. this.depthOfFieldPostProcess.onApply = function (effect) {
  86774. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86775. effect.setTexture("depthSampler", _this._getDepthTexture());
  86776. effect.setFloat("distance", _this.depthOfFieldDistance);
  86777. };
  86778. // Add to pipeline
  86779. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  86780. };
  86781. // Create motion blur post-process
  86782. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  86783. var _this = this;
  86784. 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);
  86785. var motionScale = 0;
  86786. var prevViewProjection = BABYLON.Matrix.Identity();
  86787. var invViewProjection = BABYLON.Matrix.Identity();
  86788. var viewProjection = BABYLON.Matrix.Identity();
  86789. var screenSize = BABYLON.Vector2.Zero();
  86790. this.motionBlurPostProcess.onApply = function (effect) {
  86791. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  86792. viewProjection.invertToRef(invViewProjection);
  86793. effect.setMatrix("inverseViewProjection", invViewProjection);
  86794. effect.setMatrix("prevViewProjection", prevViewProjection);
  86795. prevViewProjection = viewProjection;
  86796. screenSize.x = _this.motionBlurPostProcess.width;
  86797. screenSize.y = _this.motionBlurPostProcess.height;
  86798. effect.setVector2("screenSize", screenSize);
  86799. motionScale = scene.getEngine().getFps() / 60.0;
  86800. effect.setFloat("motionScale", motionScale);
  86801. effect.setFloat("motionStrength", _this.motionStrength);
  86802. effect.setTexture("depthSampler", _this._getDepthTexture());
  86803. };
  86804. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  86805. };
  86806. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  86807. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  86808. var renderer = this._scene.enableGeometryBufferRenderer();
  86809. return renderer.getGBuffer().textures[0];
  86810. }
  86811. return this._scene.enableDepthRenderer().getDepthMap();
  86812. };
  86813. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  86814. for (var i = 0; i < this._cameras.length; i++) {
  86815. var camera = this._cameras[i];
  86816. if (this.originalPostProcess) {
  86817. this.originalPostProcess.dispose(camera);
  86818. }
  86819. if (this.downSampleX4PostProcess) {
  86820. this.downSampleX4PostProcess.dispose(camera);
  86821. }
  86822. if (this.brightPassPostProcess) {
  86823. this.brightPassPostProcess.dispose(camera);
  86824. }
  86825. if (this.textureAdderPostProcess) {
  86826. this.textureAdderPostProcess.dispose(camera);
  86827. }
  86828. if (this.textureAdderFinalPostProcess) {
  86829. this.textureAdderFinalPostProcess.dispose(camera);
  86830. }
  86831. if (this.volumetricLightPostProcess) {
  86832. this.volumetricLightPostProcess.dispose(camera);
  86833. }
  86834. if (this.volumetricLightSmoothXPostProcess) {
  86835. this.volumetricLightSmoothXPostProcess.dispose(camera);
  86836. }
  86837. if (this.volumetricLightSmoothYPostProcess) {
  86838. this.volumetricLightSmoothYPostProcess.dispose(camera);
  86839. }
  86840. if (this.volumetricLightMergePostProces) {
  86841. this.volumetricLightMergePostProces.dispose(camera);
  86842. }
  86843. if (this.volumetricLightFinalPostProcess) {
  86844. this.volumetricLightFinalPostProcess.dispose(camera);
  86845. }
  86846. if (this.lensFlarePostProcess) {
  86847. this.lensFlarePostProcess.dispose(camera);
  86848. }
  86849. if (this.lensFlareComposePostProcess) {
  86850. this.lensFlareComposePostProcess.dispose(camera);
  86851. }
  86852. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  86853. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  86854. }
  86855. if (this.luminancePostProcess) {
  86856. this.luminancePostProcess.dispose(camera);
  86857. }
  86858. if (this.hdrPostProcess) {
  86859. this.hdrPostProcess.dispose(camera);
  86860. }
  86861. if (this.hdrFinalPostProcess) {
  86862. this.hdrFinalPostProcess.dispose(camera);
  86863. }
  86864. if (this.depthOfFieldPostProcess) {
  86865. this.depthOfFieldPostProcess.dispose(camera);
  86866. }
  86867. if (this.motionBlurPostProcess) {
  86868. this.motionBlurPostProcess.dispose(camera);
  86869. }
  86870. if (this.fxaaPostProcess) {
  86871. this.fxaaPostProcess.dispose(camera);
  86872. }
  86873. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  86874. this.blurHPostProcesses[j].dispose(camera);
  86875. }
  86876. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  86877. this.blurVPostProcesses[j].dispose(camera);
  86878. }
  86879. }
  86880. this.originalPostProcess = null;
  86881. this.downSampleX4PostProcess = null;
  86882. this.brightPassPostProcess = null;
  86883. this.textureAdderPostProcess = null;
  86884. this.textureAdderFinalPostProcess = null;
  86885. this.volumetricLightPostProcess = null;
  86886. this.volumetricLightSmoothXPostProcess = null;
  86887. this.volumetricLightSmoothYPostProcess = null;
  86888. this.volumetricLightMergePostProces = null;
  86889. this.volumetricLightFinalPostProcess = null;
  86890. this.lensFlarePostProcess = null;
  86891. this.lensFlareComposePostProcess = null;
  86892. this.luminancePostProcess = null;
  86893. this.hdrPostProcess = null;
  86894. this.hdrFinalPostProcess = null;
  86895. this.depthOfFieldPostProcess = null;
  86896. this.motionBlurPostProcess = null;
  86897. this.fxaaPostProcess = null;
  86898. this.luminanceDownSamplePostProcesses = [];
  86899. this.blurHPostProcesses = [];
  86900. this.blurVPostProcesses = [];
  86901. };
  86902. /**
  86903. * Dispose of the pipeline and stop all post processes
  86904. */
  86905. StandardRenderingPipeline.prototype.dispose = function () {
  86906. this._disposePostProcesses();
  86907. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  86908. _super.prototype.dispose.call(this);
  86909. };
  86910. /**
  86911. * Serialize the rendering pipeline (Used when exporting)
  86912. * @returns the serialized object
  86913. */
  86914. StandardRenderingPipeline.prototype.serialize = function () {
  86915. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86916. if (this.sourceLight) {
  86917. serializationObject.sourceLightId = this.sourceLight.id;
  86918. }
  86919. serializationObject.customType = "StandardRenderingPipeline";
  86920. return serializationObject;
  86921. };
  86922. /**
  86923. * Parse the serialized pipeline
  86924. * @param source Source pipeline.
  86925. * @param scene The scene to load the pipeline to.
  86926. * @param rootUrl The URL of the serialized pipeline.
  86927. * @returns An instantiated pipeline from the serialized object.
  86928. */
  86929. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  86930. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86931. if (source.sourceLightId) {
  86932. p.sourceLight = scene.getLightByID(source.sourceLightId);
  86933. }
  86934. return p;
  86935. };
  86936. /**
  86937. * Luminance steps
  86938. */
  86939. StandardRenderingPipeline.LuminanceSteps = 6;
  86940. __decorate([
  86941. BABYLON.serialize()
  86942. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  86943. __decorate([
  86944. BABYLON.serialize()
  86945. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  86946. __decorate([
  86947. BABYLON.serialize()
  86948. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  86949. __decorate([
  86950. BABYLON.serialize()
  86951. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  86952. __decorate([
  86953. BABYLON.serializeAsTexture("lensTexture")
  86954. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  86955. __decorate([
  86956. BABYLON.serialize()
  86957. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  86958. __decorate([
  86959. BABYLON.serialize()
  86960. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  86961. __decorate([
  86962. BABYLON.serialize()
  86963. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  86964. __decorate([
  86965. BABYLON.serialize()
  86966. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  86967. __decorate([
  86968. BABYLON.serialize()
  86969. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  86970. __decorate([
  86971. BABYLON.serialize()
  86972. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  86973. __decorate([
  86974. BABYLON.serializeAsTexture("lensColorTexture")
  86975. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  86976. __decorate([
  86977. BABYLON.serialize()
  86978. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  86979. __decorate([
  86980. BABYLON.serialize()
  86981. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  86982. __decorate([
  86983. BABYLON.serialize()
  86984. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  86985. __decorate([
  86986. BABYLON.serialize()
  86987. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  86988. __decorate([
  86989. BABYLON.serializeAsTexture("lensStarTexture")
  86990. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  86991. __decorate([
  86992. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  86993. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  86994. __decorate([
  86995. BABYLON.serialize()
  86996. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  86997. __decorate([
  86998. BABYLON.serialize()
  86999. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87000. __decorate([
  87001. BABYLON.serialize()
  87002. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87003. __decorate([
  87004. BABYLON.serialize()
  87005. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87006. __decorate([
  87007. BABYLON.serialize()
  87008. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87009. __decorate([
  87010. BABYLON.serialize()
  87011. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87012. __decorate([
  87013. BABYLON.serialize()
  87014. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87015. __decorate([
  87016. BABYLON.serialize()
  87017. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87018. __decorate([
  87019. BABYLON.serialize()
  87020. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87021. __decorate([
  87022. BABYLON.serialize()
  87023. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87024. __decorate([
  87025. BABYLON.serialize()
  87026. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87027. __decorate([
  87028. BABYLON.serialize()
  87029. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87030. __decorate([
  87031. BABYLON.serialize()
  87032. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87033. __decorate([
  87034. BABYLON.serialize()
  87035. ], StandardRenderingPipeline.prototype, "samples", null);
  87036. return StandardRenderingPipeline;
  87037. }(BABYLON.PostProcessRenderPipeline));
  87038. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87039. })(BABYLON || (BABYLON = {}));
  87040. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87041. var BABYLON;
  87042. (function (BABYLON) {
  87043. /**
  87044. * Fxaa post process
  87045. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87046. */
  87047. var FxaaPostProcess = /** @class */ (function (_super) {
  87048. __extends(FxaaPostProcess, _super);
  87049. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87050. if (camera === void 0) { camera = null; }
  87051. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87052. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87053. var defines = _this._getDefines();
  87054. _this.updateEffect(defines);
  87055. _this.onApplyObservable.add(function (effect) {
  87056. var texelSize = _this.texelSize;
  87057. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87058. });
  87059. return _this;
  87060. }
  87061. FxaaPostProcess.prototype._getDefines = function () {
  87062. var engine = this.getEngine();
  87063. if (!engine) {
  87064. return null;
  87065. }
  87066. var glInfo = engine.getGlInfo();
  87067. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87068. return "#define MALI 1\n";
  87069. }
  87070. return null;
  87071. };
  87072. return FxaaPostProcess;
  87073. }(BABYLON.PostProcess));
  87074. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87075. })(BABYLON || (BABYLON = {}));
  87076. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87077. var BABYLON;
  87078. (function (BABYLON) {
  87079. /**
  87080. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87081. */
  87082. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87083. __extends(ChromaticAberrationPostProcess, _super);
  87084. /**
  87085. * Creates a new instance ChromaticAberrationPostProcess
  87086. * @param name The name of the effect.
  87087. * @param screenWidth The width of the screen to apply the effect on.
  87088. * @param screenHeight The height of the screen to apply the effect on.
  87089. * @param options The required width/height ratio to downsize to before computing the render pass.
  87090. * @param camera The camera to apply the render pass to.
  87091. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87092. * @param engine The engine which the post process will be applied. (default: current engine)
  87093. * @param reusable If the post process can be reused on the same frame. (default: false)
  87094. * @param textureType Type of textures used when performing the post process. (default: 0)
  87095. * @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)
  87096. */
  87097. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87098. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87099. if (blockCompilation === void 0) { blockCompilation = false; }
  87100. 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;
  87101. /**
  87102. * The amount of seperation of rgb channels (default: 30)
  87103. */
  87104. _this.aberrationAmount = 30;
  87105. /**
  87106. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87107. */
  87108. _this.radialIntensity = 0;
  87109. /**
  87110. * 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))
  87111. */
  87112. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87113. /**
  87114. * 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))
  87115. */
  87116. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87117. _this.onApplyObservable.add(function (effect) {
  87118. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87119. effect.setFloat('screen_width', screenWidth);
  87120. effect.setFloat('screen_height', screenHeight);
  87121. effect.setFloat('radialIntensity', _this.radialIntensity);
  87122. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87123. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87124. });
  87125. return _this;
  87126. }
  87127. return ChromaticAberrationPostProcess;
  87128. }(BABYLON.PostProcess));
  87129. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87130. })(BABYLON || (BABYLON = {}));
  87131. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87132. var BABYLON;
  87133. (function (BABYLON) {
  87134. /**
  87135. * The GrainPostProcess adds noise to the image at mid luminance levels
  87136. */
  87137. var GrainPostProcess = /** @class */ (function (_super) {
  87138. __extends(GrainPostProcess, _super);
  87139. /**
  87140. * Creates a new instance of @see GrainPostProcess
  87141. * @param name The name of the effect.
  87142. * @param options The required width/height ratio to downsize to before computing the render pass.
  87143. * @param camera The camera to apply the render pass to.
  87144. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87145. * @param engine The engine which the post process will be applied. (default: current engine)
  87146. * @param reusable If the post process can be reused on the same frame. (default: false)
  87147. * @param textureType Type of textures used when performing the post process. (default: 0)
  87148. * @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)
  87149. */
  87150. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87151. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87152. if (blockCompilation === void 0) { blockCompilation = false; }
  87153. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87154. /**
  87155. * The intensity of the grain added (default: 30)
  87156. */
  87157. _this.intensity = 30;
  87158. /**
  87159. * If the grain should be randomized on every frame
  87160. */
  87161. _this.animated = false;
  87162. _this.onApplyObservable.add(function (effect) {
  87163. effect.setFloat('intensity', _this.intensity);
  87164. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87165. });
  87166. return _this;
  87167. }
  87168. return GrainPostProcess;
  87169. }(BABYLON.PostProcess));
  87170. BABYLON.GrainPostProcess = GrainPostProcess;
  87171. })(BABYLON || (BABYLON = {}));
  87172. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87173. var BABYLON;
  87174. (function (BABYLON) {
  87175. /**
  87176. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87177. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87178. */
  87179. var SharpenPostProcess = /** @class */ (function (_super) {
  87180. __extends(SharpenPostProcess, _super);
  87181. /**
  87182. * Creates a new instance ConvolutionPostProcess
  87183. * @param name The name of the effect.
  87184. * @param options The required width/height ratio to downsize to before computing the render pass.
  87185. * @param camera The camera to apply the render pass to.
  87186. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87187. * @param engine The engine which the post process will be applied. (default: current engine)
  87188. * @param reusable If the post process can be reused on the same frame. (default: false)
  87189. * @param textureType Type of textures used when performing the post process. (default: 0)
  87190. * @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)
  87191. */
  87192. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87193. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87194. if (blockCompilation === void 0) { blockCompilation = false; }
  87195. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87196. /**
  87197. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87198. */
  87199. _this.colorAmount = 1.0;
  87200. /**
  87201. * How much sharpness should be applied (default: 0.3)
  87202. */
  87203. _this.edgeAmount = 0.3;
  87204. _this.onApply = function (effect) {
  87205. effect.setFloat2("screenSize", _this.width, _this.height);
  87206. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87207. };
  87208. return _this;
  87209. }
  87210. return SharpenPostProcess;
  87211. }(BABYLON.PostProcess));
  87212. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87213. })(BABYLON || (BABYLON = {}));
  87214. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87215. var BABYLON;
  87216. (function (BABYLON) {
  87217. /**
  87218. * The Blur Post Process which blurs an image based on a kernel and direction.
  87219. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87220. */
  87221. var BlurPostProcess = /** @class */ (function (_super) {
  87222. __extends(BlurPostProcess, _super);
  87223. /**
  87224. * Creates a new instance BlurPostProcess
  87225. * @param name The name of the effect.
  87226. * @param direction The direction in which to blur the image.
  87227. * @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.
  87228. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87229. * @param camera The camera to apply the render pass to.
  87230. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87231. * @param engine The engine which the post process will be applied. (default: current engine)
  87232. * @param reusable If the post process can be reused on the same frame. (default: false)
  87233. * @param textureType Type of textures used when performing the post process. (default: 0)
  87234. * @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)
  87235. */
  87236. function BlurPostProcess(name,
  87237. /** The direction in which to blur the image. */
  87238. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87239. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87240. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87241. if (defines === void 0) { defines = ""; }
  87242. if (blockCompilation === void 0) { blockCompilation = false; }
  87243. 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;
  87244. _this.direction = direction;
  87245. _this.blockCompilation = blockCompilation;
  87246. _this._packedFloat = false;
  87247. _this._staticDefines = "";
  87248. _this._staticDefines = defines;
  87249. _this.onApplyObservable.add(function (effect) {
  87250. if (_this._outputTexture) {
  87251. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87252. }
  87253. else {
  87254. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87255. }
  87256. });
  87257. _this.kernel = kernel;
  87258. return _this;
  87259. }
  87260. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87261. /**
  87262. * Gets the length in pixels of the blur sample region
  87263. */
  87264. get: function () {
  87265. return this._idealKernel;
  87266. },
  87267. /**
  87268. * Sets the length in pixels of the blur sample region
  87269. */
  87270. set: function (v) {
  87271. if (this._idealKernel === v) {
  87272. return;
  87273. }
  87274. v = Math.max(v, 1);
  87275. this._idealKernel = v;
  87276. this._kernel = this._nearestBestKernel(v);
  87277. if (!this.blockCompilation) {
  87278. this._updateParameters();
  87279. }
  87280. },
  87281. enumerable: true,
  87282. configurable: true
  87283. });
  87284. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87285. /**
  87286. * Gets wether or not the blur is unpacking/repacking floats
  87287. */
  87288. get: function () {
  87289. return this._packedFloat;
  87290. },
  87291. /**
  87292. * Sets wether or not the blur needs to unpack/repack floats
  87293. */
  87294. set: function (v) {
  87295. if (this._packedFloat === v) {
  87296. return;
  87297. }
  87298. this._packedFloat = v;
  87299. if (!this.blockCompilation) {
  87300. this._updateParameters();
  87301. }
  87302. },
  87303. enumerable: true,
  87304. configurable: true
  87305. });
  87306. /**
  87307. * Updates the effect with the current post process compile time values and recompiles the shader.
  87308. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87309. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87310. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87311. * @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
  87312. * @param onCompiled Called when the shader has been compiled.
  87313. * @param onError Called if there is an error when compiling a shader.
  87314. */
  87315. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87316. if (defines === void 0) { defines = null; }
  87317. if (uniforms === void 0) { uniforms = null; }
  87318. if (samplers === void 0) { samplers = null; }
  87319. this._updateParameters(onCompiled, onError);
  87320. };
  87321. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87322. // Generate sampling offsets and weights
  87323. var N = this._kernel;
  87324. var centerIndex = (N - 1) / 2;
  87325. // Generate Gaussian sampling weights over kernel
  87326. var offsets = [];
  87327. var weights = [];
  87328. var totalWeight = 0;
  87329. for (var i = 0; i < N; i++) {
  87330. var u = i / (N - 1);
  87331. var w = this._gaussianWeight(u * 2.0 - 1);
  87332. offsets[i] = (i - centerIndex);
  87333. weights[i] = w;
  87334. totalWeight += w;
  87335. }
  87336. // Normalize weights
  87337. for (var i = 0; i < weights.length; i++) {
  87338. weights[i] /= totalWeight;
  87339. }
  87340. // Optimize: combine samples to take advantage of hardware linear sampling
  87341. // Walk from left to center, combining pairs (symmetrically)
  87342. var linearSamplingWeights = [];
  87343. var linearSamplingOffsets = [];
  87344. var linearSamplingMap = [];
  87345. for (var i = 0; i <= centerIndex; i += 2) {
  87346. var j = Math.min(i + 1, Math.floor(centerIndex));
  87347. var singleCenterSample = i === j;
  87348. if (singleCenterSample) {
  87349. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87350. }
  87351. else {
  87352. var sharedCell = j === centerIndex;
  87353. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87354. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87355. if (offsetLinear === 0) {
  87356. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87357. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87358. }
  87359. else {
  87360. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87361. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87362. }
  87363. }
  87364. }
  87365. for (var i = 0; i < linearSamplingMap.length; i++) {
  87366. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87367. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87368. }
  87369. // Replace with optimized
  87370. offsets = linearSamplingOffsets;
  87371. weights = linearSamplingWeights;
  87372. // Generate shaders
  87373. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87374. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87375. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87376. var defines = "";
  87377. defines += this._staticDefines;
  87378. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87379. if (this._staticDefines.indexOf("DOF") != -1) {
  87380. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87381. varyingCount--;
  87382. }
  87383. for (var i = 0; i < varyingCount; i++) {
  87384. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87385. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87386. }
  87387. var depCount = 0;
  87388. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87389. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87390. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87391. depCount++;
  87392. }
  87393. if (this.packedFloat) {
  87394. defines += "#define PACKEDFLOAT 1";
  87395. }
  87396. this.blockCompilation = false;
  87397. _super.prototype.updateEffect.call(this, defines, null, null, {
  87398. varyingCount: varyingCount,
  87399. depCount: depCount
  87400. }, onCompiled, onError);
  87401. };
  87402. /**
  87403. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87404. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87405. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87406. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87407. * The gaps between physical kernels are compensated for in the weighting of the samples
  87408. * @param idealKernel Ideal blur kernel.
  87409. * @return Nearest best kernel.
  87410. */
  87411. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87412. var v = Math.round(idealKernel);
  87413. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87414. var k = _a[_i];
  87415. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87416. return Math.max(k, 3);
  87417. }
  87418. }
  87419. return Math.max(v, 3);
  87420. };
  87421. /**
  87422. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87423. * @param x The point on the Gaussian distribution to sample.
  87424. * @return the value of the Gaussian function at x.
  87425. */
  87426. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87427. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87428. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87429. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87430. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87431. // truncated at around 1.3% of peak strength.
  87432. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87433. var sigma = (1 / 3);
  87434. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87435. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87436. var weight = (1.0 / denominator) * Math.exp(exponent);
  87437. return weight;
  87438. };
  87439. /**
  87440. * Generates a string that can be used as a floating point number in GLSL.
  87441. * @param x Value to print.
  87442. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87443. * @return GLSL float string.
  87444. */
  87445. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87446. if (decimalFigures === void 0) { decimalFigures = 8; }
  87447. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87448. };
  87449. return BlurPostProcess;
  87450. }(BABYLON.PostProcess));
  87451. BABYLON.BlurPostProcess = BlurPostProcess;
  87452. })(BABYLON || (BABYLON = {}));
  87453. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87454. var BABYLON;
  87455. (function (BABYLON) {
  87456. /**
  87457. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87458. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87459. * based on samples that have a large difference in distance than the center pixel.
  87460. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87461. */
  87462. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87463. __extends(DepthOfFieldBlurPostProcess, _super);
  87464. /**
  87465. * Creates a new instance CircleOfConfusionPostProcess
  87466. * @param name The name of the effect.
  87467. * @param scene The scene the effect belongs to.
  87468. * @param direction The direction the blur should be applied.
  87469. * @param kernel The size of the kernel used to blur.
  87470. * @param options The required width/height ratio to downsize to before computing the render pass.
  87471. * @param camera The camera to apply the render pass to.
  87472. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87473. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87474. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87475. * @param engine The engine which the post process will be applied. (default: current engine)
  87476. * @param reusable If the post process can be reused on the same frame. (default: false)
  87477. * @param textureType Type of textures used when performing the post process. (default: 0)
  87478. * @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)
  87479. */
  87480. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87481. if (imageToBlur === void 0) { imageToBlur = null; }
  87482. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87483. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87484. if (blockCompilation === void 0) { blockCompilation = false; }
  87485. 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;
  87486. _this.direction = direction;
  87487. _this.onApplyObservable.add(function (effect) {
  87488. if (imageToBlur != null) {
  87489. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87490. }
  87491. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87492. if (scene.activeCamera) {
  87493. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87494. }
  87495. });
  87496. return _this;
  87497. }
  87498. return DepthOfFieldBlurPostProcess;
  87499. }(BABYLON.BlurPostProcess));
  87500. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87501. })(BABYLON || (BABYLON = {}));
  87502. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87503. var BABYLON;
  87504. (function (BABYLON) {
  87505. /**
  87506. * Options to be set when merging outputs from the default pipeline.
  87507. */
  87508. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87509. function DepthOfFieldMergePostProcessOptions() {
  87510. }
  87511. return DepthOfFieldMergePostProcessOptions;
  87512. }());
  87513. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87514. /**
  87515. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87516. */
  87517. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87518. __extends(DepthOfFieldMergePostProcess, _super);
  87519. /**
  87520. * Creates a new instance of DepthOfFieldMergePostProcess
  87521. * @param name The name of the effect.
  87522. * @param originalFromInput Post process which's input will be used for the merge.
  87523. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87524. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87525. * @param options The required width/height ratio to downsize to before computing the render pass.
  87526. * @param camera The camera to apply the render pass to.
  87527. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87528. * @param engine The engine which the post process will be applied. (default: current engine)
  87529. * @param reusable If the post process can be reused on the same frame. (default: false)
  87530. * @param textureType Type of textures used when performing the post process. (default: 0)
  87531. * @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)
  87532. */
  87533. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87534. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87535. if (blockCompilation === void 0) { blockCompilation = false; }
  87536. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87537. _this.blurSteps = blurSteps;
  87538. _this.onApplyObservable.add(function (effect) {
  87539. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87540. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87541. blurSteps.forEach(function (step, index) {
  87542. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87543. });
  87544. });
  87545. if (!blockCompilation) {
  87546. _this.updateEffect();
  87547. }
  87548. return _this;
  87549. }
  87550. /**
  87551. * Updates the effect with the current post process compile time values and recompiles the shader.
  87552. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87553. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87554. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87555. * @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
  87556. * @param onCompiled Called when the shader has been compiled.
  87557. * @param onError Called if there is an error when compiling a shader.
  87558. */
  87559. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87560. if (defines === void 0) { defines = null; }
  87561. if (uniforms === void 0) { uniforms = null; }
  87562. if (samplers === void 0) { samplers = null; }
  87563. if (!defines) {
  87564. defines = "";
  87565. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87566. }
  87567. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87568. };
  87569. return DepthOfFieldMergePostProcess;
  87570. }(BABYLON.PostProcess));
  87571. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87572. })(BABYLON || (BABYLON = {}));
  87573. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87574. var BABYLON;
  87575. (function (BABYLON) {
  87576. /**
  87577. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87578. */
  87579. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87580. __extends(CircleOfConfusionPostProcess, _super);
  87581. /**
  87582. * Creates a new instance CircleOfConfusionPostProcess
  87583. * @param name The name of the effect.
  87584. * @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.
  87585. * @param options The required width/height ratio to downsize to before computing the render pass.
  87586. * @param camera The camera to apply the render pass to.
  87587. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87588. * @param engine The engine which the post process will be applied. (default: current engine)
  87589. * @param reusable If the post process can be reused on the same frame. (default: false)
  87590. * @param textureType Type of textures used when performing the post process. (default: 0)
  87591. * @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)
  87592. */
  87593. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87594. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87595. if (blockCompilation === void 0) { blockCompilation = false; }
  87596. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87597. /**
  87598. * 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.
  87599. */
  87600. _this.lensSize = 50;
  87601. /**
  87602. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87603. */
  87604. _this.fStop = 1.4;
  87605. /**
  87606. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87607. */
  87608. _this.focusDistance = 2000;
  87609. /**
  87610. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87611. */
  87612. _this.focalLength = 50;
  87613. _this._depthTexture = null;
  87614. _this._depthTexture = depthTexture;
  87615. _this.onApplyObservable.add(function (effect) {
  87616. if (!_this._depthTexture) {
  87617. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87618. return;
  87619. }
  87620. effect.setTexture("depthSampler", _this._depthTexture);
  87621. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87622. var aperture = _this.lensSize / _this.fStop;
  87623. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87624. effect.setFloat('focusDistance', _this.focusDistance);
  87625. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87626. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87627. });
  87628. return _this;
  87629. }
  87630. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87631. /**
  87632. * 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.
  87633. */
  87634. set: function (value) {
  87635. this._depthTexture = value;
  87636. },
  87637. enumerable: true,
  87638. configurable: true
  87639. });
  87640. return CircleOfConfusionPostProcess;
  87641. }(BABYLON.PostProcess));
  87642. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87643. })(BABYLON || (BABYLON = {}));
  87644. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87645. var BABYLON;
  87646. (function (BABYLON) {
  87647. /**
  87648. * Specifies the level of max blur that should be applied when using the depth of field effect
  87649. */
  87650. var DepthOfFieldEffectBlurLevel;
  87651. (function (DepthOfFieldEffectBlurLevel) {
  87652. /**
  87653. * Subtle blur
  87654. */
  87655. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87656. /**
  87657. * Medium blur
  87658. */
  87659. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87660. /**
  87661. * Large blur
  87662. */
  87663. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87664. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87665. /**
  87666. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87667. */
  87668. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87669. __extends(DepthOfFieldEffect, _super);
  87670. /**
  87671. * Creates a new instance DepthOfFieldEffect
  87672. * @param scene The scene the effect belongs to.
  87673. * @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.
  87674. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87675. * @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)
  87676. */
  87677. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87678. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87679. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87680. if (blockCompilation === void 0) { blockCompilation = false; }
  87681. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87682. return _this._effects;
  87683. }, true) || this;
  87684. /**
  87685. * @hidden Internal post processes in depth of field effect
  87686. */
  87687. _this._effects = [];
  87688. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87689. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87690. // 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)
  87691. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87692. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87693. _this._depthOfFieldBlurY = [];
  87694. _this._depthOfFieldBlurX = [];
  87695. var blurCount = 1;
  87696. var kernelSize = 15;
  87697. switch (blurLevel) {
  87698. case DepthOfFieldEffectBlurLevel.High: {
  87699. blurCount = 3;
  87700. kernelSize = 51;
  87701. break;
  87702. }
  87703. case DepthOfFieldEffectBlurLevel.Medium: {
  87704. blurCount = 2;
  87705. kernelSize = 31;
  87706. break;
  87707. }
  87708. default: {
  87709. kernelSize = 15;
  87710. blurCount = 1;
  87711. break;
  87712. }
  87713. }
  87714. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87715. var ratio = 1.0;
  87716. for (var i = 0; i < blurCount; i++) {
  87717. 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);
  87718. blurY.autoClear = false;
  87719. ratio = 0.75 / Math.pow(2, i);
  87720. 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);
  87721. blurX.autoClear = false;
  87722. _this._depthOfFieldBlurY.push(blurY);
  87723. _this._depthOfFieldBlurX.push(blurX);
  87724. }
  87725. // Set all post processes on the effect.
  87726. _this._effects = [_this._circleOfConfusion];
  87727. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  87728. _this._effects.push(_this._depthOfFieldBlurY[i]);
  87729. _this._effects.push(_this._depthOfFieldBlurX[i]);
  87730. }
  87731. // Merge blurred images with original image based on circleOfConfusion
  87732. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87733. _this._dofMerge.autoClear = false;
  87734. _this._effects.push(_this._dofMerge);
  87735. return _this;
  87736. }
  87737. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  87738. get: function () {
  87739. return this._circleOfConfusion.focalLength;
  87740. },
  87741. /**
  87742. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  87743. */
  87744. set: function (value) {
  87745. this._circleOfConfusion.focalLength = value;
  87746. },
  87747. enumerable: true,
  87748. configurable: true
  87749. });
  87750. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  87751. get: function () {
  87752. return this._circleOfConfusion.fStop;
  87753. },
  87754. /**
  87755. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87756. */
  87757. set: function (value) {
  87758. this._circleOfConfusion.fStop = value;
  87759. },
  87760. enumerable: true,
  87761. configurable: true
  87762. });
  87763. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  87764. get: function () {
  87765. return this._circleOfConfusion.focusDistance;
  87766. },
  87767. /**
  87768. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87769. */
  87770. set: function (value) {
  87771. this._circleOfConfusion.focusDistance = value;
  87772. },
  87773. enumerable: true,
  87774. configurable: true
  87775. });
  87776. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  87777. get: function () {
  87778. return this._circleOfConfusion.lensSize;
  87779. },
  87780. /**
  87781. * 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.
  87782. */
  87783. set: function (value) {
  87784. this._circleOfConfusion.lensSize = value;
  87785. },
  87786. enumerable: true,
  87787. configurable: true
  87788. });
  87789. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  87790. /**
  87791. * 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.
  87792. */
  87793. set: function (value) {
  87794. this._circleOfConfusion.depthTexture = value;
  87795. },
  87796. enumerable: true,
  87797. configurable: true
  87798. });
  87799. /**
  87800. * Disposes each of the internal effects for a given camera.
  87801. * @param camera The camera to dispose the effect on.
  87802. */
  87803. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  87804. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87805. this._effects[effectIndex].dispose(camera);
  87806. }
  87807. };
  87808. /**
  87809. * @hidden Internal
  87810. */
  87811. DepthOfFieldEffect.prototype._updateEffects = function () {
  87812. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87813. this._effects[effectIndex].updateEffect();
  87814. }
  87815. };
  87816. /**
  87817. * Internal
  87818. * @returns if all the contained post processes are ready.
  87819. * @hidden
  87820. */
  87821. DepthOfFieldEffect.prototype._isReady = function () {
  87822. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87823. if (!this._effects[effectIndex].isReady()) {
  87824. return false;
  87825. }
  87826. }
  87827. return true;
  87828. };
  87829. return DepthOfFieldEffect;
  87830. }(BABYLON.PostProcessRenderEffect));
  87831. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  87832. })(BABYLON || (BABYLON = {}));
  87833. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  87834. var BABYLON;
  87835. (function (BABYLON) {
  87836. /**
  87837. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87838. */
  87839. var BloomMergePostProcess = /** @class */ (function (_super) {
  87840. __extends(BloomMergePostProcess, _super);
  87841. /**
  87842. * Creates a new instance of @see BloomMergePostProcess
  87843. * @param name The name of the effect.
  87844. * @param originalFromInput Post process which's input will be used for the merge.
  87845. * @param blurred Blurred highlights post process which's output will be used.
  87846. * @param weight Weight of the bloom to be added to the original input.
  87847. * @param options The required width/height ratio to downsize to before computing the render pass.
  87848. * @param camera The camera to apply the render pass to.
  87849. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87850. * @param engine The engine which the post process will be applied. (default: current engine)
  87851. * @param reusable If the post process can be reused on the same frame. (default: false)
  87852. * @param textureType Type of textures used when performing the post process. (default: 0)
  87853. * @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)
  87854. */
  87855. function BloomMergePostProcess(name, originalFromInput, blurred,
  87856. /** Weight of the bloom to be added to the original input. */
  87857. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87858. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87859. if (blockCompilation === void 0) { blockCompilation = false; }
  87860. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87861. _this.weight = weight;
  87862. _this.onApplyObservable.add(function (effect) {
  87863. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87864. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  87865. effect.setFloat("bloomWeight", _this.weight);
  87866. });
  87867. if (!blockCompilation) {
  87868. _this.updateEffect();
  87869. }
  87870. return _this;
  87871. }
  87872. return BloomMergePostProcess;
  87873. }(BABYLON.PostProcess));
  87874. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  87875. })(BABYLON || (BABYLON = {}));
  87876. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  87877. var BABYLON;
  87878. (function (BABYLON) {
  87879. /**
  87880. * 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.
  87881. */
  87882. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  87883. __extends(ExtractHighlightsPostProcess, _super);
  87884. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87885. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87886. if (blockCompilation === void 0) { blockCompilation = false; }
  87887. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87888. /**
  87889. * The luminance threshold, pixels below this value will be set to black.
  87890. */
  87891. _this.threshold = 0.9;
  87892. /** @hidden */
  87893. _this._exposure = 1;
  87894. /**
  87895. * Post process which has the input texture to be used when performing highlight extraction
  87896. * @hidden
  87897. */
  87898. _this._inputPostProcess = null;
  87899. _this.onApplyObservable.add(function (effect) {
  87900. if (_this._inputPostProcess) {
  87901. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  87902. }
  87903. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  87904. effect.setFloat('exposure', _this._exposure);
  87905. });
  87906. return _this;
  87907. }
  87908. return ExtractHighlightsPostProcess;
  87909. }(BABYLON.PostProcess));
  87910. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  87911. })(BABYLON || (BABYLON = {}));
  87912. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  87913. var BABYLON;
  87914. (function (BABYLON) {
  87915. /**
  87916. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  87917. */
  87918. var BloomEffect = /** @class */ (function (_super) {
  87919. __extends(BloomEffect, _super);
  87920. /**
  87921. * Creates a new instance of @see BloomEffect
  87922. * @param scene The scene the effect belongs to.
  87923. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  87924. * @param bloomKernel The size of the kernel to be used when applying the blur.
  87925. * @param bloomWeight The the strength of bloom.
  87926. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87927. * @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)
  87928. */
  87929. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  87930. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87931. if (blockCompilation === void 0) { blockCompilation = false; }
  87932. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  87933. return _this._effects;
  87934. }, true) || this;
  87935. _this.bloomScale = bloomScale;
  87936. /**
  87937. * @hidden Internal
  87938. */
  87939. _this._effects = [];
  87940. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87941. _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);
  87942. _this._blurX.alwaysForcePOT = true;
  87943. _this._blurX.autoClear = false;
  87944. _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);
  87945. _this._blurY.alwaysForcePOT = true;
  87946. _this._blurY.autoClear = false;
  87947. _this.kernel = bloomKernel;
  87948. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  87949. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87950. _this._merge.autoClear = false;
  87951. _this._effects.push(_this._merge);
  87952. return _this;
  87953. }
  87954. Object.defineProperty(BloomEffect.prototype, "threshold", {
  87955. /**
  87956. * The luminance threshold to find bright areas of the image to bloom.
  87957. */
  87958. get: function () {
  87959. return this._downscale.threshold;
  87960. },
  87961. set: function (value) {
  87962. this._downscale.threshold = value;
  87963. },
  87964. enumerable: true,
  87965. configurable: true
  87966. });
  87967. Object.defineProperty(BloomEffect.prototype, "weight", {
  87968. /**
  87969. * The strength of the bloom.
  87970. */
  87971. get: function () {
  87972. return this._merge.weight;
  87973. },
  87974. set: function (value) {
  87975. this._merge.weight = value;
  87976. },
  87977. enumerable: true,
  87978. configurable: true
  87979. });
  87980. Object.defineProperty(BloomEffect.prototype, "kernel", {
  87981. /**
  87982. * Specifies the size of the bloom blur kernel, relative to the final output size
  87983. */
  87984. get: function () {
  87985. return this._blurX.kernel / this.bloomScale;
  87986. },
  87987. set: function (value) {
  87988. this._blurX.kernel = value * this.bloomScale;
  87989. this._blurY.kernel = value * this.bloomScale;
  87990. },
  87991. enumerable: true,
  87992. configurable: true
  87993. });
  87994. /**
  87995. * Disposes each of the internal effects for a given camera.
  87996. * @param camera The camera to dispose the effect on.
  87997. */
  87998. BloomEffect.prototype.disposeEffects = function (camera) {
  87999. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88000. this._effects[effectIndex].dispose(camera);
  88001. }
  88002. };
  88003. /**
  88004. * @hidden Internal
  88005. */
  88006. BloomEffect.prototype._updateEffects = function () {
  88007. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88008. this._effects[effectIndex].updateEffect();
  88009. }
  88010. };
  88011. /**
  88012. * Internal
  88013. * @returns if all the contained post processes are ready.
  88014. * @hidden
  88015. */
  88016. BloomEffect.prototype._isReady = function () {
  88017. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88018. if (!this._effects[effectIndex].isReady()) {
  88019. return false;
  88020. }
  88021. }
  88022. return true;
  88023. };
  88024. return BloomEffect;
  88025. }(BABYLON.PostProcessRenderEffect));
  88026. BABYLON.BloomEffect = BloomEffect;
  88027. })(BABYLON || (BABYLON = {}));
  88028. //# sourceMappingURL=babylon.bloomEffect.js.map
  88029. var BABYLON;
  88030. (function (BABYLON) {
  88031. /**
  88032. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88033. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88034. */
  88035. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88036. __extends(DefaultRenderingPipeline, _super);
  88037. /**
  88038. * @constructor
  88039. * @param name - The rendering pipeline name (default: "")
  88040. * @param hdr - If high dynamic range textures should be used (default: true)
  88041. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88042. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88043. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88044. */
  88045. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88046. if (name === void 0) { name = ""; }
  88047. if (hdr === void 0) { hdr = true; }
  88048. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88049. if (automaticBuild === void 0) { automaticBuild = true; }
  88050. var _this = _super.call(this, scene.getEngine(), name) || this;
  88051. _this._camerasToBeAttached = [];
  88052. /**
  88053. * ID of the sharpen post process,
  88054. */
  88055. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88056. /**
  88057. * @ignore
  88058. * ID of the image processing post process;
  88059. */
  88060. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88061. /**
  88062. * @ignore
  88063. * ID of the Fast Approximate Anti-Aliasing post process;
  88064. */
  88065. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88066. /**
  88067. * ID of the chromatic aberration post process,
  88068. */
  88069. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88070. /**
  88071. * ID of the grain post process
  88072. */
  88073. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88074. /**
  88075. * Glow post process which adds a glow to emmisive areas of the image
  88076. */
  88077. _this._glowLayer = null;
  88078. /**
  88079. * Animations which can be used to tweak settings over a period of time
  88080. */
  88081. _this.animations = [];
  88082. _this._imageProcessingConfigurationObserver = null;
  88083. // Values
  88084. _this._sharpenEnabled = false;
  88085. _this._bloomEnabled = false;
  88086. _this._depthOfFieldEnabled = false;
  88087. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88088. _this._fxaaEnabled = false;
  88089. _this._imageProcessingEnabled = true;
  88090. _this._bloomScale = 0.5;
  88091. _this._chromaticAberrationEnabled = false;
  88092. _this._grainEnabled = false;
  88093. _this._buildAllowed = true;
  88094. _this._resizeObserver = null;
  88095. _this._hardwareScaleLevel = 1.0;
  88096. _this._bloomKernel = 64;
  88097. /**
  88098. * Specifies the weight of the bloom in the final rendering
  88099. */
  88100. _this._bloomWeight = 0.15;
  88101. /**
  88102. * Specifies the luma threshold for the area that will be blurred by the bloom
  88103. */
  88104. _this._bloomThreshold = 0.9;
  88105. _this._samples = 1;
  88106. _this._hasCleared = false;
  88107. _this._prevPostProcess = null;
  88108. _this._prevPrevPostProcess = null;
  88109. _this._depthOfFieldSceneObserver = null;
  88110. _this._cameras = cameras || scene.cameras;
  88111. _this._cameras = _this._cameras.slice();
  88112. _this._camerasToBeAttached = _this._cameras.slice();
  88113. _this._buildAllowed = automaticBuild;
  88114. // Initialize
  88115. _this._scene = scene;
  88116. var caps = _this._scene.getEngine().getCaps();
  88117. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88118. // Misc
  88119. if (_this._hdr) {
  88120. if (caps.textureHalfFloatRender) {
  88121. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88122. }
  88123. else if (caps.textureFloatRender) {
  88124. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88125. }
  88126. }
  88127. else {
  88128. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88129. }
  88130. // Attach
  88131. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88132. var engine = _this._scene.getEngine();
  88133. // Create post processes before hand so they can be modified before enabled.
  88134. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88135. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88136. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88137. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88138. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88139. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88140. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88141. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88142. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88143. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88144. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88145. _this.bloomKernel = _this.bloomKernel;
  88146. });
  88147. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88148. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88149. });
  88150. _this._buildPipeline();
  88151. return _this;
  88152. }
  88153. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88154. get: function () {
  88155. return this._sharpenEnabled;
  88156. },
  88157. /**
  88158. * Enable or disable the sharpen process from the pipeline
  88159. */
  88160. set: function (enabled) {
  88161. if (this._sharpenEnabled === enabled) {
  88162. return;
  88163. }
  88164. this._sharpenEnabled = enabled;
  88165. this._buildPipeline();
  88166. },
  88167. enumerable: true,
  88168. configurable: true
  88169. });
  88170. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88171. /**
  88172. * Specifies the size of the bloom blur kernel, relative to the final output size
  88173. */
  88174. get: function () {
  88175. return this._bloomKernel;
  88176. },
  88177. set: function (value) {
  88178. this._bloomKernel = value;
  88179. this.bloom.kernel = value / this._hardwareScaleLevel;
  88180. },
  88181. enumerable: true,
  88182. configurable: true
  88183. });
  88184. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88185. get: function () {
  88186. return this._bloomWeight;
  88187. },
  88188. /**
  88189. * The strength of the bloom.
  88190. */
  88191. set: function (value) {
  88192. if (this._bloomWeight === value) {
  88193. return;
  88194. }
  88195. this.bloom.weight = value;
  88196. this._bloomWeight = value;
  88197. },
  88198. enumerable: true,
  88199. configurable: true
  88200. });
  88201. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88202. get: function () {
  88203. return this._bloomThreshold;
  88204. },
  88205. /**
  88206. * The strength of the bloom.
  88207. */
  88208. set: function (value) {
  88209. if (this._bloomThreshold === value) {
  88210. return;
  88211. }
  88212. this.bloom.threshold = value;
  88213. this._bloomThreshold = value;
  88214. },
  88215. enumerable: true,
  88216. configurable: true
  88217. });
  88218. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88219. get: function () {
  88220. return this._bloomScale;
  88221. },
  88222. /**
  88223. * The scale of the bloom, lower value will provide better performance.
  88224. */
  88225. set: function (value) {
  88226. if (this._bloomScale === value) {
  88227. return;
  88228. }
  88229. this._bloomScale = value;
  88230. // recreate bloom and dispose old as this setting is not dynamic
  88231. this._rebuildBloom();
  88232. this._buildPipeline();
  88233. },
  88234. enumerable: true,
  88235. configurable: true
  88236. });
  88237. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88238. get: function () {
  88239. return this._bloomEnabled;
  88240. },
  88241. /**
  88242. * Enable or disable the bloom from the pipeline
  88243. */
  88244. set: function (enabled) {
  88245. if (this._bloomEnabled === enabled) {
  88246. return;
  88247. }
  88248. this._bloomEnabled = enabled;
  88249. this._buildPipeline();
  88250. },
  88251. enumerable: true,
  88252. configurable: true
  88253. });
  88254. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88255. // recreate bloom and dispose old as this setting is not dynamic
  88256. var oldBloom = this.bloom;
  88257. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88258. this.bloom.threshold = oldBloom.threshold;
  88259. for (var i = 0; i < this._cameras.length; i++) {
  88260. oldBloom.disposeEffects(this._cameras[i]);
  88261. }
  88262. };
  88263. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88264. /**
  88265. * If the depth of field is enabled.
  88266. */
  88267. get: function () {
  88268. return this._depthOfFieldEnabled;
  88269. },
  88270. set: function (enabled) {
  88271. if (this._depthOfFieldEnabled === enabled) {
  88272. return;
  88273. }
  88274. this._depthOfFieldEnabled = enabled;
  88275. this._buildPipeline();
  88276. },
  88277. enumerable: true,
  88278. configurable: true
  88279. });
  88280. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88281. /**
  88282. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88283. */
  88284. get: function () {
  88285. return this._depthOfFieldBlurLevel;
  88286. },
  88287. set: function (value) {
  88288. if (this._depthOfFieldBlurLevel === value) {
  88289. return;
  88290. }
  88291. this._depthOfFieldBlurLevel = value;
  88292. // recreate dof and dispose old as this setting is not dynamic
  88293. var oldDof = this.depthOfField;
  88294. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88295. this.depthOfField.focalLength = oldDof.focalLength;
  88296. this.depthOfField.focusDistance = oldDof.focusDistance;
  88297. this.depthOfField.fStop = oldDof.fStop;
  88298. this.depthOfField.lensSize = oldDof.lensSize;
  88299. for (var i = 0; i < this._cameras.length; i++) {
  88300. oldDof.disposeEffects(this._cameras[i]);
  88301. }
  88302. this._buildPipeline();
  88303. },
  88304. enumerable: true,
  88305. configurable: true
  88306. });
  88307. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88308. get: function () {
  88309. return this._fxaaEnabled;
  88310. },
  88311. /**
  88312. * If the anti aliasing is enabled.
  88313. */
  88314. set: function (enabled) {
  88315. if (this._fxaaEnabled === enabled) {
  88316. return;
  88317. }
  88318. this._fxaaEnabled = enabled;
  88319. this._buildPipeline();
  88320. },
  88321. enumerable: true,
  88322. configurable: true
  88323. });
  88324. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88325. get: function () {
  88326. return this._samples;
  88327. },
  88328. /**
  88329. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88330. */
  88331. set: function (sampleCount) {
  88332. if (this._samples === sampleCount) {
  88333. return;
  88334. }
  88335. this._samples = sampleCount;
  88336. this._buildPipeline();
  88337. },
  88338. enumerable: true,
  88339. configurable: true
  88340. });
  88341. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88342. get: function () {
  88343. return this._imageProcessingEnabled;
  88344. },
  88345. /**
  88346. * If image processing is enabled.
  88347. */
  88348. set: function (enabled) {
  88349. if (this._imageProcessingEnabled === enabled) {
  88350. return;
  88351. }
  88352. this._imageProcessingEnabled = enabled;
  88353. this._buildPipeline();
  88354. },
  88355. enumerable: true,
  88356. configurable: true
  88357. });
  88358. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88359. get: function () {
  88360. return this._glowLayer == null;
  88361. },
  88362. /**
  88363. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88364. */
  88365. set: function (enabled) {
  88366. if (enabled && !this._glowLayer) {
  88367. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88368. }
  88369. else if (!enabled && this._glowLayer) {
  88370. this._glowLayer.dispose();
  88371. this._glowLayer = null;
  88372. }
  88373. },
  88374. enumerable: true,
  88375. configurable: true
  88376. });
  88377. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88378. get: function () {
  88379. return this._chromaticAberrationEnabled;
  88380. },
  88381. /**
  88382. * Enable or disable the chromaticAberration process from the pipeline
  88383. */
  88384. set: function (enabled) {
  88385. if (this._chromaticAberrationEnabled === enabled) {
  88386. return;
  88387. }
  88388. this._chromaticAberrationEnabled = enabled;
  88389. this._buildPipeline();
  88390. },
  88391. enumerable: true,
  88392. configurable: true
  88393. });
  88394. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88395. get: function () {
  88396. return this._grainEnabled;
  88397. },
  88398. /**
  88399. * Enable or disable the grain process from the pipeline
  88400. */
  88401. set: function (enabled) {
  88402. if (this._grainEnabled === enabled) {
  88403. return;
  88404. }
  88405. this._grainEnabled = enabled;
  88406. this._buildPipeline();
  88407. },
  88408. enumerable: true,
  88409. configurable: true
  88410. });
  88411. /**
  88412. * Force the compilation of the entire pipeline.
  88413. */
  88414. DefaultRenderingPipeline.prototype.prepare = function () {
  88415. var previousState = this._buildAllowed;
  88416. this._buildAllowed = true;
  88417. this._buildPipeline();
  88418. this._buildAllowed = previousState;
  88419. };
  88420. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88421. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88422. if (this._hasCleared) {
  88423. postProcess.autoClear = false;
  88424. }
  88425. else {
  88426. postProcess.autoClear = true;
  88427. this._scene.autoClear = false;
  88428. this._hasCleared = true;
  88429. }
  88430. if (!skipTextureSharing) {
  88431. if (this._prevPrevPostProcess) {
  88432. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88433. }
  88434. else {
  88435. postProcess.useOwnOutput();
  88436. }
  88437. if (this._prevPostProcess) {
  88438. this._prevPrevPostProcess = this._prevPostProcess;
  88439. }
  88440. this._prevPostProcess = postProcess;
  88441. }
  88442. };
  88443. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88444. var _this = this;
  88445. if (!this._buildAllowed) {
  88446. return;
  88447. }
  88448. this._scene.autoClear = true;
  88449. var engine = this._scene.getEngine();
  88450. this._disposePostProcesses();
  88451. if (this._cameras !== null) {
  88452. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88453. // get back cameras to be used to reattach pipeline
  88454. this._cameras = this._camerasToBeAttached.slice();
  88455. }
  88456. this._reset();
  88457. this._prevPostProcess = null;
  88458. this._prevPrevPostProcess = null;
  88459. this._hasCleared = false;
  88460. if (this.depthOfFieldEnabled) {
  88461. // Multi camera suport
  88462. if (this._cameras.length > 1) {
  88463. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88464. var camera = _a[_i];
  88465. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88466. depthRenderer.useOnlyInActiveCamera = true;
  88467. }
  88468. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88469. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88470. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88471. }
  88472. });
  88473. }
  88474. else {
  88475. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88476. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88477. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88478. }
  88479. if (!this.depthOfField._isReady()) {
  88480. this.depthOfField._updateEffects();
  88481. }
  88482. this.addEffect(this.depthOfField);
  88483. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88484. }
  88485. else {
  88486. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88487. }
  88488. if (this.bloomEnabled) {
  88489. if (!this.bloom._isReady()) {
  88490. this.bloom._updateEffects();
  88491. }
  88492. this.addEffect(this.bloom);
  88493. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88494. }
  88495. if (this._imageProcessingEnabled) {
  88496. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88497. if (this._hdr) {
  88498. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88499. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88500. }
  88501. else {
  88502. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88503. }
  88504. }
  88505. if (this.sharpenEnabled) {
  88506. if (!this.sharpen.isReady()) {
  88507. this.sharpen.updateEffect();
  88508. }
  88509. this.addEffect(this._sharpenEffect);
  88510. this._setAutoClearAndTextureSharing(this.sharpen);
  88511. }
  88512. if (this.grainEnabled) {
  88513. if (!this.grain.isReady()) {
  88514. this.grain.updateEffect();
  88515. }
  88516. this.addEffect(this._grainEffect);
  88517. this._setAutoClearAndTextureSharing(this.grain);
  88518. }
  88519. if (this.chromaticAberrationEnabled) {
  88520. if (!this.chromaticAberration.isReady()) {
  88521. this.chromaticAberration.updateEffect();
  88522. }
  88523. this.addEffect(this._chromaticAberrationEffect);
  88524. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88525. }
  88526. if (this.fxaaEnabled) {
  88527. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88528. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88529. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88530. }
  88531. if (this._cameras !== null) {
  88532. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88533. }
  88534. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88535. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88536. }
  88537. };
  88538. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88539. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88540. for (var i = 0; i < this._cameras.length; i++) {
  88541. var camera = this._cameras[i];
  88542. if (this.imageProcessing) {
  88543. this.imageProcessing.dispose(camera);
  88544. }
  88545. if (this.fxaa) {
  88546. this.fxaa.dispose(camera);
  88547. }
  88548. // These are created in the constructor and should not be disposed on every pipeline change
  88549. if (disposeNonRecreated) {
  88550. if (this.sharpen) {
  88551. this.sharpen.dispose(camera);
  88552. }
  88553. if (this.depthOfField) {
  88554. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88555. this.depthOfField.disposeEffects(camera);
  88556. }
  88557. if (this.bloom) {
  88558. this.bloom.disposeEffects(camera);
  88559. }
  88560. if (this.chromaticAberration) {
  88561. this.chromaticAberration.dispose(camera);
  88562. }
  88563. if (this.grain) {
  88564. this.grain.dispose(camera);
  88565. }
  88566. if (this._glowLayer) {
  88567. this._glowLayer.dispose();
  88568. }
  88569. }
  88570. }
  88571. this.imageProcessing = null;
  88572. this.fxaa = null;
  88573. if (disposeNonRecreated) {
  88574. this.sharpen = null;
  88575. this._sharpenEffect = null;
  88576. this.depthOfField = null;
  88577. this.bloom = null;
  88578. this.chromaticAberration = null;
  88579. this._chromaticAberrationEffect = null;
  88580. this.grain = null;
  88581. this._grainEffect = null;
  88582. this._glowLayer = null;
  88583. }
  88584. };
  88585. /**
  88586. * Adds a camera to the pipeline
  88587. * @param camera the camera to be added
  88588. */
  88589. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88590. this._camerasToBeAttached.push(camera);
  88591. this._buildPipeline();
  88592. };
  88593. /**
  88594. * Removes a camera from the pipeline
  88595. * @param camera the camera to remove
  88596. */
  88597. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88598. var index = this._camerasToBeAttached.indexOf(camera);
  88599. this._camerasToBeAttached.splice(index, 1);
  88600. this._buildPipeline();
  88601. };
  88602. /**
  88603. * Dispose of the pipeline and stop all post processes
  88604. */
  88605. DefaultRenderingPipeline.prototype.dispose = function () {
  88606. this._disposePostProcesses(true);
  88607. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88608. this._scene.autoClear = true;
  88609. if (this._resizeObserver) {
  88610. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88611. this._resizeObserver = null;
  88612. }
  88613. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88614. _super.prototype.dispose.call(this);
  88615. };
  88616. /**
  88617. * Serialize the rendering pipeline (Used when exporting)
  88618. * @returns the serialized object
  88619. */
  88620. DefaultRenderingPipeline.prototype.serialize = function () {
  88621. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88622. serializationObject.customType = "DefaultRenderingPipeline";
  88623. return serializationObject;
  88624. };
  88625. /**
  88626. * Parse the serialized pipeline
  88627. * @param source Source pipeline.
  88628. * @param scene The scene to load the pipeline to.
  88629. * @param rootUrl The URL of the serialized pipeline.
  88630. * @returns An instantiated pipeline from the serialized object.
  88631. */
  88632. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88633. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88634. };
  88635. __decorate([
  88636. BABYLON.serialize()
  88637. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88638. __decorate([
  88639. BABYLON.serialize()
  88640. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88641. __decorate([
  88642. BABYLON.serialize()
  88643. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88644. __decorate([
  88645. BABYLON.serialize()
  88646. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88647. __decorate([
  88648. BABYLON.serialize()
  88649. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88650. __decorate([
  88651. BABYLON.serialize()
  88652. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88653. __decorate([
  88654. BABYLON.serialize()
  88655. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88656. __decorate([
  88657. BABYLON.serialize()
  88658. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88659. __decorate([
  88660. BABYLON.serialize()
  88661. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88662. __decorate([
  88663. BABYLON.serialize()
  88664. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88665. __decorate([
  88666. BABYLON.serialize()
  88667. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88668. __decorate([
  88669. BABYLON.serialize()
  88670. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88671. __decorate([
  88672. BABYLON.serialize()
  88673. ], DefaultRenderingPipeline.prototype, "samples", null);
  88674. __decorate([
  88675. BABYLON.serialize()
  88676. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88677. __decorate([
  88678. BABYLON.serialize()
  88679. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88680. __decorate([
  88681. BABYLON.serialize()
  88682. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88683. __decorate([
  88684. BABYLON.serialize()
  88685. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88686. return DefaultRenderingPipeline;
  88687. }(BABYLON.PostProcessRenderPipeline));
  88688. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88689. })(BABYLON || (BABYLON = {}));
  88690. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88691. var BABYLON;
  88692. (function (BABYLON) {
  88693. /**
  88694. * @hidden
  88695. */
  88696. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88697. __extends(ImageProcessingConfigurationDefines, _super);
  88698. function ImageProcessingConfigurationDefines() {
  88699. var _this = _super.call(this) || this;
  88700. _this.IMAGEPROCESSING = false;
  88701. _this.VIGNETTE = false;
  88702. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88703. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88704. _this.TONEMAPPING = false;
  88705. _this.TONEMAPPING_ACES = false;
  88706. _this.CONTRAST = false;
  88707. _this.COLORCURVES = false;
  88708. _this.COLORGRADING = false;
  88709. _this.COLORGRADING3D = false;
  88710. _this.SAMPLER3DGREENDEPTH = false;
  88711. _this.SAMPLER3DBGRMAP = false;
  88712. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88713. _this.EXPOSURE = false;
  88714. _this.rebuild();
  88715. return _this;
  88716. }
  88717. return ImageProcessingConfigurationDefines;
  88718. }(BABYLON.MaterialDefines));
  88719. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88720. /**
  88721. * This groups together the common properties used for image processing either in direct forward pass
  88722. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88723. * or not.
  88724. */
  88725. var ImageProcessingConfiguration = /** @class */ (function () {
  88726. function ImageProcessingConfiguration() {
  88727. /**
  88728. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  88729. */
  88730. this.colorCurves = new BABYLON.ColorCurves();
  88731. this._colorCurvesEnabled = false;
  88732. this._colorGradingEnabled = false;
  88733. this._colorGradingWithGreenDepth = true;
  88734. this._colorGradingBGR = true;
  88735. /** @hidden */
  88736. this._exposure = 1.0;
  88737. this._toneMappingEnabled = false;
  88738. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  88739. this._contrast = 1.0;
  88740. /**
  88741. * Vignette stretch size.
  88742. */
  88743. this.vignetteStretch = 0;
  88744. /**
  88745. * Vignette centre X Offset.
  88746. */
  88747. this.vignetteCentreX = 0;
  88748. /**
  88749. * Vignette centre Y Offset.
  88750. */
  88751. this.vignetteCentreY = 0;
  88752. /**
  88753. * Vignette weight or intensity of the vignette effect.
  88754. */
  88755. this.vignetteWeight = 1.5;
  88756. /**
  88757. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  88758. * if vignetteEnabled is set to true.
  88759. */
  88760. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88761. /**
  88762. * Camera field of view used by the Vignette effect.
  88763. */
  88764. this.vignetteCameraFov = 0.5;
  88765. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  88766. this._vignetteEnabled = false;
  88767. this._applyByPostProcess = false;
  88768. this._isEnabled = true;
  88769. /**
  88770. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  88771. */
  88772. this.onUpdateParameters = new BABYLON.Observable();
  88773. }
  88774. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  88775. /**
  88776. * Gets wether the color curves effect is enabled.
  88777. */
  88778. get: function () {
  88779. return this._colorCurvesEnabled;
  88780. },
  88781. /**
  88782. * Sets wether the color curves effect is enabled.
  88783. */
  88784. set: function (value) {
  88785. if (this._colorCurvesEnabled === value) {
  88786. return;
  88787. }
  88788. this._colorCurvesEnabled = value;
  88789. this._updateParameters();
  88790. },
  88791. enumerable: true,
  88792. configurable: true
  88793. });
  88794. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  88795. /**
  88796. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88797. */
  88798. get: function () {
  88799. return this._colorGradingTexture;
  88800. },
  88801. /**
  88802. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88803. */
  88804. set: function (value) {
  88805. if (this._colorGradingTexture === value) {
  88806. return;
  88807. }
  88808. this._colorGradingTexture = value;
  88809. this._updateParameters();
  88810. },
  88811. enumerable: true,
  88812. configurable: true
  88813. });
  88814. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  88815. /**
  88816. * Gets wether the color grading effect is enabled.
  88817. */
  88818. get: function () {
  88819. return this._colorGradingEnabled;
  88820. },
  88821. /**
  88822. * Sets wether the color grading effect is enabled.
  88823. */
  88824. set: function (value) {
  88825. if (this._colorGradingEnabled === value) {
  88826. return;
  88827. }
  88828. this._colorGradingEnabled = value;
  88829. this._updateParameters();
  88830. },
  88831. enumerable: true,
  88832. configurable: true
  88833. });
  88834. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  88835. /**
  88836. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  88837. */
  88838. get: function () {
  88839. return this._colorGradingWithGreenDepth;
  88840. },
  88841. /**
  88842. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  88843. */
  88844. set: function (value) {
  88845. if (this._colorGradingWithGreenDepth === value) {
  88846. return;
  88847. }
  88848. this._colorGradingWithGreenDepth = value;
  88849. this._updateParameters();
  88850. },
  88851. enumerable: true,
  88852. configurable: true
  88853. });
  88854. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  88855. /**
  88856. * Gets wether the color grading texture contains BGR values.
  88857. */
  88858. get: function () {
  88859. return this._colorGradingBGR;
  88860. },
  88861. /**
  88862. * Sets wether the color grading texture contains BGR values.
  88863. */
  88864. set: function (value) {
  88865. if (this._colorGradingBGR === value) {
  88866. return;
  88867. }
  88868. this._colorGradingBGR = value;
  88869. this._updateParameters();
  88870. },
  88871. enumerable: true,
  88872. configurable: true
  88873. });
  88874. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  88875. /**
  88876. * Gets the Exposure used in the effect.
  88877. */
  88878. get: function () {
  88879. return this._exposure;
  88880. },
  88881. /**
  88882. * Sets the Exposure used in the effect.
  88883. */
  88884. set: function (value) {
  88885. if (this._exposure === value) {
  88886. return;
  88887. }
  88888. this._exposure = value;
  88889. this._updateParameters();
  88890. },
  88891. enumerable: true,
  88892. configurable: true
  88893. });
  88894. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  88895. /**
  88896. * Gets wether the tone mapping effect is enabled.
  88897. */
  88898. get: function () {
  88899. return this._toneMappingEnabled;
  88900. },
  88901. /**
  88902. * Sets wether the tone mapping effect is enabled.
  88903. */
  88904. set: function (value) {
  88905. if (this._toneMappingEnabled === value) {
  88906. return;
  88907. }
  88908. this._toneMappingEnabled = value;
  88909. this._updateParameters();
  88910. },
  88911. enumerable: true,
  88912. configurable: true
  88913. });
  88914. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  88915. /**
  88916. * Gets the type of tone mapping effect.
  88917. */
  88918. get: function () {
  88919. return this._toneMappingType;
  88920. },
  88921. /**
  88922. * Sets the type of tone mapping effect used in BabylonJS.
  88923. */
  88924. set: function (value) {
  88925. if (this._toneMappingType === value) {
  88926. return;
  88927. }
  88928. this._toneMappingType = value;
  88929. this._updateParameters();
  88930. },
  88931. enumerable: true,
  88932. configurable: true
  88933. });
  88934. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  88935. /**
  88936. * Gets the contrast used in the effect.
  88937. */
  88938. get: function () {
  88939. return this._contrast;
  88940. },
  88941. /**
  88942. * Sets the contrast used in the effect.
  88943. */
  88944. set: function (value) {
  88945. if (this._contrast === value) {
  88946. return;
  88947. }
  88948. this._contrast = value;
  88949. this._updateParameters();
  88950. },
  88951. enumerable: true,
  88952. configurable: true
  88953. });
  88954. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  88955. /**
  88956. * Gets the vignette blend mode allowing different kind of effect.
  88957. */
  88958. get: function () {
  88959. return this._vignetteBlendMode;
  88960. },
  88961. /**
  88962. * Sets the vignette blend mode allowing different kind of effect.
  88963. */
  88964. set: function (value) {
  88965. if (this._vignetteBlendMode === value) {
  88966. return;
  88967. }
  88968. this._vignetteBlendMode = value;
  88969. this._updateParameters();
  88970. },
  88971. enumerable: true,
  88972. configurable: true
  88973. });
  88974. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  88975. /**
  88976. * Gets wether the vignette effect is enabled.
  88977. */
  88978. get: function () {
  88979. return this._vignetteEnabled;
  88980. },
  88981. /**
  88982. * Sets wether the vignette effect is enabled.
  88983. */
  88984. set: function (value) {
  88985. if (this._vignetteEnabled === value) {
  88986. return;
  88987. }
  88988. this._vignetteEnabled = value;
  88989. this._updateParameters();
  88990. },
  88991. enumerable: true,
  88992. configurable: true
  88993. });
  88994. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  88995. /**
  88996. * Gets wether the image processing is applied through a post process or not.
  88997. */
  88998. get: function () {
  88999. return this._applyByPostProcess;
  89000. },
  89001. /**
  89002. * Sets wether the image processing is applied through a post process or not.
  89003. */
  89004. set: function (value) {
  89005. if (this._applyByPostProcess === value) {
  89006. return;
  89007. }
  89008. this._applyByPostProcess = value;
  89009. this._updateParameters();
  89010. },
  89011. enumerable: true,
  89012. configurable: true
  89013. });
  89014. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89015. /**
  89016. * Gets wether the image processing is enabled or not.
  89017. */
  89018. get: function () {
  89019. return this._isEnabled;
  89020. },
  89021. /**
  89022. * Sets wether the image processing is enabled or not.
  89023. */
  89024. set: function (value) {
  89025. if (this._isEnabled === value) {
  89026. return;
  89027. }
  89028. this._isEnabled = value;
  89029. this._updateParameters();
  89030. },
  89031. enumerable: true,
  89032. configurable: true
  89033. });
  89034. /**
  89035. * Method called each time the image processing information changes requires to recompile the effect.
  89036. */
  89037. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89038. this.onUpdateParameters.notifyObservers(this);
  89039. };
  89040. /**
  89041. * Gets the current class name.
  89042. * @return "ImageProcessingConfiguration"
  89043. */
  89044. ImageProcessingConfiguration.prototype.getClassName = function () {
  89045. return "ImageProcessingConfiguration";
  89046. };
  89047. /**
  89048. * Prepare the list of uniforms associated with the Image Processing effects.
  89049. * @param uniforms The list of uniforms used in the effect
  89050. * @param defines the list of defines currently in use
  89051. */
  89052. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89053. if (defines.EXPOSURE) {
  89054. uniforms.push("exposureLinear");
  89055. }
  89056. if (defines.CONTRAST) {
  89057. uniforms.push("contrast");
  89058. }
  89059. if (defines.COLORGRADING) {
  89060. uniforms.push("colorTransformSettings");
  89061. }
  89062. if (defines.VIGNETTE) {
  89063. uniforms.push("vInverseScreenSize");
  89064. uniforms.push("vignetteSettings1");
  89065. uniforms.push("vignetteSettings2");
  89066. }
  89067. if (defines.COLORCURVES) {
  89068. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89069. }
  89070. };
  89071. /**
  89072. * Prepare the list of samplers associated with the Image Processing effects.
  89073. * @param samplersList The list of uniforms used in the effect
  89074. * @param defines the list of defines currently in use
  89075. */
  89076. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89077. if (defines.COLORGRADING) {
  89078. samplersList.push("txColorTransform");
  89079. }
  89080. };
  89081. /**
  89082. * Prepare the list of defines associated to the shader.
  89083. * @param defines the list of defines to complete
  89084. * @param forPostProcess Define if we are currently in post process mode or not
  89085. */
  89086. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89087. if (forPostProcess === void 0) { forPostProcess = false; }
  89088. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89089. defines.VIGNETTE = false;
  89090. defines.TONEMAPPING = false;
  89091. defines.TONEMAPPING_ACES = false;
  89092. defines.CONTRAST = false;
  89093. defines.EXPOSURE = false;
  89094. defines.COLORCURVES = false;
  89095. defines.COLORGRADING = false;
  89096. defines.COLORGRADING3D = false;
  89097. defines.IMAGEPROCESSING = false;
  89098. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89099. return;
  89100. }
  89101. defines.VIGNETTE = this.vignetteEnabled;
  89102. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89103. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89104. defines.TONEMAPPING = this.toneMappingEnabled;
  89105. switch (this._toneMappingType) {
  89106. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89107. defines.TONEMAPPING_ACES = true;
  89108. break;
  89109. }
  89110. defines.CONTRAST = (this.contrast !== 1.0);
  89111. defines.EXPOSURE = (this.exposure !== 1.0);
  89112. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89113. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89114. if (defines.COLORGRADING) {
  89115. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89116. }
  89117. else {
  89118. defines.COLORGRADING3D = false;
  89119. }
  89120. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89121. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89122. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89123. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89124. };
  89125. /**
  89126. * Returns true if all the image processing information are ready.
  89127. * @returns True if ready, otherwise, false
  89128. */
  89129. ImageProcessingConfiguration.prototype.isReady = function () {
  89130. // Color Grading texure can not be none blocking.
  89131. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89132. };
  89133. /**
  89134. * Binds the image processing to the shader.
  89135. * @param effect The effect to bind to
  89136. * @param aspectRatio Define the current aspect ratio of the effect
  89137. */
  89138. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89139. if (aspectRatio === void 0) { aspectRatio = 1; }
  89140. // Color Curves
  89141. if (this._colorCurvesEnabled && this.colorCurves) {
  89142. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89143. }
  89144. // Vignette
  89145. if (this._vignetteEnabled) {
  89146. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89147. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89148. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89149. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89150. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89151. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89152. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89153. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89154. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89155. var vignettePower = -2.0 * this.vignetteWeight;
  89156. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89157. }
  89158. // Exposure
  89159. effect.setFloat("exposureLinear", this.exposure);
  89160. // Contrast
  89161. effect.setFloat("contrast", this.contrast);
  89162. // Color transform settings
  89163. if (this.colorGradingTexture) {
  89164. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89165. var textureSize = this.colorGradingTexture.getSize().height;
  89166. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89167. 0.5 / textureSize, // textureOffset
  89168. textureSize, // textureSize
  89169. this.colorGradingTexture.level // weight
  89170. );
  89171. }
  89172. };
  89173. /**
  89174. * Clones the current image processing instance.
  89175. * @return The cloned image processing
  89176. */
  89177. ImageProcessingConfiguration.prototype.clone = function () {
  89178. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89179. };
  89180. /**
  89181. * Serializes the current image processing instance to a json representation.
  89182. * @return a JSON representation
  89183. */
  89184. ImageProcessingConfiguration.prototype.serialize = function () {
  89185. return BABYLON.SerializationHelper.Serialize(this);
  89186. };
  89187. /**
  89188. * Parses the image processing from a json representation.
  89189. * @param source the JSON source to parse
  89190. * @return The parsed image processing
  89191. */
  89192. ImageProcessingConfiguration.Parse = function (source) {
  89193. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89194. };
  89195. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89196. /**
  89197. * Used to apply the vignette as a mix with the pixel color.
  89198. */
  89199. get: function () {
  89200. return this._VIGNETTEMODE_MULTIPLY;
  89201. },
  89202. enumerable: true,
  89203. configurable: true
  89204. });
  89205. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89206. /**
  89207. * Used to apply the vignette as a replacement of the pixel color.
  89208. */
  89209. get: function () {
  89210. return this._VIGNETTEMODE_OPAQUE;
  89211. },
  89212. enumerable: true,
  89213. configurable: true
  89214. });
  89215. /**
  89216. * Default tone mapping applied in BabylonJS.
  89217. */
  89218. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89219. /**
  89220. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89221. * to other engines rendering to increase portability.
  89222. */
  89223. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89224. // Static constants associated to the image processing.
  89225. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89226. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89227. __decorate([
  89228. BABYLON.serializeAsColorCurves()
  89229. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89230. __decorate([
  89231. BABYLON.serialize()
  89232. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89233. __decorate([
  89234. BABYLON.serializeAsTexture("colorGradingTexture")
  89235. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89236. __decorate([
  89237. BABYLON.serialize()
  89238. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89239. __decorate([
  89240. BABYLON.serialize()
  89241. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89242. __decorate([
  89243. BABYLON.serialize()
  89244. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89245. __decorate([
  89246. BABYLON.serialize()
  89247. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89248. __decorate([
  89249. BABYLON.serialize()
  89250. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89251. __decorate([
  89252. BABYLON.serialize()
  89253. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89254. __decorate([
  89255. BABYLON.serialize()
  89256. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89257. __decorate([
  89258. BABYLON.serialize()
  89259. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89260. __decorate([
  89261. BABYLON.serialize()
  89262. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89263. __decorate([
  89264. BABYLON.serialize()
  89265. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89266. __decorate([
  89267. BABYLON.serialize()
  89268. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89269. __decorate([
  89270. BABYLON.serializeAsColor4()
  89271. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89272. __decorate([
  89273. BABYLON.serialize()
  89274. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89275. __decorate([
  89276. BABYLON.serialize()
  89277. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89278. __decorate([
  89279. BABYLON.serialize()
  89280. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89281. __decorate([
  89282. BABYLON.serialize()
  89283. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89284. __decorate([
  89285. BABYLON.serialize()
  89286. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89287. return ImageProcessingConfiguration;
  89288. }());
  89289. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89290. })(BABYLON || (BABYLON = {}));
  89291. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89292. var BABYLON;
  89293. (function (BABYLON) {
  89294. /**
  89295. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89296. * It can help converting any input color in a desired output one. This can then be used to create effects
  89297. * from sepia, black and white to sixties or futuristic rendering...
  89298. *
  89299. * The only supported format is currently 3dl.
  89300. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89301. */
  89302. var ColorGradingTexture = /** @class */ (function (_super) {
  89303. __extends(ColorGradingTexture, _super);
  89304. /**
  89305. * Instantiates a ColorGradingTexture from the following parameters.
  89306. *
  89307. * @param url The location of the color gradind data (currently only supporting 3dl)
  89308. * @param scene The scene the texture will be used in
  89309. */
  89310. function ColorGradingTexture(url, scene) {
  89311. var _this = _super.call(this, scene) || this;
  89312. if (!url) {
  89313. return _this;
  89314. }
  89315. _this._engine = scene.getEngine();
  89316. _this._textureMatrix = BABYLON.Matrix.Identity();
  89317. _this.name = url;
  89318. _this.url = url;
  89319. _this.hasAlpha = false;
  89320. _this.isCube = false;
  89321. _this.is3D = _this._engine.webGLVersion > 1;
  89322. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89323. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89324. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89325. _this.anisotropicFilteringLevel = 1;
  89326. _this._texture = _this._getFromCache(url, true);
  89327. if (!_this._texture) {
  89328. if (!scene.useDelayedTextureLoading) {
  89329. _this.loadTexture();
  89330. }
  89331. else {
  89332. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89333. }
  89334. }
  89335. return _this;
  89336. }
  89337. /**
  89338. * Returns the texture matrix used in most of the material.
  89339. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89340. */
  89341. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89342. return this._textureMatrix;
  89343. };
  89344. /**
  89345. * Occurs when the file being loaded is a .3dl LUT file.
  89346. */
  89347. ColorGradingTexture.prototype.load3dlTexture = function () {
  89348. var engine = this._engine;
  89349. var texture;
  89350. if (engine.webGLVersion === 1) {
  89351. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89352. }
  89353. else {
  89354. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89355. }
  89356. this._texture = texture;
  89357. var callback = function (text) {
  89358. if (typeof text !== "string") {
  89359. return;
  89360. }
  89361. var data = null;
  89362. var tempData = null;
  89363. var line;
  89364. var lines = text.split('\n');
  89365. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89366. var maxColor = 0;
  89367. for (var i = 0; i < lines.length; i++) {
  89368. line = lines[i];
  89369. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89370. continue;
  89371. }
  89372. if (line.indexOf('#') === 0) {
  89373. continue;
  89374. }
  89375. var words = line.split(" ");
  89376. if (size === 0) {
  89377. // Number of space + one
  89378. size = words.length;
  89379. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89380. tempData = new Float32Array(size * size * size * 4);
  89381. continue;
  89382. }
  89383. if (size != 0) {
  89384. var r = Math.max(parseInt(words[0]), 0);
  89385. var g = Math.max(parseInt(words[1]), 0);
  89386. var b = Math.max(parseInt(words[2]), 0);
  89387. maxColor = Math.max(r, maxColor);
  89388. maxColor = Math.max(g, maxColor);
  89389. maxColor = Math.max(b, maxColor);
  89390. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89391. if (tempData) {
  89392. tempData[pixelStorageIndex + 0] = r;
  89393. tempData[pixelStorageIndex + 1] = g;
  89394. tempData[pixelStorageIndex + 2] = b;
  89395. }
  89396. // Keep for reference in case of back compat problems.
  89397. // pixelIndexSlice++;
  89398. // if (pixelIndexSlice % size == 0) {
  89399. // pixelIndexH++;
  89400. // pixelIndexSlice = 0;
  89401. // if (pixelIndexH % size == 0) {
  89402. // pixelIndexW++;
  89403. // pixelIndexH = 0;
  89404. // }
  89405. // }
  89406. pixelIndexH++;
  89407. if (pixelIndexH % size == 0) {
  89408. pixelIndexSlice++;
  89409. pixelIndexH = 0;
  89410. if (pixelIndexSlice % size == 0) {
  89411. pixelIndexW++;
  89412. pixelIndexSlice = 0;
  89413. }
  89414. }
  89415. }
  89416. }
  89417. if (tempData && data) {
  89418. for (var i = 0; i < tempData.length; i++) {
  89419. if (i > 0 && (i + 1) % 4 === 0) {
  89420. data[i] = 255;
  89421. }
  89422. else {
  89423. var value = tempData[i];
  89424. data[i] = (value / maxColor * 255);
  89425. }
  89426. }
  89427. }
  89428. if (texture.is3D) {
  89429. texture.updateSize(size, size, size);
  89430. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89431. }
  89432. else {
  89433. texture.updateSize(size * size, size);
  89434. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89435. }
  89436. };
  89437. var scene = this.getScene();
  89438. if (scene) {
  89439. scene._loadFile(this.url, callback);
  89440. }
  89441. else {
  89442. this._engine._loadFile(this.url, callback);
  89443. }
  89444. return this._texture;
  89445. };
  89446. /**
  89447. * Starts the loading process of the texture.
  89448. */
  89449. ColorGradingTexture.prototype.loadTexture = function () {
  89450. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89451. this.load3dlTexture();
  89452. }
  89453. };
  89454. /**
  89455. * Clones the color gradind texture.
  89456. */
  89457. ColorGradingTexture.prototype.clone = function () {
  89458. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89459. // Base texture
  89460. newTexture.level = this.level;
  89461. return newTexture;
  89462. };
  89463. /**
  89464. * Called during delayed load for textures.
  89465. */
  89466. ColorGradingTexture.prototype.delayLoad = function () {
  89467. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89468. return;
  89469. }
  89470. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89471. this._texture = this._getFromCache(this.url, true);
  89472. if (!this._texture) {
  89473. this.loadTexture();
  89474. }
  89475. };
  89476. /**
  89477. * Parses a color grading texture serialized by Babylon.
  89478. * @param parsedTexture The texture information being parsedTexture
  89479. * @param scene The scene to load the texture in
  89480. * @param rootUrl The root url of the data assets to load
  89481. * @return A color gradind texture
  89482. */
  89483. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89484. var texture = null;
  89485. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89486. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89487. texture.name = parsedTexture.name;
  89488. texture.level = parsedTexture.level;
  89489. }
  89490. return texture;
  89491. };
  89492. /**
  89493. * Serializes the LUT texture to json format.
  89494. */
  89495. ColorGradingTexture.prototype.serialize = function () {
  89496. if (!this.name) {
  89497. return null;
  89498. }
  89499. var serializationObject = {};
  89500. serializationObject.name = this.name;
  89501. serializationObject.level = this.level;
  89502. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89503. return serializationObject;
  89504. };
  89505. /**
  89506. * Empty line regex stored for GC.
  89507. */
  89508. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89509. return ColorGradingTexture;
  89510. }(BABYLON.BaseTexture));
  89511. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89512. })(BABYLON || (BABYLON = {}));
  89513. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89514. var BABYLON;
  89515. (function (BABYLON) {
  89516. /**
  89517. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89518. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89519. * 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;
  89520. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89521. */
  89522. var ColorCurves = /** @class */ (function () {
  89523. function ColorCurves() {
  89524. this._dirty = true;
  89525. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89526. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89527. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89528. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89529. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89530. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89531. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89532. this._globalHue = 30;
  89533. this._globalDensity = 0;
  89534. this._globalSaturation = 0;
  89535. this._globalExposure = 0;
  89536. this._highlightsHue = 30;
  89537. this._highlightsDensity = 0;
  89538. this._highlightsSaturation = 0;
  89539. this._highlightsExposure = 0;
  89540. this._midtonesHue = 30;
  89541. this._midtonesDensity = 0;
  89542. this._midtonesSaturation = 0;
  89543. this._midtonesExposure = 0;
  89544. this._shadowsHue = 30;
  89545. this._shadowsDensity = 0;
  89546. this._shadowsSaturation = 0;
  89547. this._shadowsExposure = 0;
  89548. }
  89549. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89550. /**
  89551. * Gets the global Hue value.
  89552. * 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).
  89553. */
  89554. get: function () {
  89555. return this._globalHue;
  89556. },
  89557. /**
  89558. * Sets the global Hue value.
  89559. * 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).
  89560. */
  89561. set: function (value) {
  89562. this._globalHue = value;
  89563. this._dirty = true;
  89564. },
  89565. enumerable: true,
  89566. configurable: true
  89567. });
  89568. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89569. /**
  89570. * Gets the global Density value.
  89571. * 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.
  89572. * Values less than zero provide a filter of opposite hue.
  89573. */
  89574. get: function () {
  89575. return this._globalDensity;
  89576. },
  89577. /**
  89578. * Sets the global Density value.
  89579. * 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.
  89580. * Values less than zero provide a filter of opposite hue.
  89581. */
  89582. set: function (value) {
  89583. this._globalDensity = value;
  89584. this._dirty = true;
  89585. },
  89586. enumerable: true,
  89587. configurable: true
  89588. });
  89589. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89590. /**
  89591. * Gets the global Saturation value.
  89592. * 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.
  89593. */
  89594. get: function () {
  89595. return this._globalSaturation;
  89596. },
  89597. /**
  89598. * Sets the global Saturation value.
  89599. * 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.
  89600. */
  89601. set: function (value) {
  89602. this._globalSaturation = value;
  89603. this._dirty = true;
  89604. },
  89605. enumerable: true,
  89606. configurable: true
  89607. });
  89608. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89609. /**
  89610. * Gets the global Exposure value.
  89611. * 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.
  89612. */
  89613. get: function () {
  89614. return this._globalExposure;
  89615. },
  89616. /**
  89617. * Sets the global Exposure value.
  89618. * 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.
  89619. */
  89620. set: function (value) {
  89621. this._globalExposure = value;
  89622. this._dirty = true;
  89623. },
  89624. enumerable: true,
  89625. configurable: true
  89626. });
  89627. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89628. /**
  89629. * Gets the highlights Hue value.
  89630. * 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).
  89631. */
  89632. get: function () {
  89633. return this._highlightsHue;
  89634. },
  89635. /**
  89636. * Sets the highlights Hue value.
  89637. * 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).
  89638. */
  89639. set: function (value) {
  89640. this._highlightsHue = value;
  89641. this._dirty = true;
  89642. },
  89643. enumerable: true,
  89644. configurable: true
  89645. });
  89646. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89647. /**
  89648. * Gets the highlights Density value.
  89649. * 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.
  89650. * Values less than zero provide a filter of opposite hue.
  89651. */
  89652. get: function () {
  89653. return this._highlightsDensity;
  89654. },
  89655. /**
  89656. * Sets the highlights Density value.
  89657. * 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.
  89658. * Values less than zero provide a filter of opposite hue.
  89659. */
  89660. set: function (value) {
  89661. this._highlightsDensity = value;
  89662. this._dirty = true;
  89663. },
  89664. enumerable: true,
  89665. configurable: true
  89666. });
  89667. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89668. /**
  89669. * Gets the highlights Saturation value.
  89670. * 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.
  89671. */
  89672. get: function () {
  89673. return this._highlightsSaturation;
  89674. },
  89675. /**
  89676. * Sets the highlights Saturation value.
  89677. * 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.
  89678. */
  89679. set: function (value) {
  89680. this._highlightsSaturation = value;
  89681. this._dirty = true;
  89682. },
  89683. enumerable: true,
  89684. configurable: true
  89685. });
  89686. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89687. /**
  89688. * Gets the highlights Exposure value.
  89689. * 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.
  89690. */
  89691. get: function () {
  89692. return this._highlightsExposure;
  89693. },
  89694. /**
  89695. * Sets the highlights Exposure value.
  89696. * 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.
  89697. */
  89698. set: function (value) {
  89699. this._highlightsExposure = value;
  89700. this._dirty = true;
  89701. },
  89702. enumerable: true,
  89703. configurable: true
  89704. });
  89705. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89706. /**
  89707. * Gets the midtones Hue value.
  89708. * 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).
  89709. */
  89710. get: function () {
  89711. return this._midtonesHue;
  89712. },
  89713. /**
  89714. * Sets the midtones Hue value.
  89715. * 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).
  89716. */
  89717. set: function (value) {
  89718. this._midtonesHue = value;
  89719. this._dirty = true;
  89720. },
  89721. enumerable: true,
  89722. configurable: true
  89723. });
  89724. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89725. /**
  89726. * Gets the midtones Density value.
  89727. * 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.
  89728. * Values less than zero provide a filter of opposite hue.
  89729. */
  89730. get: function () {
  89731. return this._midtonesDensity;
  89732. },
  89733. /**
  89734. * Sets the midtones Density value.
  89735. * 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.
  89736. * Values less than zero provide a filter of opposite hue.
  89737. */
  89738. set: function (value) {
  89739. this._midtonesDensity = value;
  89740. this._dirty = true;
  89741. },
  89742. enumerable: true,
  89743. configurable: true
  89744. });
  89745. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  89746. /**
  89747. * Gets the midtones Saturation value.
  89748. * 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.
  89749. */
  89750. get: function () {
  89751. return this._midtonesSaturation;
  89752. },
  89753. /**
  89754. * Sets the midtones Saturation value.
  89755. * 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.
  89756. */
  89757. set: function (value) {
  89758. this._midtonesSaturation = value;
  89759. this._dirty = true;
  89760. },
  89761. enumerable: true,
  89762. configurable: true
  89763. });
  89764. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  89765. /**
  89766. * Gets the midtones Exposure value.
  89767. * 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.
  89768. */
  89769. get: function () {
  89770. return this._midtonesExposure;
  89771. },
  89772. /**
  89773. * Sets the midtones Exposure value.
  89774. * 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.
  89775. */
  89776. set: function (value) {
  89777. this._midtonesExposure = value;
  89778. this._dirty = true;
  89779. },
  89780. enumerable: true,
  89781. configurable: true
  89782. });
  89783. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  89784. /**
  89785. * Gets the shadows Hue value.
  89786. * 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).
  89787. */
  89788. get: function () {
  89789. return this._shadowsHue;
  89790. },
  89791. /**
  89792. * Sets the shadows Hue value.
  89793. * 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).
  89794. */
  89795. set: function (value) {
  89796. this._shadowsHue = value;
  89797. this._dirty = true;
  89798. },
  89799. enumerable: true,
  89800. configurable: true
  89801. });
  89802. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  89803. /**
  89804. * Gets the shadows Density value.
  89805. * 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.
  89806. * Values less than zero provide a filter of opposite hue.
  89807. */
  89808. get: function () {
  89809. return this._shadowsDensity;
  89810. },
  89811. /**
  89812. * Sets the shadows Density value.
  89813. * 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.
  89814. * Values less than zero provide a filter of opposite hue.
  89815. */
  89816. set: function (value) {
  89817. this._shadowsDensity = value;
  89818. this._dirty = true;
  89819. },
  89820. enumerable: true,
  89821. configurable: true
  89822. });
  89823. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  89824. /**
  89825. * Gets the shadows Saturation value.
  89826. * 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.
  89827. */
  89828. get: function () {
  89829. return this._shadowsSaturation;
  89830. },
  89831. /**
  89832. * Sets the shadows Saturation value.
  89833. * 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.
  89834. */
  89835. set: function (value) {
  89836. this._shadowsSaturation = value;
  89837. this._dirty = true;
  89838. },
  89839. enumerable: true,
  89840. configurable: true
  89841. });
  89842. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  89843. /**
  89844. * Gets the shadows Exposure value.
  89845. * 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.
  89846. */
  89847. get: function () {
  89848. return this._shadowsExposure;
  89849. },
  89850. /**
  89851. * Sets the shadows Exposure value.
  89852. * 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.
  89853. */
  89854. set: function (value) {
  89855. this._shadowsExposure = value;
  89856. this._dirty = true;
  89857. },
  89858. enumerable: true,
  89859. configurable: true
  89860. });
  89861. /**
  89862. * Returns the class name
  89863. * @returns The class name
  89864. */
  89865. ColorCurves.prototype.getClassName = function () {
  89866. return "ColorCurves";
  89867. };
  89868. /**
  89869. * Binds the color curves to the shader.
  89870. * @param colorCurves The color curve to bind
  89871. * @param effect The effect to bind to
  89872. * @param positiveUniform The positive uniform shader parameter
  89873. * @param neutralUniform The neutral uniform shader parameter
  89874. * @param negativeUniform The negative uniform shader parameter
  89875. */
  89876. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  89877. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  89878. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  89879. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  89880. if (colorCurves._dirty) {
  89881. colorCurves._dirty = false;
  89882. // Fill in global info.
  89883. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  89884. // Compute highlights info.
  89885. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  89886. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  89887. // Compute midtones info.
  89888. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  89889. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  89890. // Compute shadows info.
  89891. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  89892. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  89893. // Compute deltas (neutral is midtones).
  89894. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  89895. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  89896. }
  89897. if (effect) {
  89898. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  89899. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  89900. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  89901. }
  89902. };
  89903. /**
  89904. * Prepare the list of uniforms associated with the ColorCurves effects.
  89905. * @param uniformsList The list of uniforms used in the effect
  89906. */
  89907. ColorCurves.PrepareUniforms = function (uniformsList) {
  89908. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  89909. };
  89910. /**
  89911. * Returns color grading data based on a hue, density, saturation and exposure value.
  89912. * @param filterHue The hue of the color filter.
  89913. * @param filterDensity The density of the color filter.
  89914. * @param saturation The saturation.
  89915. * @param exposure The exposure.
  89916. * @param result The result data container.
  89917. */
  89918. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  89919. if (hue == null) {
  89920. return;
  89921. }
  89922. hue = ColorCurves.clamp(hue, 0, 360);
  89923. density = ColorCurves.clamp(density, -100, 100);
  89924. saturation = ColorCurves.clamp(saturation, -100, 100);
  89925. exposure = ColorCurves.clamp(exposure, -100, 100);
  89926. // Remap the slider/config filter density with non-linear mapping and also scale by half
  89927. // so that the maximum filter density is only 50% control. This provides fine control
  89928. // for small values and reasonable range.
  89929. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  89930. density *= 0.5;
  89931. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  89932. if (density < 0) {
  89933. density *= -1;
  89934. hue = (hue + 180) % 360;
  89935. }
  89936. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  89937. result.scaleToRef(2, result);
  89938. result.a = 1 + 0.01 * saturation;
  89939. };
  89940. /**
  89941. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  89942. * @param value The input slider value in range [-100,100].
  89943. * @returns Adjusted value.
  89944. */
  89945. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  89946. value /= 100;
  89947. var x = Math.abs(value);
  89948. x = Math.pow(x, 2);
  89949. if (value < 0) {
  89950. x *= -1;
  89951. }
  89952. x *= 100;
  89953. return x;
  89954. };
  89955. /**
  89956. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  89957. * @param hue The hue (H) input.
  89958. * @param saturation The saturation (S) input.
  89959. * @param brightness The brightness (B) input.
  89960. * @result An RGBA color represented as Vector4.
  89961. */
  89962. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  89963. var h = ColorCurves.clamp(hue, 0, 360);
  89964. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  89965. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  89966. if (s === 0) {
  89967. result.r = v;
  89968. result.g = v;
  89969. result.b = v;
  89970. }
  89971. else {
  89972. // sector 0 to 5
  89973. h /= 60;
  89974. var i = Math.floor(h);
  89975. // fractional part of h
  89976. var f = h - i;
  89977. var p = v * (1 - s);
  89978. var q = v * (1 - s * f);
  89979. var t = v * (1 - s * (1 - f));
  89980. switch (i) {
  89981. case 0:
  89982. result.r = v;
  89983. result.g = t;
  89984. result.b = p;
  89985. break;
  89986. case 1:
  89987. result.r = q;
  89988. result.g = v;
  89989. result.b = p;
  89990. break;
  89991. case 2:
  89992. result.r = p;
  89993. result.g = v;
  89994. result.b = t;
  89995. break;
  89996. case 3:
  89997. result.r = p;
  89998. result.g = q;
  89999. result.b = v;
  90000. break;
  90001. case 4:
  90002. result.r = t;
  90003. result.g = p;
  90004. result.b = v;
  90005. break;
  90006. default: // case 5:
  90007. result.r = v;
  90008. result.g = p;
  90009. result.b = q;
  90010. break;
  90011. }
  90012. }
  90013. result.a = 1;
  90014. };
  90015. /**
  90016. * Returns a value clamped between min and max
  90017. * @param value The value to clamp
  90018. * @param min The minimum of value
  90019. * @param max The maximum of value
  90020. * @returns The clamped value.
  90021. */
  90022. ColorCurves.clamp = function (value, min, max) {
  90023. return Math.min(Math.max(value, min), max);
  90024. };
  90025. /**
  90026. * Clones the current color curve instance.
  90027. * @return The cloned curves
  90028. */
  90029. ColorCurves.prototype.clone = function () {
  90030. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90031. };
  90032. /**
  90033. * Serializes the current color curve instance to a json representation.
  90034. * @return a JSON representation
  90035. */
  90036. ColorCurves.prototype.serialize = function () {
  90037. return BABYLON.SerializationHelper.Serialize(this);
  90038. };
  90039. /**
  90040. * Parses the color curve from a json representation.
  90041. * @param source the JSON source to parse
  90042. * @return The parsed curves
  90043. */
  90044. ColorCurves.Parse = function (source) {
  90045. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90046. };
  90047. __decorate([
  90048. BABYLON.serialize()
  90049. ], ColorCurves.prototype, "_globalHue", void 0);
  90050. __decorate([
  90051. BABYLON.serialize()
  90052. ], ColorCurves.prototype, "_globalDensity", void 0);
  90053. __decorate([
  90054. BABYLON.serialize()
  90055. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90056. __decorate([
  90057. BABYLON.serialize()
  90058. ], ColorCurves.prototype, "_globalExposure", void 0);
  90059. __decorate([
  90060. BABYLON.serialize()
  90061. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90062. __decorate([
  90063. BABYLON.serialize()
  90064. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90065. __decorate([
  90066. BABYLON.serialize()
  90067. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90068. __decorate([
  90069. BABYLON.serialize()
  90070. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90071. __decorate([
  90072. BABYLON.serialize()
  90073. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90074. __decorate([
  90075. BABYLON.serialize()
  90076. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90077. __decorate([
  90078. BABYLON.serialize()
  90079. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90080. __decorate([
  90081. BABYLON.serialize()
  90082. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90083. return ColorCurves;
  90084. }());
  90085. BABYLON.ColorCurves = ColorCurves;
  90086. })(BABYLON || (BABYLON = {}));
  90087. //# sourceMappingURL=babylon.colorCurves.js.map
  90088. var BABYLON;
  90089. (function (BABYLON) {
  90090. /**
  90091. * Post process which applies a refractin texture
  90092. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90093. */
  90094. var RefractionPostProcess = /** @class */ (function (_super) {
  90095. __extends(RefractionPostProcess, _super);
  90096. /**
  90097. * Initializes the RefractionPostProcess
  90098. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90099. * @param name The name of the effect.
  90100. * @param refractionTextureUrl Url of the refraction texture to use
  90101. * @param color the base color of the refraction (used to taint the rendering)
  90102. * @param depth simulated refraction depth
  90103. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90104. * @param camera The camera to apply the render pass to.
  90105. * @param options The required width/height ratio to downsize to before computing the render pass.
  90106. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90107. * @param engine The engine which the post process will be applied. (default: current engine)
  90108. * @param reusable If the post process can be reused on the same frame. (default: false)
  90109. */
  90110. function RefractionPostProcess(name, refractionTextureUrl,
  90111. /** the base color of the refraction (used to taint the rendering) */
  90112. color,
  90113. /** simulated refraction depth */
  90114. depth,
  90115. /** the coefficient of the base color (0 to remove base color tainting) */
  90116. colorLevel, options, camera, samplingMode, engine, reusable) {
  90117. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90118. _this.color = color;
  90119. _this.depth = depth;
  90120. _this.colorLevel = colorLevel;
  90121. _this._ownRefractionTexture = true;
  90122. _this.onActivateObservable.add(function (cam) {
  90123. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90124. });
  90125. _this.onApplyObservable.add(function (effect) {
  90126. effect.setColor3("baseColor", _this.color);
  90127. effect.setFloat("depth", _this.depth);
  90128. effect.setFloat("colorLevel", _this.colorLevel);
  90129. effect.setTexture("refractionSampler", _this._refTexture);
  90130. });
  90131. return _this;
  90132. }
  90133. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90134. /**
  90135. * Gets or sets the refraction texture
  90136. * Please note that you are responsible for disposing the texture if you set it manually
  90137. */
  90138. get: function () {
  90139. return this._refTexture;
  90140. },
  90141. set: function (value) {
  90142. if (this._refTexture && this._ownRefractionTexture) {
  90143. this._refTexture.dispose();
  90144. }
  90145. this._refTexture = value;
  90146. this._ownRefractionTexture = false;
  90147. },
  90148. enumerable: true,
  90149. configurable: true
  90150. });
  90151. // Methods
  90152. /**
  90153. * Disposes of the post process
  90154. * @param camera Camera to dispose post process on
  90155. */
  90156. RefractionPostProcess.prototype.dispose = function (camera) {
  90157. if (this._refTexture && this._ownRefractionTexture) {
  90158. this._refTexture.dispose();
  90159. this._refTexture = null;
  90160. }
  90161. _super.prototype.dispose.call(this, camera);
  90162. };
  90163. return RefractionPostProcess;
  90164. }(BABYLON.PostProcess));
  90165. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90166. })(BABYLON || (BABYLON = {}));
  90167. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90168. var BABYLON;
  90169. (function (BABYLON) {
  90170. /**
  90171. * Post process used to render in black and white
  90172. */
  90173. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90174. __extends(BlackAndWhitePostProcess, _super);
  90175. /**
  90176. * Creates a black and white post process
  90177. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90178. * @param name The name of the effect.
  90179. * @param options The required width/height ratio to downsize to before computing the render pass.
  90180. * @param camera The camera to apply the render pass to.
  90181. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90182. * @param engine The engine which the post process will be applied. (default: current engine)
  90183. * @param reusable If the post process can be reused on the same frame. (default: false)
  90184. */
  90185. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90186. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90187. /**
  90188. * Linear about to convert he result to black and white (default: 1)
  90189. */
  90190. _this.degree = 1;
  90191. _this.onApplyObservable.add(function (effect) {
  90192. effect.setFloat("degree", _this.degree);
  90193. });
  90194. return _this;
  90195. }
  90196. return BlackAndWhitePostProcess;
  90197. }(BABYLON.PostProcess));
  90198. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90199. })(BABYLON || (BABYLON = {}));
  90200. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90201. var BABYLON;
  90202. (function (BABYLON) {
  90203. /**
  90204. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90205. * input texture to perform effects such as edge detection or sharpening
  90206. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90207. */
  90208. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90209. __extends(ConvolutionPostProcess, _super);
  90210. /**
  90211. * Creates a new instance ConvolutionPostProcess
  90212. * @param name The name of the effect.
  90213. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90214. * @param options The required width/height ratio to downsize to before computing the render pass.
  90215. * @param camera The camera to apply the render pass to.
  90216. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90217. * @param engine The engine which the post process will be applied. (default: current engine)
  90218. * @param reusable If the post process can be reused on the same frame. (default: false)
  90219. * @param textureType Type of textures used when performing the post process. (default: 0)
  90220. */
  90221. function ConvolutionPostProcess(name,
  90222. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90223. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90224. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90225. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90226. _this.kernel = kernel;
  90227. _this.onApply = function (effect) {
  90228. effect.setFloat2("screenSize", _this.width, _this.height);
  90229. effect.setArray("kernel", _this.kernel);
  90230. };
  90231. return _this;
  90232. }
  90233. // Statics
  90234. /**
  90235. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90236. */
  90237. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90238. /**
  90239. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90240. */
  90241. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90242. /**
  90243. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90244. */
  90245. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90246. /**
  90247. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90248. */
  90249. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90250. /**
  90251. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90252. */
  90253. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90254. /**
  90255. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90256. */
  90257. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90258. return ConvolutionPostProcess;
  90259. }(BABYLON.PostProcess));
  90260. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90261. })(BABYLON || (BABYLON = {}));
  90262. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90263. var BABYLON;
  90264. (function (BABYLON) {
  90265. /**
  90266. * Applies a kernel filter to the image
  90267. */
  90268. var FilterPostProcess = /** @class */ (function (_super) {
  90269. __extends(FilterPostProcess, _super);
  90270. /**
  90271. *
  90272. * @param name The name of the effect.
  90273. * @param kernelMatrix The matrix to be applied to the image
  90274. * @param options The required width/height ratio to downsize to before computing the render pass.
  90275. * @param camera The camera to apply the render pass to.
  90276. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90277. * @param engine The engine which the post process will be applied. (default: current engine)
  90278. * @param reusable If the post process can be reused on the same frame. (default: false)
  90279. */
  90280. function FilterPostProcess(name,
  90281. /** The matrix to be applied to the image */
  90282. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90283. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90284. _this.kernelMatrix = kernelMatrix;
  90285. _this.onApply = function (effect) {
  90286. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90287. };
  90288. return _this;
  90289. }
  90290. return FilterPostProcess;
  90291. }(BABYLON.PostProcess));
  90292. BABYLON.FilterPostProcess = FilterPostProcess;
  90293. })(BABYLON || (BABYLON = {}));
  90294. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90295. var BABYLON;
  90296. (function (BABYLON) {
  90297. /**
  90298. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90299. */
  90300. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90301. __extends(VolumetricLightScatteringPostProcess, _super);
  90302. /**
  90303. * @constructor
  90304. * @param name The post-process name
  90305. * @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)
  90306. * @param camera The camera that the post-process will be attached to
  90307. * @param mesh The mesh used to create the light scattering
  90308. * @param samples The post-process quality, default 100
  90309. * @param samplingModeThe post-process filtering mode
  90310. * @param engine The babylon engine
  90311. * @param reusable If the post-process is reusable
  90312. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90313. */
  90314. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90315. if (samples === void 0) { samples = 100; }
  90316. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90317. 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;
  90318. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90319. /**
  90320. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90321. */
  90322. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90323. /**
  90324. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90325. */
  90326. _this.useCustomMeshPosition = false;
  90327. /**
  90328. * If the post-process should inverse the light scattering direction
  90329. */
  90330. _this.invert = true;
  90331. /**
  90332. * Array containing the excluded meshes not rendered in the internal pass
  90333. */
  90334. _this.excludedMeshes = new Array();
  90335. /**
  90336. * Controls the overall intensity of the post-process
  90337. */
  90338. _this.exposure = 0.3;
  90339. /**
  90340. * Dissipates each sample's contribution in range [0, 1]
  90341. */
  90342. _this.decay = 0.96815;
  90343. /**
  90344. * Controls the overall intensity of each sample
  90345. */
  90346. _this.weight = 0.58767;
  90347. /**
  90348. * Controls the density of each sample
  90349. */
  90350. _this.density = 0.926;
  90351. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90352. engine = scene.getEngine();
  90353. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90354. // Configure mesh
  90355. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90356. // Configure
  90357. _this._createPass(scene, ratio.passRatio || ratio);
  90358. _this.onActivate = function (camera) {
  90359. if (!_this.isSupported) {
  90360. _this.dispose(camera);
  90361. }
  90362. _this.onActivate = null;
  90363. };
  90364. _this.onApplyObservable.add(function (effect) {
  90365. _this._updateMeshScreenCoordinates(scene);
  90366. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90367. effect.setFloat("exposure", _this.exposure);
  90368. effect.setFloat("decay", _this.decay);
  90369. effect.setFloat("weight", _this.weight);
  90370. effect.setFloat("density", _this.density);
  90371. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90372. });
  90373. return _this;
  90374. }
  90375. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90376. /**
  90377. * @hidden
  90378. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90379. */
  90380. get: function () {
  90381. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90382. return false;
  90383. },
  90384. set: function (useDiffuseColor) {
  90385. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90386. },
  90387. enumerable: true,
  90388. configurable: true
  90389. });
  90390. /**
  90391. * Returns the string "VolumetricLightScatteringPostProcess"
  90392. * @returns "VolumetricLightScatteringPostProcess"
  90393. */
  90394. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90395. return "VolumetricLightScatteringPostProcess";
  90396. };
  90397. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90398. var mesh = subMesh.getMesh();
  90399. // Render this.mesh as default
  90400. if (mesh === this.mesh && mesh.material) {
  90401. return mesh.material.isReady(mesh);
  90402. }
  90403. var defines = [];
  90404. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90405. var material = subMesh.getMaterial();
  90406. // Alpha test
  90407. if (material) {
  90408. if (material.needAlphaTesting()) {
  90409. defines.push("#define ALPHATEST");
  90410. }
  90411. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90412. attribs.push(BABYLON.VertexBuffer.UVKind);
  90413. defines.push("#define UV1");
  90414. }
  90415. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90416. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90417. defines.push("#define UV2");
  90418. }
  90419. }
  90420. // Bones
  90421. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90422. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90423. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90424. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90425. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90426. }
  90427. else {
  90428. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90429. }
  90430. // Instances
  90431. if (useInstances) {
  90432. defines.push("#define INSTANCES");
  90433. attribs.push("world0");
  90434. attribs.push("world1");
  90435. attribs.push("world2");
  90436. attribs.push("world3");
  90437. }
  90438. // Get correct effect
  90439. var join = defines.join("\n");
  90440. if (this._cachedDefines !== join) {
  90441. this._cachedDefines = join;
  90442. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90443. }
  90444. return this._volumetricLightScatteringPass.isReady();
  90445. };
  90446. /**
  90447. * Sets the new light position for light scattering effect
  90448. * @param position The new custom light position
  90449. */
  90450. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90451. this.customMeshPosition = position;
  90452. };
  90453. /**
  90454. * Returns the light position for light scattering effect
  90455. * @return Vector3 The custom light position
  90456. */
  90457. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90458. return this.customMeshPosition;
  90459. };
  90460. /**
  90461. * Disposes the internal assets and detaches the post-process from the camera
  90462. */
  90463. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90464. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90465. if (rttIndex !== -1) {
  90466. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90467. }
  90468. this._volumetricLightScatteringRTT.dispose();
  90469. _super.prototype.dispose.call(this, camera);
  90470. };
  90471. /**
  90472. * Returns the render target texture used by the post-process
  90473. * @return the render target texture used by the post-process
  90474. */
  90475. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90476. return this._volumetricLightScatteringRTT;
  90477. };
  90478. // Private methods
  90479. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90480. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90481. return true;
  90482. }
  90483. return false;
  90484. };
  90485. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90486. var _this = this;
  90487. var engine = scene.getEngine();
  90488. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90489. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90490. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90491. this._volumetricLightScatteringRTT.renderList = null;
  90492. this._volumetricLightScatteringRTT.renderParticles = false;
  90493. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90494. var camera = this.getCamera();
  90495. if (camera) {
  90496. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90497. }
  90498. else {
  90499. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90500. }
  90501. // Custom render function for submeshes
  90502. var renderSubMesh = function (subMesh) {
  90503. var mesh = subMesh.getRenderingMesh();
  90504. if (_this._meshExcluded(mesh)) {
  90505. return;
  90506. }
  90507. var material = subMesh.getMaterial();
  90508. if (!material) {
  90509. return;
  90510. }
  90511. var scene = mesh.getScene();
  90512. var engine = scene.getEngine();
  90513. // Culling
  90514. engine.setState(material.backFaceCulling);
  90515. // Managing instances
  90516. var batch = mesh._getInstancesRenderList(subMesh._id);
  90517. if (batch.mustReturn) {
  90518. return;
  90519. }
  90520. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90521. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90522. var effect = _this._volumetricLightScatteringPass;
  90523. if (mesh === _this.mesh) {
  90524. if (subMesh.effect) {
  90525. effect = subMesh.effect;
  90526. }
  90527. else {
  90528. effect = material.getEffect();
  90529. }
  90530. }
  90531. engine.enableEffect(effect);
  90532. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90533. if (mesh === _this.mesh) {
  90534. material.bind(mesh.getWorldMatrix(), mesh);
  90535. }
  90536. else {
  90537. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90538. // Alpha test
  90539. if (material && material.needAlphaTesting()) {
  90540. var alphaTexture = material.getAlphaTestTexture();
  90541. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90542. if (alphaTexture) {
  90543. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90544. }
  90545. }
  90546. // Bones
  90547. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90548. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90549. }
  90550. }
  90551. // Draw
  90552. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90553. }
  90554. };
  90555. // Render target texture callbacks
  90556. var savedSceneClearColor;
  90557. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90558. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90559. savedSceneClearColor = scene.clearColor;
  90560. scene.clearColor = sceneClearColor;
  90561. });
  90562. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90563. scene.clearColor = savedSceneClearColor;
  90564. });
  90565. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90566. var engine = scene.getEngine();
  90567. var index;
  90568. if (depthOnlySubMeshes.length) {
  90569. engine.setColorWrite(false);
  90570. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90571. renderSubMesh(depthOnlySubMeshes.data[index]);
  90572. }
  90573. engine.setColorWrite(true);
  90574. }
  90575. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90576. renderSubMesh(opaqueSubMeshes.data[index]);
  90577. }
  90578. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90579. renderSubMesh(alphaTestSubMeshes.data[index]);
  90580. }
  90581. if (transparentSubMeshes.length) {
  90582. // Sort sub meshes
  90583. for (index = 0; index < transparentSubMeshes.length; index++) {
  90584. var submesh = transparentSubMeshes.data[index];
  90585. var boundingInfo = submesh.getBoundingInfo();
  90586. if (boundingInfo && scene.activeCamera) {
  90587. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90588. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90589. }
  90590. }
  90591. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90592. sortedArray.sort(function (a, b) {
  90593. // Alpha index first
  90594. if (a._alphaIndex > b._alphaIndex) {
  90595. return 1;
  90596. }
  90597. if (a._alphaIndex < b._alphaIndex) {
  90598. return -1;
  90599. }
  90600. // Then distance to camera
  90601. if (a._distanceToCamera < b._distanceToCamera) {
  90602. return 1;
  90603. }
  90604. if (a._distanceToCamera > b._distanceToCamera) {
  90605. return -1;
  90606. }
  90607. return 0;
  90608. });
  90609. // Render sub meshes
  90610. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90611. for (index = 0; index < sortedArray.length; index++) {
  90612. renderSubMesh(sortedArray[index]);
  90613. }
  90614. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90615. }
  90616. };
  90617. };
  90618. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90619. var transform = scene.getTransformMatrix();
  90620. var meshPosition;
  90621. if (this.useCustomMeshPosition) {
  90622. meshPosition = this.customMeshPosition;
  90623. }
  90624. else if (this.attachedNode) {
  90625. meshPosition = this.attachedNode.position;
  90626. }
  90627. else {
  90628. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90629. }
  90630. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90631. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90632. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90633. if (this.invert) {
  90634. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90635. }
  90636. };
  90637. // Static methods
  90638. /**
  90639. * Creates a default mesh for the Volumeric Light Scattering post-process
  90640. * @param name The mesh name
  90641. * @param scene The scene where to create the mesh
  90642. * @return the default mesh
  90643. */
  90644. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90645. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90646. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90647. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90648. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90649. mesh.material = material;
  90650. return mesh;
  90651. };
  90652. __decorate([
  90653. BABYLON.serializeAsVector3()
  90654. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90655. __decorate([
  90656. BABYLON.serialize()
  90657. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90658. __decorate([
  90659. BABYLON.serialize()
  90660. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90661. __decorate([
  90662. BABYLON.serializeAsMeshReference()
  90663. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90664. __decorate([
  90665. BABYLON.serialize()
  90666. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90667. __decorate([
  90668. BABYLON.serialize()
  90669. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90670. __decorate([
  90671. BABYLON.serialize()
  90672. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90673. __decorate([
  90674. BABYLON.serialize()
  90675. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90676. __decorate([
  90677. BABYLON.serialize()
  90678. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90679. return VolumetricLightScatteringPostProcess;
  90680. }(BABYLON.PostProcess));
  90681. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90682. })(BABYLON || (BABYLON = {}));
  90683. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90684. var BABYLON;
  90685. (function (BABYLON) {
  90686. /**
  90687. *
  90688. * This post-process allows the modification of rendered colors by using
  90689. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90690. *
  90691. * The object needs to be provided an url to a texture containing the color
  90692. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90693. * Use an image editing software to tweak the LUT to match your needs.
  90694. *
  90695. * For an example of a color LUT, see here:
  90696. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90697. * For explanations on color grading, see here:
  90698. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90699. *
  90700. */
  90701. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90702. __extends(ColorCorrectionPostProcess, _super);
  90703. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90704. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90705. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90706. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90707. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90708. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90709. _this.onApply = function (effect) {
  90710. effect.setTexture("colorTable", _this._colorTableTexture);
  90711. };
  90712. return _this;
  90713. }
  90714. return ColorCorrectionPostProcess;
  90715. }(BABYLON.PostProcess));
  90716. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90717. })(BABYLON || (BABYLON = {}));
  90718. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90719. var BABYLON;
  90720. (function (BABYLON) {
  90721. /** Defines operator used for tonemapping */
  90722. var TonemappingOperator;
  90723. (function (TonemappingOperator) {
  90724. /** Hable */
  90725. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90726. /** Reinhard */
  90727. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  90728. /** HejiDawson */
  90729. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  90730. /** Photographic */
  90731. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  90732. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  90733. /**
  90734. * Defines a post process to apply tone mapping
  90735. */
  90736. var TonemapPostProcess = /** @class */ (function (_super) {
  90737. __extends(TonemapPostProcess, _super);
  90738. /**
  90739. * Creates a new TonemapPostProcess
  90740. * @param name defines the name of the postprocess
  90741. * @param _operator defines the operator to use
  90742. * @param exposureAdjustment defines the required exposure adjustement
  90743. * @param camera defines the camera to use (can be null)
  90744. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  90745. * @param engine defines the hosting engine (can be ignore if camera is set)
  90746. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  90747. */
  90748. function TonemapPostProcess(name, _operator,
  90749. /** Defines the required exposure adjustement */
  90750. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  90751. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90752. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90753. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  90754. _this._operator = _operator;
  90755. _this.exposureAdjustment = exposureAdjustment;
  90756. var defines = "#define ";
  90757. if (_this._operator === TonemappingOperator.Hable) {
  90758. defines += "HABLE_TONEMAPPING";
  90759. }
  90760. else if (_this._operator === TonemappingOperator.Reinhard) {
  90761. defines += "REINHARD_TONEMAPPING";
  90762. }
  90763. else if (_this._operator === TonemappingOperator.HejiDawson) {
  90764. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  90765. }
  90766. else if (_this._operator === TonemappingOperator.Photographic) {
  90767. defines += "PHOTOGRAPHIC_TONEMAPPING";
  90768. }
  90769. //sadly a second call to create the effect.
  90770. _this.updateEffect(defines);
  90771. _this.onApply = function (effect) {
  90772. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  90773. };
  90774. return _this;
  90775. }
  90776. return TonemapPostProcess;
  90777. }(BABYLON.PostProcess));
  90778. BABYLON.TonemapPostProcess = TonemapPostProcess;
  90779. })(BABYLON || (BABYLON = {}));
  90780. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  90781. var BABYLON;
  90782. (function (BABYLON) {
  90783. /**
  90784. * DisplayPassPostProcess which produces an output the same as it's input
  90785. */
  90786. var DisplayPassPostProcess = /** @class */ (function (_super) {
  90787. __extends(DisplayPassPostProcess, _super);
  90788. /**
  90789. * Creates the DisplayPassPostProcess
  90790. * @param name The name of the effect.
  90791. * @param options The required width/height ratio to downsize to before computing the render pass.
  90792. * @param camera The camera to apply the render pass to.
  90793. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90794. * @param engine The engine which the post process will be applied. (default: current engine)
  90795. * @param reusable If the post process can be reused on the same frame. (default: false)
  90796. */
  90797. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  90798. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  90799. }
  90800. return DisplayPassPostProcess;
  90801. }(BABYLON.PostProcess));
  90802. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  90803. })(BABYLON || (BABYLON = {}));
  90804. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  90805. var BABYLON;
  90806. (function (BABYLON) {
  90807. /**
  90808. * Extracts highlights from the image
  90809. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90810. */
  90811. var HighlightsPostProcess = /** @class */ (function (_super) {
  90812. __extends(HighlightsPostProcess, _super);
  90813. /**
  90814. * Extracts highlights from the image
  90815. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90816. * @param name The name of the effect.
  90817. * @param options The required width/height ratio to downsize to before computing the render pass.
  90818. * @param camera The camera to apply the render pass to.
  90819. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90820. * @param engine The engine which the post process will be applied. (default: current engine)
  90821. * @param reusable If the post process can be reused on the same frame. (default: false)
  90822. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  90823. */
  90824. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  90825. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90826. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90827. }
  90828. return HighlightsPostProcess;
  90829. }(BABYLON.PostProcess));
  90830. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  90831. })(BABYLON || (BABYLON = {}));
  90832. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  90833. var BABYLON;
  90834. (function (BABYLON) {
  90835. /**
  90836. * ImageProcessingPostProcess
  90837. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  90838. */
  90839. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  90840. __extends(ImageProcessingPostProcess, _super);
  90841. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  90842. if (camera === void 0) { camera = null; }
  90843. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90844. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  90845. _this._fromLinearSpace = true;
  90846. /**
  90847. * Defines cache preventing GC.
  90848. */
  90849. _this._defines = {
  90850. IMAGEPROCESSING: false,
  90851. VIGNETTE: false,
  90852. VIGNETTEBLENDMODEMULTIPLY: false,
  90853. VIGNETTEBLENDMODEOPAQUE: false,
  90854. TONEMAPPING: false,
  90855. TONEMAPPING_ACES: false,
  90856. CONTRAST: false,
  90857. COLORCURVES: false,
  90858. COLORGRADING: false,
  90859. COLORGRADING3D: false,
  90860. FROMLINEARSPACE: false,
  90861. SAMPLER3DGREENDEPTH: false,
  90862. SAMPLER3DBGRMAP: false,
  90863. IMAGEPROCESSINGPOSTPROCESS: false,
  90864. EXPOSURE: false,
  90865. };
  90866. // Setup the configuration as forced by the constructor. This would then not force the
  90867. // scene materials output in linear space and let untouched the default forward pass.
  90868. if (imageProcessingConfiguration) {
  90869. imageProcessingConfiguration.applyByPostProcess = true;
  90870. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  90871. // This will cause the shader to be compiled
  90872. _this.fromLinearSpace = false;
  90873. }
  90874. // Setup the default processing configuration to the scene.
  90875. else {
  90876. _this._attachImageProcessingConfiguration(null, true);
  90877. _this.imageProcessingConfiguration.applyByPostProcess = true;
  90878. }
  90879. _this.onApply = function (effect) {
  90880. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  90881. };
  90882. return _this;
  90883. }
  90884. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  90885. /**
  90886. * Gets the image processing configuration used either in this material.
  90887. */
  90888. get: function () {
  90889. return this._imageProcessingConfiguration;
  90890. },
  90891. /**
  90892. * Sets the Default image processing configuration used either in the this material.
  90893. *
  90894. * If sets to null, the scene one is in use.
  90895. */
  90896. set: function (value) {
  90897. this._attachImageProcessingConfiguration(value);
  90898. },
  90899. enumerable: true,
  90900. configurable: true
  90901. });
  90902. /**
  90903. * Attaches a new image processing configuration to the PBR Material.
  90904. * @param configuration
  90905. */
  90906. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  90907. var _this = this;
  90908. if (doNotBuild === void 0) { doNotBuild = false; }
  90909. if (configuration === this._imageProcessingConfiguration) {
  90910. return;
  90911. }
  90912. // Detaches observer.
  90913. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  90914. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  90915. }
  90916. // Pick the scene configuration if needed.
  90917. if (!configuration) {
  90918. var scene = null;
  90919. var engine = this.getEngine();
  90920. var camera = this.getCamera();
  90921. if (camera) {
  90922. scene = camera.getScene();
  90923. }
  90924. else if (engine && engine.scenes) {
  90925. var scenes = engine.scenes;
  90926. scene = scenes[scenes.length - 1];
  90927. }
  90928. else {
  90929. scene = BABYLON.Engine.LastCreatedScene;
  90930. }
  90931. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  90932. }
  90933. else {
  90934. this._imageProcessingConfiguration = configuration;
  90935. }
  90936. // Attaches observer.
  90937. if (this._imageProcessingConfiguration) {
  90938. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  90939. _this._updateParameters();
  90940. });
  90941. }
  90942. // Ensure the effect will be rebuilt.
  90943. if (!doNotBuild) {
  90944. this._updateParameters();
  90945. }
  90946. };
  90947. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  90948. /**
  90949. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90950. */
  90951. get: function () {
  90952. return this.imageProcessingConfiguration.colorCurves;
  90953. },
  90954. /**
  90955. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  90956. */
  90957. set: function (value) {
  90958. this.imageProcessingConfiguration.colorCurves = value;
  90959. },
  90960. enumerable: true,
  90961. configurable: true
  90962. });
  90963. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  90964. /**
  90965. * Gets wether the color curves effect is enabled.
  90966. */
  90967. get: function () {
  90968. return this.imageProcessingConfiguration.colorCurvesEnabled;
  90969. },
  90970. /**
  90971. * Sets wether the color curves effect is enabled.
  90972. */
  90973. set: function (value) {
  90974. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  90975. },
  90976. enumerable: true,
  90977. configurable: true
  90978. });
  90979. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  90980. /**
  90981. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90982. */
  90983. get: function () {
  90984. return this.imageProcessingConfiguration.colorGradingTexture;
  90985. },
  90986. /**
  90987. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  90988. */
  90989. set: function (value) {
  90990. this.imageProcessingConfiguration.colorGradingTexture = value;
  90991. },
  90992. enumerable: true,
  90993. configurable: true
  90994. });
  90995. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  90996. /**
  90997. * Gets wether the color grading effect is enabled.
  90998. */
  90999. get: function () {
  91000. return this.imageProcessingConfiguration.colorGradingEnabled;
  91001. },
  91002. /**
  91003. * Gets wether the color grading effect is enabled.
  91004. */
  91005. set: function (value) {
  91006. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91007. },
  91008. enumerable: true,
  91009. configurable: true
  91010. });
  91011. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91012. /**
  91013. * Gets exposure used in the effect.
  91014. */
  91015. get: function () {
  91016. return this.imageProcessingConfiguration.exposure;
  91017. },
  91018. /**
  91019. * Sets exposure used in the effect.
  91020. */
  91021. set: function (value) {
  91022. this.imageProcessingConfiguration.exposure = value;
  91023. },
  91024. enumerable: true,
  91025. configurable: true
  91026. });
  91027. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91028. /**
  91029. * Gets wether tonemapping is enabled or not.
  91030. */
  91031. get: function () {
  91032. return this._imageProcessingConfiguration.toneMappingEnabled;
  91033. },
  91034. /**
  91035. * Sets wether tonemapping is enabled or not
  91036. */
  91037. set: function (value) {
  91038. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91039. },
  91040. enumerable: true,
  91041. configurable: true
  91042. });
  91043. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91044. /**
  91045. * Gets contrast used in the effect.
  91046. */
  91047. get: function () {
  91048. return this.imageProcessingConfiguration.contrast;
  91049. },
  91050. /**
  91051. * Sets contrast used in the effect.
  91052. */
  91053. set: function (value) {
  91054. this.imageProcessingConfiguration.contrast = value;
  91055. },
  91056. enumerable: true,
  91057. configurable: true
  91058. });
  91059. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91060. /**
  91061. * Gets Vignette stretch size.
  91062. */
  91063. get: function () {
  91064. return this.imageProcessingConfiguration.vignetteStretch;
  91065. },
  91066. /**
  91067. * Sets Vignette stretch size.
  91068. */
  91069. set: function (value) {
  91070. this.imageProcessingConfiguration.vignetteStretch = value;
  91071. },
  91072. enumerable: true,
  91073. configurable: true
  91074. });
  91075. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91076. /**
  91077. * Gets Vignette centre X Offset.
  91078. */
  91079. get: function () {
  91080. return this.imageProcessingConfiguration.vignetteCentreX;
  91081. },
  91082. /**
  91083. * Sets Vignette centre X Offset.
  91084. */
  91085. set: function (value) {
  91086. this.imageProcessingConfiguration.vignetteCentreX = value;
  91087. },
  91088. enumerable: true,
  91089. configurable: true
  91090. });
  91091. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91092. /**
  91093. * Gets Vignette centre Y Offset.
  91094. */
  91095. get: function () {
  91096. return this.imageProcessingConfiguration.vignetteCentreY;
  91097. },
  91098. /**
  91099. * Sets Vignette centre Y Offset.
  91100. */
  91101. set: function (value) {
  91102. this.imageProcessingConfiguration.vignetteCentreY = value;
  91103. },
  91104. enumerable: true,
  91105. configurable: true
  91106. });
  91107. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91108. /**
  91109. * Gets Vignette weight or intensity of the vignette effect.
  91110. */
  91111. get: function () {
  91112. return this.imageProcessingConfiguration.vignetteWeight;
  91113. },
  91114. /**
  91115. * Sets Vignette weight or intensity of the vignette effect.
  91116. */
  91117. set: function (value) {
  91118. this.imageProcessingConfiguration.vignetteWeight = value;
  91119. },
  91120. enumerable: true,
  91121. configurable: true
  91122. });
  91123. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91124. /**
  91125. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91126. * if vignetteEnabled is set to true.
  91127. */
  91128. get: function () {
  91129. return this.imageProcessingConfiguration.vignetteColor;
  91130. },
  91131. /**
  91132. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91133. * if vignetteEnabled is set to true.
  91134. */
  91135. set: function (value) {
  91136. this.imageProcessingConfiguration.vignetteColor = value;
  91137. },
  91138. enumerable: true,
  91139. configurable: true
  91140. });
  91141. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91142. /**
  91143. * Gets Camera field of view used by the Vignette effect.
  91144. */
  91145. get: function () {
  91146. return this.imageProcessingConfiguration.vignetteCameraFov;
  91147. },
  91148. /**
  91149. * Sets Camera field of view used by the Vignette effect.
  91150. */
  91151. set: function (value) {
  91152. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91153. },
  91154. enumerable: true,
  91155. configurable: true
  91156. });
  91157. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91158. /**
  91159. * Gets the vignette blend mode allowing different kind of effect.
  91160. */
  91161. get: function () {
  91162. return this.imageProcessingConfiguration.vignetteBlendMode;
  91163. },
  91164. /**
  91165. * Sets the vignette blend mode allowing different kind of effect.
  91166. */
  91167. set: function (value) {
  91168. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91169. },
  91170. enumerable: true,
  91171. configurable: true
  91172. });
  91173. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91174. /**
  91175. * Gets wether the vignette effect is enabled.
  91176. */
  91177. get: function () {
  91178. return this.imageProcessingConfiguration.vignetteEnabled;
  91179. },
  91180. /**
  91181. * Sets wether the vignette effect is enabled.
  91182. */
  91183. set: function (value) {
  91184. this.imageProcessingConfiguration.vignetteEnabled = value;
  91185. },
  91186. enumerable: true,
  91187. configurable: true
  91188. });
  91189. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91190. /**
  91191. * Gets wether the input of the processing is in Gamma or Linear Space.
  91192. */
  91193. get: function () {
  91194. return this._fromLinearSpace;
  91195. },
  91196. /**
  91197. * Sets wether the input of the processing is in Gamma or Linear Space.
  91198. */
  91199. set: function (value) {
  91200. if (this._fromLinearSpace === value) {
  91201. return;
  91202. }
  91203. this._fromLinearSpace = value;
  91204. this._updateParameters();
  91205. },
  91206. enumerable: true,
  91207. configurable: true
  91208. });
  91209. /**
  91210. * "ImageProcessingPostProcess"
  91211. * @returns "ImageProcessingPostProcess"
  91212. */
  91213. ImageProcessingPostProcess.prototype.getClassName = function () {
  91214. return "ImageProcessingPostProcess";
  91215. };
  91216. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91217. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91218. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91219. var defines = "";
  91220. for (var define in this._defines) {
  91221. if (this._defines[define]) {
  91222. defines += "#define " + define + ";\r\n";
  91223. }
  91224. }
  91225. var samplers = ["textureSampler"];
  91226. var uniforms = ["scale"];
  91227. if (BABYLON.ImageProcessingConfiguration) {
  91228. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91229. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91230. }
  91231. this.updateEffect(defines, uniforms, samplers);
  91232. };
  91233. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91234. _super.prototype.dispose.call(this, camera);
  91235. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91236. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91237. }
  91238. if (this._imageProcessingConfiguration) {
  91239. this.imageProcessingConfiguration.applyByPostProcess = false;
  91240. }
  91241. };
  91242. __decorate([
  91243. BABYLON.serialize()
  91244. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91245. return ImageProcessingPostProcess;
  91246. }(BABYLON.PostProcess));
  91247. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91248. })(BABYLON || (BABYLON = {}));
  91249. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91250. var BABYLON;
  91251. (function (BABYLON) {
  91252. /**
  91253. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91254. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91255. * As an example, all you have to do is to create the post-process:
  91256. * var mb = new BABYLON.MotionBlurPostProcess(
  91257. * 'mb', // The name of the effect.
  91258. * scene, // The scene containing the objects to blur according to their velocity.
  91259. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91260. * camera // The camera to apply the render pass to.
  91261. * );
  91262. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91263. */
  91264. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91265. __extends(MotionBlurPostProcess, _super);
  91266. /**
  91267. * Creates a new instance MotionBlurPostProcess
  91268. * @param name The name of the effect.
  91269. * @param scene The scene containing the objects to blur according to their velocity.
  91270. * @param options The required width/height ratio to downsize to before computing the render pass.
  91271. * @param camera The camera to apply the render pass to.
  91272. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91273. * @param engine The engine which the post process will be applied. (default: current engine)
  91274. * @param reusable If the post process can be reused on the same frame. (default: false)
  91275. * @param textureType Type of textures used when performing the post process. (default: 0)
  91276. * @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)
  91277. */
  91278. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91279. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91280. if (blockCompilation === void 0) { blockCompilation = false; }
  91281. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  91282. /**
  91283. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91284. */
  91285. _this.motionStrength = 1;
  91286. _this._motionBlurSamples = 32;
  91287. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91288. if (_this._geometryBufferRenderer) {
  91289. if (!_this._geometryBufferRenderer.isSupported) {
  91290. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91291. _this.dispose();
  91292. return _this;
  91293. }
  91294. _this._geometryBufferRenderer.enableVelocity = true;
  91295. }
  91296. _this.onApply = function (effect) {
  91297. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91298. effect.setFloat("motionScale", scene.getAnimationRatio());
  91299. effect.setFloat("motionStrength", _this.motionStrength);
  91300. if (_this._geometryBufferRenderer) {
  91301. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91302. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91303. }
  91304. };
  91305. return _this;
  91306. }
  91307. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91308. /**
  91309. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91310. */
  91311. get: function () {
  91312. return this._motionBlurSamples;
  91313. },
  91314. /**
  91315. * Sets the number of iterations to be used for motion blur quality
  91316. */
  91317. set: function (samples) {
  91318. this._motionBlurSamples = samples;
  91319. this.updateEffect("#define SAMPLES " + samples.toFixed(1));
  91320. },
  91321. enumerable: true,
  91322. configurable: true
  91323. });
  91324. /**
  91325. * Disposes the post process.
  91326. * @param camera The camera to dispose the post process on.
  91327. */
  91328. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91329. if (this._geometryBufferRenderer) {
  91330. // Clear previous transformation matrices dictionary used to compute objects velocities
  91331. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91332. }
  91333. _super.prototype.dispose.call(this, camera);
  91334. };
  91335. return MotionBlurPostProcess;
  91336. }(BABYLON.PostProcess));
  91337. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91338. })(BABYLON || (BABYLON = {}));
  91339. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91340. var BABYLON;
  91341. (function (BABYLON) {
  91342. /**
  91343. * Class used to store bone information
  91344. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91345. */
  91346. var Bone = /** @class */ (function (_super) {
  91347. __extends(Bone, _super);
  91348. /**
  91349. * Create a new bone
  91350. * @param name defines the bone name
  91351. * @param skeleton defines the parent skeleton
  91352. * @param parentBone defines the parent (can be null if the bone is the root)
  91353. * @param localMatrix defines the local matrix
  91354. * @param restPose defines the rest pose matrix
  91355. * @param baseMatrix defines the base matrix
  91356. * @param index defines index of the bone in the hiearchy
  91357. */
  91358. function Bone(
  91359. /**
  91360. * defines the bone name
  91361. */
  91362. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91363. if (parentBone === void 0) { parentBone = null; }
  91364. if (localMatrix === void 0) { localMatrix = null; }
  91365. if (restPose === void 0) { restPose = null; }
  91366. if (baseMatrix === void 0) { baseMatrix = null; }
  91367. if (index === void 0) { index = null; }
  91368. var _this = _super.call(this, name, skeleton.getScene()) || this;
  91369. _this.name = name;
  91370. /**
  91371. * Gets the list of child bones
  91372. */
  91373. _this.children = new Array();
  91374. /** Gets the animations associated with this bone */
  91375. _this.animations = new Array();
  91376. /**
  91377. * @hidden Internal only
  91378. * Set this value to map this bone to a different index in the transform matrices
  91379. * Set this value to -1 to exclude the bone from the transform matrices
  91380. */
  91381. _this._index = null;
  91382. _this._absoluteTransform = new BABYLON.Matrix();
  91383. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91384. _this._scalingDeterminant = 1;
  91385. _this._worldTransform = new BABYLON.Matrix();
  91386. _this._needToDecompose = true;
  91387. _this._needToCompose = false;
  91388. _this._skeleton = skeleton;
  91389. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91390. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91391. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91392. _this._index = index;
  91393. skeleton.bones.push(_this);
  91394. _this.setParent(parentBone, false);
  91395. if (baseMatrix || localMatrix) {
  91396. _this._updateDifferenceMatrix();
  91397. }
  91398. return _this;
  91399. }
  91400. Object.defineProperty(Bone.prototype, "_matrix", {
  91401. /** @hidden */
  91402. get: function () {
  91403. this._compose();
  91404. return this._localMatrix;
  91405. },
  91406. /** @hidden */
  91407. set: function (value) {
  91408. this._localMatrix.copyFrom(value);
  91409. this._needToDecompose = true;
  91410. },
  91411. enumerable: true,
  91412. configurable: true
  91413. });
  91414. // Members
  91415. /**
  91416. * Gets the parent skeleton
  91417. * @returns a skeleton
  91418. */
  91419. Bone.prototype.getSkeleton = function () {
  91420. return this._skeleton;
  91421. };
  91422. /**
  91423. * Gets parent bone
  91424. * @returns a bone or null if the bone is the root of the bone hierarchy
  91425. */
  91426. Bone.prototype.getParent = function () {
  91427. return this._parent;
  91428. };
  91429. /**
  91430. * Sets the parent bone
  91431. * @param parent defines the parent (can be null if the bone is the root)
  91432. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91433. */
  91434. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91435. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91436. if (this._parent === parent) {
  91437. return;
  91438. }
  91439. if (this._parent) {
  91440. var index = this._parent.children.indexOf(this);
  91441. if (index !== -1) {
  91442. this._parent.children.splice(index, 1);
  91443. }
  91444. }
  91445. this._parent = parent;
  91446. if (this._parent) {
  91447. this._parent.children.push(this);
  91448. }
  91449. if (updateDifferenceMatrix) {
  91450. this._updateDifferenceMatrix();
  91451. }
  91452. this.markAsDirty();
  91453. };
  91454. /**
  91455. * Gets the local matrix
  91456. * @returns a matrix
  91457. */
  91458. Bone.prototype.getLocalMatrix = function () {
  91459. this._compose();
  91460. return this._localMatrix;
  91461. };
  91462. /**
  91463. * Gets the base matrix (initial matrix which remains unchanged)
  91464. * @returns a matrix
  91465. */
  91466. Bone.prototype.getBaseMatrix = function () {
  91467. return this._baseMatrix;
  91468. };
  91469. /**
  91470. * Gets the rest pose matrix
  91471. * @returns a matrix
  91472. */
  91473. Bone.prototype.getRestPose = function () {
  91474. return this._restPose;
  91475. };
  91476. /**
  91477. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91478. */
  91479. Bone.prototype.getWorldMatrix = function () {
  91480. return this._worldTransform;
  91481. };
  91482. /**
  91483. * Sets the local matrix to rest pose matrix
  91484. */
  91485. Bone.prototype.returnToRest = function () {
  91486. this.updateMatrix(this._restPose.clone());
  91487. };
  91488. /**
  91489. * Gets the inverse of the absolute transform matrix.
  91490. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91491. * @returns a matrix
  91492. */
  91493. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91494. return this._invertedAbsoluteTransform;
  91495. };
  91496. /**
  91497. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91498. * @returns a matrix
  91499. */
  91500. Bone.prototype.getAbsoluteTransform = function () {
  91501. return this._absoluteTransform;
  91502. };
  91503. Object.defineProperty(Bone.prototype, "position", {
  91504. // Properties (matches AbstractMesh properties)
  91505. /** Gets or sets current position (in local space) */
  91506. get: function () {
  91507. this._decompose();
  91508. return this._localPosition;
  91509. },
  91510. set: function (newPosition) {
  91511. this._decompose();
  91512. this._localPosition.copyFrom(newPosition);
  91513. this._markAsDirtyAndCompose();
  91514. },
  91515. enumerable: true,
  91516. configurable: true
  91517. });
  91518. Object.defineProperty(Bone.prototype, "rotation", {
  91519. /** Gets or sets current rotation (in local space) */
  91520. get: function () {
  91521. return this.getRotation();
  91522. },
  91523. set: function (newRotation) {
  91524. this.setRotation(newRotation);
  91525. },
  91526. enumerable: true,
  91527. configurable: true
  91528. });
  91529. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91530. /** Gets or sets current rotation quaternion (in local space) */
  91531. get: function () {
  91532. this._decompose();
  91533. return this._localRotation;
  91534. },
  91535. set: function (newRotation) {
  91536. this.setRotationQuaternion(newRotation);
  91537. },
  91538. enumerable: true,
  91539. configurable: true
  91540. });
  91541. Object.defineProperty(Bone.prototype, "scaling", {
  91542. /** Gets or sets current scaling (in local space) */
  91543. get: function () {
  91544. return this.getScale();
  91545. },
  91546. set: function (newScaling) {
  91547. this.setScale(newScaling);
  91548. },
  91549. enumerable: true,
  91550. configurable: true
  91551. });
  91552. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91553. /**
  91554. * Gets the animation properties override
  91555. */
  91556. get: function () {
  91557. return this._skeleton.animationPropertiesOverride;
  91558. },
  91559. enumerable: true,
  91560. configurable: true
  91561. });
  91562. // Methods
  91563. Bone.prototype._decompose = function () {
  91564. if (!this._needToDecompose) {
  91565. return;
  91566. }
  91567. this._needToDecompose = false;
  91568. if (!this._localScaling) {
  91569. this._localScaling = BABYLON.Vector3.Zero();
  91570. this._localRotation = BABYLON.Quaternion.Zero();
  91571. this._localPosition = BABYLON.Vector3.Zero();
  91572. }
  91573. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91574. };
  91575. Bone.prototype._compose = function () {
  91576. if (!this._needToCompose) {
  91577. return;
  91578. }
  91579. this._needToCompose = false;
  91580. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91581. };
  91582. /**
  91583. * Update the base and local matrices
  91584. * @param matrix defines the new base or local matrix
  91585. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91586. * @param updateLocalMatrix defines if the local matrix should be updated
  91587. */
  91588. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91589. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91590. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91591. this._baseMatrix.copyFrom(matrix);
  91592. if (updateDifferenceMatrix) {
  91593. this._updateDifferenceMatrix();
  91594. }
  91595. if (updateLocalMatrix) {
  91596. this._localMatrix.copyFrom(matrix);
  91597. this._markAsDirtyAndDecompose();
  91598. }
  91599. else {
  91600. this.markAsDirty();
  91601. }
  91602. };
  91603. /** @hidden */
  91604. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91605. if (updateChildren === void 0) { updateChildren = true; }
  91606. if (!rootMatrix) {
  91607. rootMatrix = this._baseMatrix;
  91608. }
  91609. if (this._parent) {
  91610. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91611. }
  91612. else {
  91613. this._absoluteTransform.copyFrom(rootMatrix);
  91614. }
  91615. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91616. if (updateChildren) {
  91617. for (var index = 0; index < this.children.length; index++) {
  91618. this.children[index]._updateDifferenceMatrix();
  91619. }
  91620. }
  91621. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91622. };
  91623. /**
  91624. * Flag the bone as dirty (Forcing it to update everything)
  91625. */
  91626. Bone.prototype.markAsDirty = function () {
  91627. this._currentRenderId++;
  91628. this._childRenderId++;
  91629. this._skeleton._markAsDirty();
  91630. };
  91631. Bone.prototype._markAsDirtyAndCompose = function () {
  91632. this.markAsDirty();
  91633. this._needToCompose = true;
  91634. };
  91635. Bone.prototype._markAsDirtyAndDecompose = function () {
  91636. this.markAsDirty();
  91637. this._needToDecompose = true;
  91638. };
  91639. /**
  91640. * Copy an animation range from another bone
  91641. * @param source defines the source bone
  91642. * @param rangeName defines the range name to copy
  91643. * @param frameOffset defines the frame offset
  91644. * @param rescaleAsRequired defines if rescaling must be applied if required
  91645. * @param skelDimensionsRatio defines the scaling ratio
  91646. * @returns true if operation was successful
  91647. */
  91648. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91649. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91650. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91651. // all animation may be coming from a library skeleton, so may need to create animation
  91652. if (this.animations.length === 0) {
  91653. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91654. this.animations[0].setKeys([]);
  91655. }
  91656. // get animation info / verify there is such a range from the source bone
  91657. var sourceRange = source.animations[0].getRange(rangeName);
  91658. if (!sourceRange) {
  91659. return false;
  91660. }
  91661. var from = sourceRange.from;
  91662. var to = sourceRange.to;
  91663. var sourceKeys = source.animations[0].getKeys();
  91664. // rescaling prep
  91665. var sourceBoneLength = source.length;
  91666. var sourceParent = source.getParent();
  91667. var parent = this.getParent();
  91668. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91669. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91670. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91671. var destKeys = this.animations[0].getKeys();
  91672. // loop vars declaration
  91673. var orig;
  91674. var origTranslation;
  91675. var mat;
  91676. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91677. orig = sourceKeys[key];
  91678. if (orig.frame >= from && orig.frame <= to) {
  91679. if (rescaleAsRequired) {
  91680. mat = orig.value.clone();
  91681. // scale based on parent ratio, when bone has parent
  91682. if (parentScalingReqd) {
  91683. origTranslation = mat.getTranslation();
  91684. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91685. // scale based on skeleton dimension ratio when root bone, and value is passed
  91686. }
  91687. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91688. origTranslation = mat.getTranslation();
  91689. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91690. // use original when root bone, and no data for skelDimensionsRatio
  91691. }
  91692. else {
  91693. mat = orig.value;
  91694. }
  91695. }
  91696. else {
  91697. mat = orig.value;
  91698. }
  91699. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91700. }
  91701. }
  91702. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91703. return true;
  91704. };
  91705. /**
  91706. * Translate the bone in local or world space
  91707. * @param vec The amount to translate the bone
  91708. * @param space The space that the translation is in
  91709. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91710. */
  91711. Bone.prototype.translate = function (vec, space, mesh) {
  91712. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91713. var lm = this.getLocalMatrix();
  91714. if (space == BABYLON.Space.LOCAL) {
  91715. lm.m[12] += vec.x;
  91716. lm.m[13] += vec.y;
  91717. lm.m[14] += vec.z;
  91718. }
  91719. else {
  91720. var wm = null;
  91721. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91722. if (mesh) {
  91723. wm = mesh.getWorldMatrix();
  91724. }
  91725. this._skeleton.computeAbsoluteTransforms();
  91726. var tmat = Bone._tmpMats[0];
  91727. var tvec = Bone._tmpVecs[0];
  91728. if (this._parent) {
  91729. if (mesh && wm) {
  91730. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91731. tmat.multiplyToRef(wm, tmat);
  91732. }
  91733. else {
  91734. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91735. }
  91736. }
  91737. tmat.m[12] = 0;
  91738. tmat.m[13] = 0;
  91739. tmat.m[14] = 0;
  91740. tmat.invert();
  91741. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  91742. lm.m[12] += tvec.x;
  91743. lm.m[13] += tvec.y;
  91744. lm.m[14] += tvec.z;
  91745. }
  91746. this._markAsDirtyAndDecompose();
  91747. };
  91748. /**
  91749. * Set the postion of the bone in local or world space
  91750. * @param position The position to set the bone
  91751. * @param space The space that the position is in
  91752. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91753. */
  91754. Bone.prototype.setPosition = function (position, space, mesh) {
  91755. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91756. var lm = this.getLocalMatrix();
  91757. if (space == BABYLON.Space.LOCAL) {
  91758. lm.m[12] = position.x;
  91759. lm.m[13] = position.y;
  91760. lm.m[14] = position.z;
  91761. }
  91762. else {
  91763. var wm = null;
  91764. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91765. if (mesh) {
  91766. wm = mesh.getWorldMatrix();
  91767. }
  91768. this._skeleton.computeAbsoluteTransforms();
  91769. var tmat = Bone._tmpMats[0];
  91770. var vec = Bone._tmpVecs[0];
  91771. if (this._parent) {
  91772. if (mesh && wm) {
  91773. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91774. tmat.multiplyToRef(wm, tmat);
  91775. }
  91776. else {
  91777. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91778. }
  91779. }
  91780. tmat.invert();
  91781. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  91782. lm.m[12] = vec.x;
  91783. lm.m[13] = vec.y;
  91784. lm.m[14] = vec.z;
  91785. }
  91786. this._markAsDirtyAndDecompose();
  91787. };
  91788. /**
  91789. * Set the absolute position of the bone (world space)
  91790. * @param position The position to set the bone
  91791. * @param mesh The mesh that this bone is attached to
  91792. */
  91793. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  91794. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  91795. };
  91796. /**
  91797. * Scale the bone on the x, y and z axes (in local space)
  91798. * @param x The amount to scale the bone on the x axis
  91799. * @param y The amount to scale the bone on the y axis
  91800. * @param z The amount to scale the bone on the z axis
  91801. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  91802. */
  91803. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  91804. if (scaleChildren === void 0) { scaleChildren = false; }
  91805. var locMat = this.getLocalMatrix();
  91806. // Apply new scaling on top of current local matrix
  91807. var scaleMat = Bone._tmpMats[0];
  91808. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  91809. scaleMat.multiplyToRef(locMat, locMat);
  91810. // Invert scaling matrix and apply the inverse to all children
  91811. scaleMat.invert();
  91812. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  91813. var child = _a[_i];
  91814. var cm = child.getLocalMatrix();
  91815. cm.multiplyToRef(scaleMat, cm);
  91816. cm.m[12] *= x;
  91817. cm.m[13] *= y;
  91818. cm.m[14] *= z;
  91819. child._markAsDirtyAndDecompose();
  91820. }
  91821. this._markAsDirtyAndDecompose();
  91822. if (scaleChildren) {
  91823. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  91824. var child = _c[_b];
  91825. child.scale(x, y, z, scaleChildren);
  91826. }
  91827. }
  91828. };
  91829. /**
  91830. * Set the bone scaling in local space
  91831. * @param scale defines the scaling vector
  91832. */
  91833. Bone.prototype.setScale = function (scale) {
  91834. this._decompose();
  91835. this._localScaling.copyFrom(scale);
  91836. this._markAsDirtyAndCompose();
  91837. };
  91838. /**
  91839. * Gets the current scaling in local space
  91840. * @returns the current scaling vector
  91841. */
  91842. Bone.prototype.getScale = function () {
  91843. this._decompose();
  91844. return this._localScaling;
  91845. };
  91846. /**
  91847. * Gets the current scaling in local space and stores it in a target vector
  91848. * @param result defines the target vector
  91849. */
  91850. Bone.prototype.getScaleToRef = function (result) {
  91851. this._decompose();
  91852. result.copyFrom(this._localScaling);
  91853. };
  91854. /**
  91855. * Set the yaw, pitch, and roll of the bone in local or world space
  91856. * @param yaw The rotation of the bone on the y axis
  91857. * @param pitch The rotation of the bone on the x axis
  91858. * @param roll The rotation of the bone on the z axis
  91859. * @param space The space that the axes of rotation are in
  91860. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91861. */
  91862. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  91863. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91864. if (space === BABYLON.Space.LOCAL) {
  91865. var quat = Bone._tmpQuat;
  91866. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  91867. this.setRotationQuaternion(quat, space, mesh);
  91868. return;
  91869. }
  91870. var rotMatInv = Bone._tmpMats[0];
  91871. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91872. return;
  91873. }
  91874. var rotMat = Bone._tmpMats[1];
  91875. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  91876. rotMatInv.multiplyToRef(rotMat, rotMat);
  91877. this._rotateWithMatrix(rotMat, space, mesh);
  91878. };
  91879. /**
  91880. * Add a rotation to the bone on an axis in local or world space
  91881. * @param axis The axis to rotate the bone on
  91882. * @param amount The amount to rotate the bone
  91883. * @param space The space that the axis is in
  91884. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91885. */
  91886. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  91887. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91888. var rmat = Bone._tmpMats[0];
  91889. rmat.m[12] = 0;
  91890. rmat.m[13] = 0;
  91891. rmat.m[14] = 0;
  91892. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  91893. this._rotateWithMatrix(rmat, space, mesh);
  91894. };
  91895. /**
  91896. * Set the rotation of the bone to a particular axis angle in local or world space
  91897. * @param axis The axis to rotate the bone on
  91898. * @param angle The angle that the bone should be rotated to
  91899. * @param space The space that the axis is in
  91900. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91901. */
  91902. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  91903. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91904. if (space === BABYLON.Space.LOCAL) {
  91905. var quat = Bone._tmpQuat;
  91906. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  91907. this.setRotationQuaternion(quat, space, mesh);
  91908. return;
  91909. }
  91910. var rotMatInv = Bone._tmpMats[0];
  91911. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91912. return;
  91913. }
  91914. var rotMat = Bone._tmpMats[1];
  91915. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  91916. rotMatInv.multiplyToRef(rotMat, rotMat);
  91917. this._rotateWithMatrix(rotMat, space, mesh);
  91918. };
  91919. /**
  91920. * Set the euler rotation of the bone in local of world space
  91921. * @param rotation The euler rotation that the bone should be set to
  91922. * @param space The space that the rotation is in
  91923. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91924. */
  91925. Bone.prototype.setRotation = function (rotation, space, mesh) {
  91926. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91927. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  91928. };
  91929. /**
  91930. * Set the quaternion rotation of the bone in local of world space
  91931. * @param quat The quaternion rotation that the bone should be set to
  91932. * @param space The space that the rotation is in
  91933. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91934. */
  91935. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  91936. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91937. if (space === BABYLON.Space.LOCAL) {
  91938. this._decompose();
  91939. this._localRotation.copyFrom(quat);
  91940. this._markAsDirtyAndCompose();
  91941. return;
  91942. }
  91943. var rotMatInv = Bone._tmpMats[0];
  91944. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91945. return;
  91946. }
  91947. var rotMat = Bone._tmpMats[1];
  91948. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  91949. rotMatInv.multiplyToRef(rotMat, rotMat);
  91950. this._rotateWithMatrix(rotMat, space, mesh);
  91951. };
  91952. /**
  91953. * Set the rotation matrix of the bone in local of world space
  91954. * @param rotMat The rotation matrix that the bone should be set to
  91955. * @param space The space that the rotation is in
  91956. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91957. */
  91958. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  91959. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91960. if (space === BABYLON.Space.LOCAL) {
  91961. var quat = Bone._tmpQuat;
  91962. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  91963. this.setRotationQuaternion(quat, space, mesh);
  91964. return;
  91965. }
  91966. var rotMatInv = Bone._tmpMats[0];
  91967. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  91968. return;
  91969. }
  91970. var rotMat2 = Bone._tmpMats[1];
  91971. rotMat2.copyFrom(rotMat);
  91972. rotMatInv.multiplyToRef(rotMat, rotMat2);
  91973. this._rotateWithMatrix(rotMat2, space, mesh);
  91974. };
  91975. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  91976. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91977. var lmat = this.getLocalMatrix();
  91978. var lx = lmat.m[12];
  91979. var ly = lmat.m[13];
  91980. var lz = lmat.m[14];
  91981. var parent = this.getParent();
  91982. var parentScale = Bone._tmpMats[3];
  91983. var parentScaleInv = Bone._tmpMats[4];
  91984. if (parent && space == BABYLON.Space.WORLD) {
  91985. if (mesh) {
  91986. parentScale.copyFrom(mesh.getWorldMatrix());
  91987. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  91988. }
  91989. else {
  91990. parentScale.copyFrom(parent.getAbsoluteTransform());
  91991. }
  91992. parentScaleInv.copyFrom(parentScale);
  91993. parentScaleInv.invert();
  91994. lmat.multiplyToRef(parentScale, lmat);
  91995. lmat.multiplyToRef(rmat, lmat);
  91996. lmat.multiplyToRef(parentScaleInv, lmat);
  91997. }
  91998. else {
  91999. if (space == BABYLON.Space.WORLD && mesh) {
  92000. parentScale.copyFrom(mesh.getWorldMatrix());
  92001. parentScaleInv.copyFrom(parentScale);
  92002. parentScaleInv.invert();
  92003. lmat.multiplyToRef(parentScale, lmat);
  92004. lmat.multiplyToRef(rmat, lmat);
  92005. lmat.multiplyToRef(parentScaleInv, lmat);
  92006. }
  92007. else {
  92008. lmat.multiplyToRef(rmat, lmat);
  92009. }
  92010. }
  92011. lmat.m[12] = lx;
  92012. lmat.m[13] = ly;
  92013. lmat.m[14] = lz;
  92014. this.computeAbsoluteTransforms();
  92015. this._markAsDirtyAndDecompose();
  92016. };
  92017. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92018. var scaleMatrix = Bone._tmpMats[2];
  92019. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92020. if (mesh) {
  92021. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92022. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92023. }
  92024. rotMatInv.invert();
  92025. if (isNaN(rotMatInv.m[0])) {
  92026. // Matrix failed to invert.
  92027. // This can happen if scale is zero for example.
  92028. return false;
  92029. }
  92030. scaleMatrix.m[0] *= this._scalingDeterminant;
  92031. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92032. return true;
  92033. };
  92034. /**
  92035. * Get the position of the bone in local or world space
  92036. * @param space The space that the returned position is in
  92037. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92038. * @returns The position of the bone
  92039. */
  92040. Bone.prototype.getPosition = function (space, mesh) {
  92041. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92042. if (mesh === void 0) { mesh = null; }
  92043. var pos = BABYLON.Vector3.Zero();
  92044. this.getPositionToRef(space, mesh, pos);
  92045. return pos;
  92046. };
  92047. /**
  92048. * Copy the position of the bone to a vector3 in local or world space
  92049. * @param space The space that the returned position is in
  92050. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92051. * @param result The vector3 to copy the position to
  92052. */
  92053. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92054. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92055. if (space == BABYLON.Space.LOCAL) {
  92056. var lm = this.getLocalMatrix();
  92057. result.x = lm.m[12];
  92058. result.y = lm.m[13];
  92059. result.z = lm.m[14];
  92060. }
  92061. else {
  92062. var wm = null;
  92063. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92064. if (mesh) {
  92065. wm = mesh.getWorldMatrix();
  92066. }
  92067. this._skeleton.computeAbsoluteTransforms();
  92068. var tmat = Bone._tmpMats[0];
  92069. if (mesh && wm) {
  92070. tmat.copyFrom(this.getAbsoluteTransform());
  92071. tmat.multiplyToRef(wm, tmat);
  92072. }
  92073. else {
  92074. tmat = this.getAbsoluteTransform();
  92075. }
  92076. result.x = tmat.m[12];
  92077. result.y = tmat.m[13];
  92078. result.z = tmat.m[14];
  92079. }
  92080. };
  92081. /**
  92082. * Get the absolute position of the bone (world space)
  92083. * @param mesh The mesh that this bone is attached to
  92084. * @returns The absolute position of the bone
  92085. */
  92086. Bone.prototype.getAbsolutePosition = function (mesh) {
  92087. if (mesh === void 0) { mesh = null; }
  92088. var pos = BABYLON.Vector3.Zero();
  92089. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92090. return pos;
  92091. };
  92092. /**
  92093. * Copy the absolute position of the bone (world space) to the result param
  92094. * @param mesh The mesh that this bone is attached to
  92095. * @param result The vector3 to copy the absolute position to
  92096. */
  92097. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92098. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92099. };
  92100. /**
  92101. * Compute the absolute transforms of this bone and its children
  92102. */
  92103. Bone.prototype.computeAbsoluteTransforms = function () {
  92104. this._compose();
  92105. if (this._parent) {
  92106. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92107. }
  92108. else {
  92109. this._absoluteTransform.copyFrom(this._localMatrix);
  92110. var poseMatrix = this._skeleton.getPoseMatrix();
  92111. if (poseMatrix) {
  92112. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92113. }
  92114. }
  92115. var children = this.children;
  92116. var len = children.length;
  92117. for (var i = 0; i < len; i++) {
  92118. children[i].computeAbsoluteTransforms();
  92119. }
  92120. };
  92121. /**
  92122. * Get the world direction from an axis that is in the local space of the bone
  92123. * @param localAxis The local direction that is used to compute the world direction
  92124. * @param mesh The mesh that this bone is attached to
  92125. * @returns The world direction
  92126. */
  92127. Bone.prototype.getDirection = function (localAxis, mesh) {
  92128. if (mesh === void 0) { mesh = null; }
  92129. var result = BABYLON.Vector3.Zero();
  92130. this.getDirectionToRef(localAxis, mesh, result);
  92131. return result;
  92132. };
  92133. /**
  92134. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92135. * @param localAxis The local direction that is used to compute the world direction
  92136. * @param mesh The mesh that this bone is attached to
  92137. * @param result The vector3 that the world direction will be copied to
  92138. */
  92139. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92140. if (mesh === void 0) { mesh = null; }
  92141. var wm = null;
  92142. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92143. if (mesh) {
  92144. wm = mesh.getWorldMatrix();
  92145. }
  92146. this._skeleton.computeAbsoluteTransforms();
  92147. var mat = Bone._tmpMats[0];
  92148. mat.copyFrom(this.getAbsoluteTransform());
  92149. if (mesh && wm) {
  92150. mat.multiplyToRef(wm, mat);
  92151. }
  92152. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92153. result.normalize();
  92154. };
  92155. /**
  92156. * Get the euler rotation of the bone in local or world space
  92157. * @param space The space that the rotation should be in
  92158. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92159. * @returns The euler rotation
  92160. */
  92161. Bone.prototype.getRotation = function (space, mesh) {
  92162. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92163. if (mesh === void 0) { mesh = null; }
  92164. var result = BABYLON.Vector3.Zero();
  92165. this.getRotationToRef(space, mesh, result);
  92166. return result;
  92167. };
  92168. /**
  92169. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92170. * @param space The space that the rotation should be in
  92171. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92172. * @param result The vector3 that the rotation should be copied to
  92173. */
  92174. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92175. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92176. if (mesh === void 0) { mesh = null; }
  92177. var quat = Bone._tmpQuat;
  92178. this.getRotationQuaternionToRef(space, mesh, quat);
  92179. quat.toEulerAnglesToRef(result);
  92180. };
  92181. /**
  92182. * Get the quaternion rotation of the bone in either local or world space
  92183. * @param space The space that the rotation should be in
  92184. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92185. * @returns The quaternion rotation
  92186. */
  92187. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92188. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92189. if (mesh === void 0) { mesh = null; }
  92190. var result = BABYLON.Quaternion.Identity();
  92191. this.getRotationQuaternionToRef(space, mesh, result);
  92192. return result;
  92193. };
  92194. /**
  92195. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92196. * @param space The space that the rotation should be in
  92197. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92198. * @param result The quaternion that the rotation should be copied to
  92199. */
  92200. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92201. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92202. if (mesh === void 0) { mesh = null; }
  92203. if (space == BABYLON.Space.LOCAL) {
  92204. this._decompose();
  92205. result.copyFrom(this._localRotation);
  92206. }
  92207. else {
  92208. var mat = Bone._tmpMats[0];
  92209. var amat = this.getAbsoluteTransform();
  92210. if (mesh) {
  92211. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92212. }
  92213. else {
  92214. mat.copyFrom(amat);
  92215. }
  92216. mat.m[0] *= this._scalingDeterminant;
  92217. mat.m[1] *= this._scalingDeterminant;
  92218. mat.m[2] *= this._scalingDeterminant;
  92219. mat.decompose(undefined, result, undefined);
  92220. }
  92221. };
  92222. /**
  92223. * Get the rotation matrix of the bone in local or world space
  92224. * @param space The space that the rotation should be in
  92225. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92226. * @returns The rotation matrix
  92227. */
  92228. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92229. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92230. var result = BABYLON.Matrix.Identity();
  92231. this.getRotationMatrixToRef(space, mesh, result);
  92232. return result;
  92233. };
  92234. /**
  92235. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92236. * @param space The space that the rotation should be in
  92237. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92238. * @param result The quaternion that the rotation should be copied to
  92239. */
  92240. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92241. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92242. if (space == BABYLON.Space.LOCAL) {
  92243. this.getLocalMatrix().getRotationMatrixToRef(result);
  92244. }
  92245. else {
  92246. var mat = Bone._tmpMats[0];
  92247. var amat = this.getAbsoluteTransform();
  92248. if (mesh) {
  92249. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92250. }
  92251. else {
  92252. mat.copyFrom(amat);
  92253. }
  92254. mat.m[0] *= this._scalingDeterminant;
  92255. mat.m[1] *= this._scalingDeterminant;
  92256. mat.m[2] *= this._scalingDeterminant;
  92257. mat.getRotationMatrixToRef(result);
  92258. }
  92259. };
  92260. /**
  92261. * Get the world position of a point that is in the local space of the bone
  92262. * @param position The local position
  92263. * @param mesh The mesh that this bone is attached to
  92264. * @returns The world position
  92265. */
  92266. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92267. if (mesh === void 0) { mesh = null; }
  92268. var result = BABYLON.Vector3.Zero();
  92269. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92270. return result;
  92271. };
  92272. /**
  92273. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92274. * @param position The local position
  92275. * @param mesh The mesh that this bone is attached to
  92276. * @param result The vector3 that the world position should be copied to
  92277. */
  92278. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92279. if (mesh === void 0) { mesh = null; }
  92280. var wm = null;
  92281. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92282. if (mesh) {
  92283. wm = mesh.getWorldMatrix();
  92284. }
  92285. this._skeleton.computeAbsoluteTransforms();
  92286. var tmat = Bone._tmpMats[0];
  92287. if (mesh && wm) {
  92288. tmat.copyFrom(this.getAbsoluteTransform());
  92289. tmat.multiplyToRef(wm, tmat);
  92290. }
  92291. else {
  92292. tmat = this.getAbsoluteTransform();
  92293. }
  92294. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92295. };
  92296. /**
  92297. * Get the local position of a point that is in world space
  92298. * @param position The world position
  92299. * @param mesh The mesh that this bone is attached to
  92300. * @returns The local position
  92301. */
  92302. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92303. if (mesh === void 0) { mesh = null; }
  92304. var result = BABYLON.Vector3.Zero();
  92305. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92306. return result;
  92307. };
  92308. /**
  92309. * Get the local position of a point that is in world space and copy it to the result param
  92310. * @param position The world position
  92311. * @param mesh The mesh that this bone is attached to
  92312. * @param result The vector3 that the local position should be copied to
  92313. */
  92314. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92315. if (mesh === void 0) { mesh = null; }
  92316. var wm = null;
  92317. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92318. if (mesh) {
  92319. wm = mesh.getWorldMatrix();
  92320. }
  92321. this._skeleton.computeAbsoluteTransforms();
  92322. var tmat = Bone._tmpMats[0];
  92323. tmat.copyFrom(this.getAbsoluteTransform());
  92324. if (mesh && wm) {
  92325. tmat.multiplyToRef(wm, tmat);
  92326. }
  92327. tmat.invert();
  92328. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92329. };
  92330. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92331. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92332. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92333. return Bone;
  92334. }(BABYLON.Node));
  92335. BABYLON.Bone = Bone;
  92336. })(BABYLON || (BABYLON = {}));
  92337. //# sourceMappingURL=babylon.bone.js.map
  92338. var BABYLON;
  92339. (function (BABYLON) {
  92340. /**
  92341. * Class used to apply inverse kinematics to bones
  92342. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92343. */
  92344. var BoneIKController = /** @class */ (function () {
  92345. /**
  92346. * Creates a new BoneIKController
  92347. * @param mesh defines the mesh to control
  92348. * @param bone defines the bone to control
  92349. * @param options defines options to set up the controller
  92350. */
  92351. function BoneIKController(mesh, bone, options) {
  92352. /**
  92353. * Gets or sets the target position
  92354. */
  92355. this.targetPosition = BABYLON.Vector3.Zero();
  92356. /**
  92357. * Gets or sets the pole target position
  92358. */
  92359. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92360. /**
  92361. * Gets or sets the pole target local offset
  92362. */
  92363. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92364. /**
  92365. * Gets or sets the pole angle
  92366. */
  92367. this.poleAngle = 0;
  92368. /**
  92369. * 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)
  92370. */
  92371. this.slerpAmount = 1;
  92372. this._bone1Quat = BABYLON.Quaternion.Identity();
  92373. this._bone1Mat = BABYLON.Matrix.Identity();
  92374. this._bone2Ang = Math.PI;
  92375. this._maxAngle = Math.PI;
  92376. this._rightHandedSystem = false;
  92377. this._bendAxis = BABYLON.Vector3.Right();
  92378. this._slerping = false;
  92379. this._adjustRoll = 0;
  92380. this._bone2 = bone;
  92381. this._bone1 = bone.getParent();
  92382. if (!this._bone1) {
  92383. return;
  92384. }
  92385. this.mesh = mesh;
  92386. var bonePos = bone.getPosition();
  92387. if (bone.getAbsoluteTransform().determinant() > 0) {
  92388. this._rightHandedSystem = true;
  92389. this._bendAxis.x = 0;
  92390. this._bendAxis.y = 0;
  92391. this._bendAxis.z = -1;
  92392. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92393. this._adjustRoll = Math.PI * .5;
  92394. this._bendAxis.z = 1;
  92395. }
  92396. }
  92397. if (this._bone1.length) {
  92398. var boneScale1 = this._bone1.getScale();
  92399. var boneScale2 = this._bone2.getScale();
  92400. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92401. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92402. }
  92403. else if (this._bone1.children[0]) {
  92404. mesh.computeWorldMatrix(true);
  92405. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92406. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92407. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92408. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92409. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92410. }
  92411. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92412. this.maxAngle = Math.PI;
  92413. if (options) {
  92414. if (options.targetMesh) {
  92415. this.targetMesh = options.targetMesh;
  92416. this.targetMesh.computeWorldMatrix(true);
  92417. }
  92418. if (options.poleTargetMesh) {
  92419. this.poleTargetMesh = options.poleTargetMesh;
  92420. this.poleTargetMesh.computeWorldMatrix(true);
  92421. }
  92422. else if (options.poleTargetBone) {
  92423. this.poleTargetBone = options.poleTargetBone;
  92424. }
  92425. else if (this._bone1.getParent()) {
  92426. this.poleTargetBone = this._bone1.getParent();
  92427. }
  92428. if (options.poleTargetLocalOffset) {
  92429. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92430. }
  92431. if (options.poleAngle) {
  92432. this.poleAngle = options.poleAngle;
  92433. }
  92434. if (options.bendAxis) {
  92435. this._bendAxis.copyFrom(options.bendAxis);
  92436. }
  92437. if (options.maxAngle) {
  92438. this.maxAngle = options.maxAngle;
  92439. }
  92440. if (options.slerpAmount) {
  92441. this.slerpAmount = options.slerpAmount;
  92442. }
  92443. }
  92444. }
  92445. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92446. /**
  92447. * Gets or sets maximum allowed angle
  92448. */
  92449. get: function () {
  92450. return this._maxAngle;
  92451. },
  92452. set: function (value) {
  92453. this._setMaxAngle(value);
  92454. },
  92455. enumerable: true,
  92456. configurable: true
  92457. });
  92458. BoneIKController.prototype._setMaxAngle = function (ang) {
  92459. if (ang < 0) {
  92460. ang = 0;
  92461. }
  92462. if (ang > Math.PI || ang == undefined) {
  92463. ang = Math.PI;
  92464. }
  92465. this._maxAngle = ang;
  92466. var a = this._bone1Length;
  92467. var b = this._bone2Length;
  92468. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92469. };
  92470. /**
  92471. * Force the controller to update the bones
  92472. */
  92473. BoneIKController.prototype.update = function () {
  92474. var bone1 = this._bone1;
  92475. if (!bone1) {
  92476. return;
  92477. }
  92478. var target = this.targetPosition;
  92479. var poleTarget = this.poleTargetPosition;
  92480. var mat1 = BoneIKController._tmpMats[0];
  92481. var mat2 = BoneIKController._tmpMats[1];
  92482. if (this.targetMesh) {
  92483. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92484. }
  92485. if (this.poleTargetBone) {
  92486. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92487. }
  92488. else if (this.poleTargetMesh) {
  92489. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92490. }
  92491. var bonePos = BoneIKController._tmpVecs[0];
  92492. var zaxis = BoneIKController._tmpVecs[1];
  92493. var xaxis = BoneIKController._tmpVecs[2];
  92494. var yaxis = BoneIKController._tmpVecs[3];
  92495. var upAxis = BoneIKController._tmpVecs[4];
  92496. var _tmpQuat = BoneIKController._tmpQuat;
  92497. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92498. poleTarget.subtractToRef(bonePos, upAxis);
  92499. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92500. upAxis.y = 1;
  92501. }
  92502. else {
  92503. upAxis.normalize();
  92504. }
  92505. target.subtractToRef(bonePos, yaxis);
  92506. yaxis.normalize();
  92507. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92508. zaxis.normalize();
  92509. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92510. xaxis.normalize();
  92511. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92512. var a = this._bone1Length;
  92513. var b = this._bone2Length;
  92514. var c = BABYLON.Vector3.Distance(bonePos, target);
  92515. if (this._maxReach > 0) {
  92516. c = Math.min(this._maxReach, c);
  92517. }
  92518. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92519. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92520. if (acosa > 1) {
  92521. acosa = 1;
  92522. }
  92523. if (acosb > 1) {
  92524. acosb = 1;
  92525. }
  92526. if (acosa < -1) {
  92527. acosa = -1;
  92528. }
  92529. if (acosb < -1) {
  92530. acosb = -1;
  92531. }
  92532. var angA = Math.acos(acosa);
  92533. var angB = Math.acos(acosb);
  92534. var angC = -angA - angB;
  92535. if (this._rightHandedSystem) {
  92536. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92537. mat2.multiplyToRef(mat1, mat1);
  92538. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92539. mat2.multiplyToRef(mat1, mat1);
  92540. }
  92541. else {
  92542. var _tmpVec = BoneIKController._tmpVecs[5];
  92543. _tmpVec.copyFrom(this._bendAxis);
  92544. _tmpVec.x *= -1;
  92545. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92546. mat2.multiplyToRef(mat1, mat1);
  92547. }
  92548. if (this.poleAngle) {
  92549. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92550. mat1.multiplyToRef(mat2, mat1);
  92551. }
  92552. if (this._bone1) {
  92553. if (this.slerpAmount < 1) {
  92554. if (!this._slerping) {
  92555. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92556. }
  92557. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92558. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92559. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92560. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92561. this._slerping = true;
  92562. }
  92563. else {
  92564. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92565. this._bone1Mat.copyFrom(mat1);
  92566. this._slerping = false;
  92567. }
  92568. }
  92569. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92570. this._bone2Ang = angC;
  92571. };
  92572. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92573. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92574. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92575. return BoneIKController;
  92576. }());
  92577. BABYLON.BoneIKController = BoneIKController;
  92578. })(BABYLON || (BABYLON = {}));
  92579. //# sourceMappingURL=babylon.boneIKController.js.map
  92580. var BABYLON;
  92581. (function (BABYLON) {
  92582. /**
  92583. * Class used to make a bone look toward a point in space
  92584. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92585. */
  92586. var BoneLookController = /** @class */ (function () {
  92587. /**
  92588. * Create a BoneLookController
  92589. * @param mesh the mesh that the bone belongs to
  92590. * @param bone the bone that will be looking to the target
  92591. * @param target the target Vector3 to look at
  92592. * @param settings optional settings:
  92593. * * maxYaw: the maximum angle the bone will yaw to
  92594. * * minYaw: the minimum angle the bone will yaw to
  92595. * * maxPitch: the maximum angle the bone will pitch to
  92596. * * minPitch: the minimum angle the bone will yaw to
  92597. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92598. * * upAxis: the up axis of the coordinate system
  92599. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92600. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92601. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92602. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92603. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92604. * * adjustRoll: used to make an adjustment to the roll of the bone
  92605. **/
  92606. function BoneLookController(mesh, bone, target, options) {
  92607. /**
  92608. * The up axis of the coordinate system that is used when the bone is rotated
  92609. */
  92610. this.upAxis = BABYLON.Vector3.Up();
  92611. /**
  92612. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92613. */
  92614. this.upAxisSpace = BABYLON.Space.LOCAL;
  92615. /**
  92616. * Used to make an adjustment to the yaw of the bone
  92617. */
  92618. this.adjustYaw = 0;
  92619. /**
  92620. * Used to make an adjustment to the pitch of the bone
  92621. */
  92622. this.adjustPitch = 0;
  92623. /**
  92624. * Used to make an adjustment to the roll of the bone
  92625. */
  92626. this.adjustRoll = 0;
  92627. /**
  92628. * 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)
  92629. */
  92630. this.slerpAmount = 1;
  92631. this._boneQuat = BABYLON.Quaternion.Identity();
  92632. this._slerping = false;
  92633. this._firstFrameSkipped = false;
  92634. this._fowardAxis = BABYLON.Vector3.Forward();
  92635. this.mesh = mesh;
  92636. this.bone = bone;
  92637. this.target = target;
  92638. if (options) {
  92639. if (options.adjustYaw) {
  92640. this.adjustYaw = options.adjustYaw;
  92641. }
  92642. if (options.adjustPitch) {
  92643. this.adjustPitch = options.adjustPitch;
  92644. }
  92645. if (options.adjustRoll) {
  92646. this.adjustRoll = options.adjustRoll;
  92647. }
  92648. if (options.maxYaw != null) {
  92649. this.maxYaw = options.maxYaw;
  92650. }
  92651. else {
  92652. this.maxYaw = Math.PI;
  92653. }
  92654. if (options.minYaw != null) {
  92655. this.minYaw = options.minYaw;
  92656. }
  92657. else {
  92658. this.minYaw = -Math.PI;
  92659. }
  92660. if (options.maxPitch != null) {
  92661. this.maxPitch = options.maxPitch;
  92662. }
  92663. else {
  92664. this.maxPitch = Math.PI;
  92665. }
  92666. if (options.minPitch != null) {
  92667. this.minPitch = options.minPitch;
  92668. }
  92669. else {
  92670. this.minPitch = -Math.PI;
  92671. }
  92672. if (options.slerpAmount != null) {
  92673. this.slerpAmount = options.slerpAmount;
  92674. }
  92675. if (options.upAxis != null) {
  92676. this.upAxis = options.upAxis;
  92677. }
  92678. if (options.upAxisSpace != null) {
  92679. this.upAxisSpace = options.upAxisSpace;
  92680. }
  92681. if (options.yawAxis != null || options.pitchAxis != null) {
  92682. var newYawAxis = BABYLON.Axis.Y;
  92683. var newPitchAxis = BABYLON.Axis.X;
  92684. if (options.yawAxis != null) {
  92685. newYawAxis = options.yawAxis.clone();
  92686. newYawAxis.normalize();
  92687. }
  92688. if (options.pitchAxis != null) {
  92689. newPitchAxis = options.pitchAxis.clone();
  92690. newPitchAxis.normalize();
  92691. }
  92692. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92693. this._transformYawPitch = BABYLON.Matrix.Identity();
  92694. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92695. this._transformYawPitchInv = this._transformYawPitch.clone();
  92696. this._transformYawPitch.invert();
  92697. }
  92698. }
  92699. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92700. this.upAxisSpace = BABYLON.Space.LOCAL;
  92701. }
  92702. }
  92703. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92704. /**
  92705. * Gets or sets the minimum yaw angle that the bone can look to
  92706. */
  92707. get: function () {
  92708. return this._minYaw;
  92709. },
  92710. set: function (value) {
  92711. this._minYaw = value;
  92712. this._minYawSin = Math.sin(value);
  92713. this._minYawCos = Math.cos(value);
  92714. if (this._maxYaw != null) {
  92715. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92716. this._yawRange = this._maxYaw - this._minYaw;
  92717. }
  92718. },
  92719. enumerable: true,
  92720. configurable: true
  92721. });
  92722. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92723. /**
  92724. * Gets or sets the maximum yaw angle that the bone can look to
  92725. */
  92726. get: function () {
  92727. return this._maxYaw;
  92728. },
  92729. set: function (value) {
  92730. this._maxYaw = value;
  92731. this._maxYawSin = Math.sin(value);
  92732. this._maxYawCos = Math.cos(value);
  92733. if (this._minYaw != null) {
  92734. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92735. this._yawRange = this._maxYaw - this._minYaw;
  92736. }
  92737. },
  92738. enumerable: true,
  92739. configurable: true
  92740. });
  92741. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  92742. /**
  92743. * Gets or sets the minimum pitch angle that the bone can look to
  92744. */
  92745. get: function () {
  92746. return this._minPitch;
  92747. },
  92748. set: function (value) {
  92749. this._minPitch = value;
  92750. this._minPitchTan = Math.tan(value);
  92751. },
  92752. enumerable: true,
  92753. configurable: true
  92754. });
  92755. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  92756. /**
  92757. * Gets or sets the maximum pitch angle that the bone can look to
  92758. */
  92759. get: function () {
  92760. return this._maxPitch;
  92761. },
  92762. set: function (value) {
  92763. this._maxPitch = value;
  92764. this._maxPitchTan = Math.tan(value);
  92765. },
  92766. enumerable: true,
  92767. configurable: true
  92768. });
  92769. /**
  92770. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  92771. */
  92772. BoneLookController.prototype.update = function () {
  92773. //skip the first frame when slerping so that the mesh rotation is correct
  92774. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  92775. this._firstFrameSkipped = true;
  92776. return;
  92777. }
  92778. var bone = this.bone;
  92779. var bonePos = BoneLookController._tmpVecs[0];
  92780. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  92781. var target = this.target;
  92782. var _tmpMat1 = BoneLookController._tmpMats[0];
  92783. var _tmpMat2 = BoneLookController._tmpMats[1];
  92784. var mesh = this.mesh;
  92785. var parentBone = bone.getParent();
  92786. var upAxis = BoneLookController._tmpVecs[1];
  92787. upAxis.copyFrom(this.upAxis);
  92788. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  92789. if (this._transformYawPitch) {
  92790. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  92791. }
  92792. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  92793. }
  92794. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  92795. mesh.getDirectionToRef(upAxis, upAxis);
  92796. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  92797. upAxis.normalize();
  92798. }
  92799. }
  92800. var checkYaw = false;
  92801. var checkPitch = false;
  92802. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  92803. checkYaw = true;
  92804. }
  92805. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  92806. checkPitch = true;
  92807. }
  92808. if (checkYaw || checkPitch) {
  92809. var spaceMat = BoneLookController._tmpMats[2];
  92810. var spaceMatInv = BoneLookController._tmpMats[3];
  92811. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  92812. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  92813. }
  92814. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  92815. spaceMat.copyFrom(mesh.getWorldMatrix());
  92816. }
  92817. else {
  92818. var forwardAxis = BoneLookController._tmpVecs[2];
  92819. forwardAxis.copyFrom(this._fowardAxis);
  92820. if (this._transformYawPitch) {
  92821. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  92822. }
  92823. if (parentBone) {
  92824. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  92825. }
  92826. else {
  92827. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  92828. }
  92829. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  92830. rightAxis.normalize();
  92831. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  92832. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  92833. }
  92834. spaceMat.invertToRef(spaceMatInv);
  92835. var xzlen = null;
  92836. if (checkPitch) {
  92837. var localTarget = BoneLookController._tmpVecs[3];
  92838. target.subtractToRef(bonePos, localTarget);
  92839. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92840. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92841. var pitch = Math.atan2(localTarget.y, xzlen);
  92842. var newPitch = pitch;
  92843. if (pitch > this._maxPitch) {
  92844. localTarget.y = this._maxPitchTan * xzlen;
  92845. newPitch = this._maxPitch;
  92846. }
  92847. else if (pitch < this._minPitch) {
  92848. localTarget.y = this._minPitchTan * xzlen;
  92849. newPitch = this._minPitch;
  92850. }
  92851. if (pitch != newPitch) {
  92852. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92853. localTarget.addInPlace(bonePos);
  92854. target = localTarget;
  92855. }
  92856. }
  92857. if (checkYaw) {
  92858. var localTarget = BoneLookController._tmpVecs[4];
  92859. target.subtractToRef(bonePos, localTarget);
  92860. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92861. var yaw = Math.atan2(localTarget.x, localTarget.z);
  92862. var newYaw = yaw;
  92863. if (yaw > this._maxYaw || yaw < this._minYaw) {
  92864. if (xzlen == null) {
  92865. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92866. }
  92867. if (this._yawRange > Math.PI) {
  92868. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  92869. localTarget.z = this._maxYawCos * xzlen;
  92870. localTarget.x = this._maxYawSin * xzlen;
  92871. newYaw = this._maxYaw;
  92872. }
  92873. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  92874. localTarget.z = this._minYawCos * xzlen;
  92875. localTarget.x = this._minYawSin * xzlen;
  92876. newYaw = this._minYaw;
  92877. }
  92878. }
  92879. else {
  92880. if (yaw > this._maxYaw) {
  92881. localTarget.z = this._maxYawCos * xzlen;
  92882. localTarget.x = this._maxYawSin * xzlen;
  92883. newYaw = this._maxYaw;
  92884. }
  92885. else if (yaw < this._minYaw) {
  92886. localTarget.z = this._minYawCos * xzlen;
  92887. localTarget.x = this._minYawSin * xzlen;
  92888. newYaw = this._minYaw;
  92889. }
  92890. }
  92891. }
  92892. if (this._slerping && this._yawRange > Math.PI) {
  92893. //are we going to be crossing into the min/max region?
  92894. var boneFwd = BoneLookController._tmpVecs[8];
  92895. boneFwd.copyFrom(BABYLON.Axis.Z);
  92896. if (this._transformYawPitch) {
  92897. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  92898. }
  92899. var boneRotMat = BoneLookController._tmpMats[4];
  92900. this._boneQuat.toRotationMatrix(boneRotMat);
  92901. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  92902. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  92903. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  92904. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  92905. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  92906. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  92907. if (angBtwTar > angBtwMidYaw) {
  92908. if (xzlen == null) {
  92909. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92910. }
  92911. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  92912. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  92913. if (angBtwMin < angBtwMax) {
  92914. newYaw = boneYaw + Math.PI * .75;
  92915. localTarget.z = Math.cos(newYaw) * xzlen;
  92916. localTarget.x = Math.sin(newYaw) * xzlen;
  92917. }
  92918. else {
  92919. newYaw = boneYaw - Math.PI * .75;
  92920. localTarget.z = Math.cos(newYaw) * xzlen;
  92921. localTarget.x = Math.sin(newYaw) * xzlen;
  92922. }
  92923. }
  92924. }
  92925. if (yaw != newYaw) {
  92926. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92927. localTarget.addInPlace(bonePos);
  92928. target = localTarget;
  92929. }
  92930. }
  92931. }
  92932. var zaxis = BoneLookController._tmpVecs[5];
  92933. var xaxis = BoneLookController._tmpVecs[6];
  92934. var yaxis = BoneLookController._tmpVecs[7];
  92935. var _tmpQuat = BoneLookController._tmpQuat;
  92936. target.subtractToRef(bonePos, zaxis);
  92937. zaxis.normalize();
  92938. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  92939. xaxis.normalize();
  92940. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  92941. yaxis.normalize();
  92942. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  92943. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  92944. return;
  92945. }
  92946. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  92947. return;
  92948. }
  92949. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  92950. return;
  92951. }
  92952. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  92953. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  92954. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  92955. }
  92956. if (this.slerpAmount < 1) {
  92957. if (!this._slerping) {
  92958. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  92959. }
  92960. if (this._transformYawPitch) {
  92961. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92962. }
  92963. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  92964. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  92965. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  92966. this._slerping = true;
  92967. }
  92968. else {
  92969. if (this._transformYawPitch) {
  92970. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  92971. }
  92972. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  92973. this._slerping = false;
  92974. }
  92975. };
  92976. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  92977. var angDiff = ang2 - ang1;
  92978. angDiff %= Math.PI * 2;
  92979. if (angDiff > Math.PI) {
  92980. angDiff -= Math.PI * 2;
  92981. }
  92982. else if (angDiff < -Math.PI) {
  92983. angDiff += Math.PI * 2;
  92984. }
  92985. return angDiff;
  92986. };
  92987. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  92988. ang1 %= (2 * Math.PI);
  92989. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  92990. ang2 %= (2 * Math.PI);
  92991. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  92992. var ab = 0;
  92993. if (ang1 < ang2) {
  92994. ab = ang2 - ang1;
  92995. }
  92996. else {
  92997. ab = ang1 - ang2;
  92998. }
  92999. if (ab > Math.PI) {
  93000. ab = Math.PI * 2 - ab;
  93001. }
  93002. return ab;
  93003. };
  93004. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93005. ang %= (2 * Math.PI);
  93006. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93007. ang1 %= (2 * Math.PI);
  93008. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93009. ang2 %= (2 * Math.PI);
  93010. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93011. if (ang1 < ang2) {
  93012. if (ang > ang1 && ang < ang2) {
  93013. return true;
  93014. }
  93015. }
  93016. else {
  93017. if (ang > ang2 && ang < ang1) {
  93018. return true;
  93019. }
  93020. }
  93021. return false;
  93022. };
  93023. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93024. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93025. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93026. return BoneLookController;
  93027. }());
  93028. BABYLON.BoneLookController = BoneLookController;
  93029. })(BABYLON || (BABYLON = {}));
  93030. //# sourceMappingURL=babylon.boneLookController.js.map
  93031. var BABYLON;
  93032. (function (BABYLON) {
  93033. /**
  93034. * Class used to handle skinning animations
  93035. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93036. */
  93037. var Skeleton = /** @class */ (function () {
  93038. /**
  93039. * Creates a new skeleton
  93040. * @param name defines the skeleton name
  93041. * @param id defines the skeleton Id
  93042. * @param scene defines the hosting scene
  93043. */
  93044. function Skeleton(
  93045. /** defines the skeleton name */
  93046. name,
  93047. /** defines the skeleton Id */
  93048. id, scene) {
  93049. this.name = name;
  93050. this.id = id;
  93051. /**
  93052. * Gets the list of child bones
  93053. */
  93054. this.bones = new Array();
  93055. /**
  93056. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93057. */
  93058. this.needInitialSkinMatrix = false;
  93059. this._isDirty = true;
  93060. this._meshesWithPoseMatrix = new Array();
  93061. this._identity = BABYLON.Matrix.Identity();
  93062. this._ranges = {};
  93063. this._lastAbsoluteTransformsUpdateId = -1;
  93064. /**
  93065. * Specifies if the skeleton should be serialized
  93066. */
  93067. this.doNotSerialize = false;
  93068. this._animationPropertiesOverride = null;
  93069. // Events
  93070. /**
  93071. * An observable triggered before computing the skeleton's matrices
  93072. */
  93073. this.onBeforeComputeObservable = new BABYLON.Observable();
  93074. this.bones = [];
  93075. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93076. scene.skeletons.push(this);
  93077. //make sure it will recalculate the matrix next time prepare is called.
  93078. this._isDirty = true;
  93079. }
  93080. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93081. /**
  93082. * Gets or sets the animation properties override
  93083. */
  93084. get: function () {
  93085. if (!this._animationPropertiesOverride) {
  93086. return this._scene.animationPropertiesOverride;
  93087. }
  93088. return this._animationPropertiesOverride;
  93089. },
  93090. set: function (value) {
  93091. this._animationPropertiesOverride = value;
  93092. },
  93093. enumerable: true,
  93094. configurable: true
  93095. });
  93096. // Members
  93097. /**
  93098. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93099. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93100. * @returns a Float32Array containing matrices data
  93101. */
  93102. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93103. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93104. return mesh._bonesTransformMatrices;
  93105. }
  93106. if (!this._transformMatrices) {
  93107. this.prepare();
  93108. }
  93109. return this._transformMatrices;
  93110. };
  93111. /**
  93112. * Gets the current hosting scene
  93113. * @returns a scene object
  93114. */
  93115. Skeleton.prototype.getScene = function () {
  93116. return this._scene;
  93117. };
  93118. // Methods
  93119. /**
  93120. * Gets a string representing the current skeleton data
  93121. * @param fullDetails defines a boolean indicating if we want a verbose version
  93122. * @returns a string representing the current skeleton data
  93123. */
  93124. Skeleton.prototype.toString = function (fullDetails) {
  93125. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93126. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93127. if (fullDetails) {
  93128. ret += ", Ranges: {";
  93129. var first = true;
  93130. for (var name_1 in this._ranges) {
  93131. if (first) {
  93132. ret += ", ";
  93133. first = false;
  93134. }
  93135. ret += name_1;
  93136. }
  93137. ret += "}";
  93138. }
  93139. return ret;
  93140. };
  93141. /**
  93142. * Get bone's index searching by name
  93143. * @param name defines bone's name to search for
  93144. * @return the indice of the bone. Returns -1 if not found
  93145. */
  93146. Skeleton.prototype.getBoneIndexByName = function (name) {
  93147. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93148. if (this.bones[boneIndex].name === name) {
  93149. return boneIndex;
  93150. }
  93151. }
  93152. return -1;
  93153. };
  93154. /**
  93155. * Creater a new animation range
  93156. * @param name defines the name of the range
  93157. * @param from defines the start key
  93158. * @param to defines the end key
  93159. */
  93160. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93161. // check name not already in use
  93162. if (!this._ranges[name]) {
  93163. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93164. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93165. if (this.bones[i].animations[0]) {
  93166. this.bones[i].animations[0].createRange(name, from, to);
  93167. }
  93168. }
  93169. }
  93170. };
  93171. /**
  93172. * Delete a specific animation range
  93173. * @param name defines the name of the range
  93174. * @param deleteFrames defines if frames must be removed as well
  93175. */
  93176. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93177. if (deleteFrames === void 0) { deleteFrames = true; }
  93178. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93179. if (this.bones[i].animations[0]) {
  93180. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93181. }
  93182. }
  93183. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93184. };
  93185. /**
  93186. * Gets a specific animation range
  93187. * @param name defines the name of the range to look for
  93188. * @returns the requested animation range or null if not found
  93189. */
  93190. Skeleton.prototype.getAnimationRange = function (name) {
  93191. return this._ranges[name];
  93192. };
  93193. /**
  93194. * Gets the list of all animation ranges defined on this skeleton
  93195. * @returns an array
  93196. */
  93197. Skeleton.prototype.getAnimationRanges = function () {
  93198. var animationRanges = [];
  93199. var name;
  93200. var i = 0;
  93201. for (name in this._ranges) {
  93202. animationRanges[i] = this._ranges[name];
  93203. i++;
  93204. }
  93205. return animationRanges;
  93206. };
  93207. /**
  93208. * Copy animation range from a source skeleton.
  93209. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93210. * @param source defines the source skeleton
  93211. * @param name defines the name of the range to copy
  93212. * @param rescaleAsRequired defines if rescaling must be applied if required
  93213. * @returns true if operation was successful
  93214. */
  93215. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93216. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93217. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93218. return false;
  93219. }
  93220. var ret = true;
  93221. var frameOffset = this._getHighestAnimationFrame() + 1;
  93222. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93223. var boneDict = {};
  93224. var sourceBones = source.bones;
  93225. var nBones;
  93226. var i;
  93227. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93228. boneDict[sourceBones[i].name] = sourceBones[i];
  93229. }
  93230. if (this.bones.length !== sourceBones.length) {
  93231. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93232. ret = false;
  93233. }
  93234. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93235. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93236. var boneName = this.bones[i].name;
  93237. var sourceBone = boneDict[boneName];
  93238. if (sourceBone) {
  93239. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93240. }
  93241. else {
  93242. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93243. ret = false;
  93244. }
  93245. }
  93246. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93247. var range = source.getAnimationRange(name);
  93248. if (range) {
  93249. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93250. }
  93251. return ret;
  93252. };
  93253. /**
  93254. * Forces the skeleton to go to rest pose
  93255. */
  93256. Skeleton.prototype.returnToRest = function () {
  93257. for (var index = 0; index < this.bones.length; index++) {
  93258. this.bones[index].returnToRest();
  93259. }
  93260. };
  93261. Skeleton.prototype._getHighestAnimationFrame = function () {
  93262. var ret = 0;
  93263. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93264. if (this.bones[i].animations[0]) {
  93265. var highest = this.bones[i].animations[0].getHighestFrame();
  93266. if (ret < highest) {
  93267. ret = highest;
  93268. }
  93269. }
  93270. }
  93271. return ret;
  93272. };
  93273. /**
  93274. * Begin a specific animation range
  93275. * @param name defines the name of the range to start
  93276. * @param loop defines if looping must be turned on (false by default)
  93277. * @param speedRatio defines the speed ratio to apply (1 by default)
  93278. * @param onAnimationEnd defines a callback which will be called when animation will end
  93279. * @returns a new animatable
  93280. */
  93281. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93282. var range = this.getAnimationRange(name);
  93283. if (!range) {
  93284. return null;
  93285. }
  93286. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93287. };
  93288. /** @hidden */
  93289. Skeleton.prototype._markAsDirty = function () {
  93290. this._isDirty = true;
  93291. };
  93292. /** @hidden */
  93293. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93294. this._meshesWithPoseMatrix.push(mesh);
  93295. };
  93296. /** @hidden */
  93297. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93298. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93299. if (index > -1) {
  93300. this._meshesWithPoseMatrix.splice(index, 1);
  93301. }
  93302. };
  93303. /** @hidden */
  93304. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93305. this.onBeforeComputeObservable.notifyObservers(this);
  93306. for (var index = 0; index < this.bones.length; index++) {
  93307. var bone = this.bones[index];
  93308. var parentBone = bone.getParent();
  93309. if (parentBone) {
  93310. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93311. }
  93312. else {
  93313. if (initialSkinMatrix) {
  93314. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93315. }
  93316. else {
  93317. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93318. }
  93319. }
  93320. if (bone._index !== -1) {
  93321. var mappedIndex = bone._index === null ? index : bone._index;
  93322. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93323. }
  93324. }
  93325. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93326. };
  93327. /**
  93328. * Build all resources required to render a skeleton
  93329. */
  93330. Skeleton.prototype.prepare = function () {
  93331. if (!this._isDirty) {
  93332. return;
  93333. }
  93334. if (this.needInitialSkinMatrix) {
  93335. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93336. var mesh = this._meshesWithPoseMatrix[index];
  93337. var poseMatrix = mesh.getPoseMatrix();
  93338. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93339. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93340. }
  93341. if (this._synchronizedWithMesh !== mesh) {
  93342. this._synchronizedWithMesh = mesh;
  93343. // Prepare bones
  93344. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93345. var bone = this.bones[boneIndex];
  93346. if (!bone.getParent()) {
  93347. var matrix = bone.getBaseMatrix();
  93348. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93349. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93350. }
  93351. }
  93352. }
  93353. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93354. }
  93355. }
  93356. else {
  93357. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93358. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93359. }
  93360. this._computeTransformMatrices(this._transformMatrices, null);
  93361. }
  93362. this._isDirty = false;
  93363. this._scene._activeBones.addCount(this.bones.length, false);
  93364. };
  93365. /**
  93366. * Gets the list of animatables currently running for this skeleton
  93367. * @returns an array of animatables
  93368. */
  93369. Skeleton.prototype.getAnimatables = function () {
  93370. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93371. this._animatables = [];
  93372. for (var index = 0; index < this.bones.length; index++) {
  93373. this._animatables.push(this.bones[index]);
  93374. }
  93375. }
  93376. return this._animatables;
  93377. };
  93378. /**
  93379. * Clone the current skeleton
  93380. * @param name defines the name of the new skeleton
  93381. * @param id defines the id of the enw skeleton
  93382. * @returns the new skeleton
  93383. */
  93384. Skeleton.prototype.clone = function (name, id) {
  93385. var result = new Skeleton(name, id || name, this._scene);
  93386. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93387. for (var index = 0; index < this.bones.length; index++) {
  93388. var source = this.bones[index];
  93389. var parentBone = null;
  93390. var parent_1 = source.getParent();
  93391. if (parent_1) {
  93392. var parentIndex = this.bones.indexOf(parent_1);
  93393. parentBone = result.bones[parentIndex];
  93394. }
  93395. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93396. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93397. }
  93398. if (this._ranges) {
  93399. result._ranges = {};
  93400. for (var rangeName in this._ranges) {
  93401. var range = this._ranges[rangeName];
  93402. if (range) {
  93403. result._ranges[rangeName] = range.clone();
  93404. }
  93405. }
  93406. }
  93407. this._isDirty = true;
  93408. return result;
  93409. };
  93410. /**
  93411. * Enable animation blending for this skeleton
  93412. * @param blendingSpeed defines the blending speed to apply
  93413. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93414. */
  93415. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93416. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93417. this.bones.forEach(function (bone) {
  93418. bone.animations.forEach(function (animation) {
  93419. animation.enableBlending = true;
  93420. animation.blendingSpeed = blendingSpeed;
  93421. });
  93422. });
  93423. };
  93424. /**
  93425. * Releases all resources associated with the current skeleton
  93426. */
  93427. Skeleton.prototype.dispose = function () {
  93428. this._meshesWithPoseMatrix = [];
  93429. // Animations
  93430. this.getScene().stopAnimation(this);
  93431. // Remove from scene
  93432. this.getScene().removeSkeleton(this);
  93433. };
  93434. /**
  93435. * Serialize the skeleton in a JSON object
  93436. * @returns a JSON object
  93437. */
  93438. Skeleton.prototype.serialize = function () {
  93439. var serializationObject = {};
  93440. serializationObject.name = this.name;
  93441. serializationObject.id = this.id;
  93442. if (this.dimensionsAtRest) {
  93443. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93444. }
  93445. serializationObject.bones = [];
  93446. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93447. for (var index = 0; index < this.bones.length; index++) {
  93448. var bone = this.bones[index];
  93449. var parent_2 = bone.getParent();
  93450. var serializedBone = {
  93451. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93452. name: bone.name,
  93453. matrix: bone.getBaseMatrix().toArray(),
  93454. rest: bone.getRestPose().toArray()
  93455. };
  93456. serializationObject.bones.push(serializedBone);
  93457. if (bone.length) {
  93458. serializedBone.length = bone.length;
  93459. }
  93460. if (bone.metadata) {
  93461. serializedBone.metadata = bone.metadata;
  93462. }
  93463. if (bone.animations && bone.animations.length > 0) {
  93464. serializedBone.animation = bone.animations[0].serialize();
  93465. }
  93466. serializationObject.ranges = [];
  93467. for (var name in this._ranges) {
  93468. var source = this._ranges[name];
  93469. if (!source) {
  93470. continue;
  93471. }
  93472. var range = {};
  93473. range.name = name;
  93474. range.from = source.from;
  93475. range.to = source.to;
  93476. serializationObject.ranges.push(range);
  93477. }
  93478. }
  93479. return serializationObject;
  93480. };
  93481. /**
  93482. * Creates a new skeleton from serialized data
  93483. * @param parsedSkeleton defines the serialized data
  93484. * @param scene defines the hosting scene
  93485. * @returns a new skeleton
  93486. */
  93487. Skeleton.Parse = function (parsedSkeleton, scene) {
  93488. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93489. if (parsedSkeleton.dimensionsAtRest) {
  93490. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93491. }
  93492. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93493. var index;
  93494. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93495. var parsedBone = parsedSkeleton.bones[index];
  93496. var parentBone = null;
  93497. if (parsedBone.parentBoneIndex > -1) {
  93498. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93499. }
  93500. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93501. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93502. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93503. bone.id = parsedBone.id;
  93504. }
  93505. if (parsedBone.length) {
  93506. bone.length = parsedBone.length;
  93507. }
  93508. if (parsedBone.metadata) {
  93509. bone.metadata = parsedBone.metadata;
  93510. }
  93511. if (parsedBone.animation) {
  93512. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93513. }
  93514. }
  93515. // placed after bones, so createAnimationRange can cascade down
  93516. if (parsedSkeleton.ranges) {
  93517. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93518. var data = parsedSkeleton.ranges[index];
  93519. skeleton.createAnimationRange(data.name, data.from, data.to);
  93520. }
  93521. }
  93522. return skeleton;
  93523. };
  93524. /**
  93525. * Compute all node absolute transforms
  93526. * @param forceUpdate defines if computation must be done even if cache is up to date
  93527. */
  93528. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93529. if (forceUpdate === void 0) { forceUpdate = false; }
  93530. var renderId = this._scene.getRenderId();
  93531. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93532. this.bones[0].computeAbsoluteTransforms();
  93533. this._lastAbsoluteTransformsUpdateId = renderId;
  93534. }
  93535. };
  93536. /**
  93537. * Gets the root pose matrix
  93538. * @returns a matrix
  93539. */
  93540. Skeleton.prototype.getPoseMatrix = function () {
  93541. var poseMatrix = null;
  93542. if (this._meshesWithPoseMatrix.length > 0) {
  93543. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93544. }
  93545. return poseMatrix;
  93546. };
  93547. /**
  93548. * Sorts bones per internal index
  93549. */
  93550. Skeleton.prototype.sortBones = function () {
  93551. var bones = new Array();
  93552. var visited = new Array(this.bones.length);
  93553. for (var index = 0; index < this.bones.length; index++) {
  93554. this._sortBones(index, bones, visited);
  93555. }
  93556. this.bones = bones;
  93557. };
  93558. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93559. if (visited[index]) {
  93560. return;
  93561. }
  93562. visited[index] = true;
  93563. var bone = this.bones[index];
  93564. if (bone._index === undefined) {
  93565. bone._index = index;
  93566. }
  93567. var parentBone = bone.getParent();
  93568. if (parentBone) {
  93569. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93570. }
  93571. bones.push(bone);
  93572. };
  93573. return Skeleton;
  93574. }());
  93575. BABYLON.Skeleton = Skeleton;
  93576. })(BABYLON || (BABYLON = {}));
  93577. //# sourceMappingURL=babylon.skeleton.js.map
  93578. var BABYLON;
  93579. (function (BABYLON) {
  93580. /**
  93581. * This groups tools to convert HDR texture to native colors array.
  93582. */
  93583. var HDRTools = /** @class */ (function () {
  93584. function HDRTools() {
  93585. }
  93586. HDRTools.Ldexp = function (mantissa, exponent) {
  93587. if (exponent > 1023) {
  93588. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93589. }
  93590. if (exponent < -1074) {
  93591. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93592. }
  93593. return mantissa * Math.pow(2, exponent);
  93594. };
  93595. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93596. if (exponent > 0) { /*nonzero pixel*/
  93597. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93598. float32array[index + 0] = red * exponent;
  93599. float32array[index + 1] = green * exponent;
  93600. float32array[index + 2] = blue * exponent;
  93601. }
  93602. else {
  93603. float32array[index + 0] = 0;
  93604. float32array[index + 1] = 0;
  93605. float32array[index + 2] = 0;
  93606. }
  93607. };
  93608. HDRTools.readStringLine = function (uint8array, startIndex) {
  93609. var line = "";
  93610. var character = "";
  93611. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93612. character = String.fromCharCode(uint8array[i]);
  93613. if (character == "\n") {
  93614. break;
  93615. }
  93616. line += character;
  93617. }
  93618. return line;
  93619. };
  93620. /**
  93621. * Reads header information from an RGBE texture stored in a native array.
  93622. * More information on this format are available here:
  93623. * https://en.wikipedia.org/wiki/RGBE_image_format
  93624. *
  93625. * @param uint8array The binary file stored in native array.
  93626. * @return The header information.
  93627. */
  93628. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93629. var height = 0;
  93630. var width = 0;
  93631. var line = this.readStringLine(uint8array, 0);
  93632. if (line[0] != '#' || line[1] != '?') {
  93633. throw "Bad HDR Format.";
  93634. }
  93635. var endOfHeader = false;
  93636. var findFormat = false;
  93637. var lineIndex = 0;
  93638. do {
  93639. lineIndex += (line.length + 1);
  93640. line = this.readStringLine(uint8array, lineIndex);
  93641. if (line == "FORMAT=32-bit_rle_rgbe") {
  93642. findFormat = true;
  93643. }
  93644. else if (line.length == 0) {
  93645. endOfHeader = true;
  93646. }
  93647. } while (!endOfHeader);
  93648. if (!findFormat) {
  93649. throw "HDR Bad header format, unsupported FORMAT";
  93650. }
  93651. lineIndex += (line.length + 1);
  93652. line = this.readStringLine(uint8array, lineIndex);
  93653. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93654. var match = sizeRegexp.exec(line);
  93655. // TODO. Support +Y and -X if needed.
  93656. if (!match || match.length < 3) {
  93657. throw "HDR Bad header format, no size";
  93658. }
  93659. width = parseInt(match[2]);
  93660. height = parseInt(match[1]);
  93661. if (width < 8 || width > 0x7fff) {
  93662. throw "HDR Bad header format, unsupported size";
  93663. }
  93664. lineIndex += (line.length + 1);
  93665. return {
  93666. height: height,
  93667. width: width,
  93668. dataPosition: lineIndex
  93669. };
  93670. };
  93671. /**
  93672. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93673. * This RGBE texture needs to store the information as a panorama.
  93674. *
  93675. * More information on this format are available here:
  93676. * https://en.wikipedia.org/wiki/RGBE_image_format
  93677. *
  93678. * @param buffer The binary file stored in an array buffer.
  93679. * @param size The expected size of the extracted cubemap.
  93680. * @return The Cube Map information.
  93681. */
  93682. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93683. var uint8array = new Uint8Array(buffer);
  93684. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93685. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93686. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93687. return cubeMapData;
  93688. };
  93689. /**
  93690. * Returns the pixels data extracted from an RGBE texture.
  93691. * This pixels will be stored left to right up to down in the R G B order in one array.
  93692. *
  93693. * More information on this format are available here:
  93694. * https://en.wikipedia.org/wiki/RGBE_image_format
  93695. *
  93696. * @param uint8array The binary file stored in an array buffer.
  93697. * @param hdrInfo The header information of the file.
  93698. * @return The pixels data in RGB right to left up to down order.
  93699. */
  93700. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  93701. // Keep for multi format supports.
  93702. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93703. };
  93704. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  93705. var num_scanlines = hdrInfo.height;
  93706. var scanline_width = hdrInfo.width;
  93707. var a, b, c, d, count;
  93708. var dataIndex = hdrInfo.dataPosition;
  93709. var index = 0, endIndex = 0, i = 0;
  93710. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  93711. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  93712. // 3 channels of 4 bytes per pixel in float.
  93713. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  93714. var resultArray = new Float32Array(resultBuffer);
  93715. // read in each successive scanline
  93716. while (num_scanlines > 0) {
  93717. a = uint8array[dataIndex++];
  93718. b = uint8array[dataIndex++];
  93719. c = uint8array[dataIndex++];
  93720. d = uint8array[dataIndex++];
  93721. if (a != 2 || b != 2 || (c & 0x80)) {
  93722. // this file is not run length encoded
  93723. throw "HDR Bad header format, not RLE";
  93724. }
  93725. if (((c << 8) | d) != scanline_width) {
  93726. throw "HDR Bad header format, wrong scan line width";
  93727. }
  93728. index = 0;
  93729. // read each of the four channels for the scanline into the buffer
  93730. for (i = 0; i < 4; i++) {
  93731. endIndex = (i + 1) * scanline_width;
  93732. while (index < endIndex) {
  93733. a = uint8array[dataIndex++];
  93734. b = uint8array[dataIndex++];
  93735. if (a > 128) {
  93736. // a run of the same value
  93737. count = a - 128;
  93738. if ((count == 0) || (count > endIndex - index)) {
  93739. throw "HDR Bad Format, bad scanline data (run)";
  93740. }
  93741. while (count-- > 0) {
  93742. scanLineArray[index++] = b;
  93743. }
  93744. }
  93745. else {
  93746. // a non-run
  93747. count = a;
  93748. if ((count == 0) || (count > endIndex - index)) {
  93749. throw "HDR Bad Format, bad scanline data (non-run)";
  93750. }
  93751. scanLineArray[index++] = b;
  93752. if (--count > 0) {
  93753. for (var j = 0; j < count; j++) {
  93754. scanLineArray[index++] = uint8array[dataIndex++];
  93755. }
  93756. }
  93757. }
  93758. }
  93759. }
  93760. // now convert data from buffer into floats
  93761. for (i = 0; i < scanline_width; i++) {
  93762. a = scanLineArray[i];
  93763. b = scanLineArray[i + scanline_width];
  93764. c = scanLineArray[i + 2 * scanline_width];
  93765. d = scanLineArray[i + 3 * scanline_width];
  93766. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  93767. }
  93768. num_scanlines--;
  93769. }
  93770. return resultArray;
  93771. };
  93772. return HDRTools;
  93773. }());
  93774. BABYLON.HDRTools = HDRTools;
  93775. })(BABYLON || (BABYLON = {}));
  93776. //# sourceMappingURL=babylon.hdr.js.map
  93777. var BABYLON;
  93778. (function (BABYLON) {
  93779. /**
  93780. * This represents a texture coming from an HDR input.
  93781. *
  93782. * The only supported format is currently panorama picture stored in RGBE format.
  93783. * Example of such files can be found on HDRLib: http://hdrlib.com/
  93784. */
  93785. var HDRCubeTexture = /** @class */ (function (_super) {
  93786. __extends(HDRCubeTexture, _super);
  93787. /**
  93788. * Instantiates an HDRTexture from the following parameters.
  93789. *
  93790. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  93791. * @param scene The scene the texture will be used in
  93792. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  93793. * @param noMipmap Forces to not generate the mipmap if true
  93794. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  93795. * @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)
  93796. * @param reserved Reserved flag for internal use.
  93797. */
  93798. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  93799. if (noMipmap === void 0) { noMipmap = false; }
  93800. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93801. if (gammaSpace === void 0) { gammaSpace = false; }
  93802. if (reserved === void 0) { reserved = false; }
  93803. if (onLoad === void 0) { onLoad = null; }
  93804. if (onError === void 0) { onError = null; }
  93805. var _this = _super.call(this, scene) || this;
  93806. _this._generateHarmonics = true;
  93807. _this._onLoad = null;
  93808. _this._onError = null;
  93809. /**
  93810. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  93811. */
  93812. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  93813. _this._isBlocking = true;
  93814. _this._rotationY = 0;
  93815. /**
  93816. * Gets or sets the center of the bounding box associated with the cube texture
  93817. * It must define where the camera used to render the texture was set
  93818. */
  93819. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  93820. if (!url) {
  93821. return _this;
  93822. }
  93823. _this.name = url;
  93824. _this.url = url;
  93825. _this.hasAlpha = false;
  93826. _this.isCube = true;
  93827. _this._textureMatrix = BABYLON.Matrix.Identity();
  93828. _this._onLoad = onLoad;
  93829. _this._onError = onError;
  93830. _this.gammaSpace = gammaSpace;
  93831. _this._noMipmap = noMipmap;
  93832. _this._size = size;
  93833. _this._texture = _this._getFromCache(url, _this._noMipmap);
  93834. if (!_this._texture) {
  93835. if (!scene.useDelayedTextureLoading) {
  93836. _this.loadTexture();
  93837. }
  93838. else {
  93839. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  93840. }
  93841. }
  93842. return _this;
  93843. }
  93844. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  93845. /**
  93846. * Gets wether or not the texture is blocking during loading.
  93847. */
  93848. get: function () {
  93849. return this._isBlocking;
  93850. },
  93851. /**
  93852. * Sets wether or not the texture is blocking during loading.
  93853. */
  93854. set: function (value) {
  93855. this._isBlocking = value;
  93856. },
  93857. enumerable: true,
  93858. configurable: true
  93859. });
  93860. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  93861. /**
  93862. * Gets texture matrix rotation angle around Y axis radians.
  93863. */
  93864. get: function () {
  93865. return this._rotationY;
  93866. },
  93867. /**
  93868. * Sets texture matrix rotation angle around Y axis in radians.
  93869. */
  93870. set: function (value) {
  93871. this._rotationY = value;
  93872. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  93873. },
  93874. enumerable: true,
  93875. configurable: true
  93876. });
  93877. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  93878. get: function () {
  93879. return this._boundingBoxSize;
  93880. },
  93881. /**
  93882. * Gets or sets the size of the bounding box associated with the cube texture
  93883. * When defined, the cubemap will switch to local mode
  93884. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  93885. * @example https://www.babylonjs-playground.com/#RNASML
  93886. */
  93887. set: function (value) {
  93888. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  93889. return;
  93890. }
  93891. this._boundingBoxSize = value;
  93892. var scene = this.getScene();
  93893. if (scene) {
  93894. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  93895. }
  93896. },
  93897. enumerable: true,
  93898. configurable: true
  93899. });
  93900. /**
  93901. * Occurs when the file is raw .hdr file.
  93902. */
  93903. HDRCubeTexture.prototype.loadTexture = function () {
  93904. var _this = this;
  93905. var callback = function (buffer) {
  93906. _this.lodGenerationOffset = 0.0;
  93907. _this.lodGenerationScale = 0.8;
  93908. var scene = _this.getScene();
  93909. if (!scene) {
  93910. return null;
  93911. }
  93912. // Extract the raw linear data.
  93913. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  93914. // Generate harmonics if needed.
  93915. if (_this._generateHarmonics) {
  93916. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  93917. _this.sphericalPolynomial = sphericalPolynomial;
  93918. }
  93919. var results = [];
  93920. var byteArray = null;
  93921. // Push each faces.
  93922. for (var j = 0; j < 6; j++) {
  93923. // Create uintarray fallback.
  93924. if (!scene.getEngine().getCaps().textureFloat) {
  93925. // 3 channels of 1 bytes per pixel in bytes.
  93926. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  93927. byteArray = new Uint8Array(byteBuffer);
  93928. }
  93929. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  93930. // If special cases.
  93931. if (_this.gammaSpace || byteArray) {
  93932. for (var i = 0; i < _this._size * _this._size; i++) {
  93933. // Put in gamma space if requested.
  93934. if (_this.gammaSpace) {
  93935. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  93936. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  93937. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  93938. }
  93939. // Convert to int texture for fallback.
  93940. if (byteArray) {
  93941. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  93942. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  93943. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  93944. // May use luminance instead if the result is not accurate.
  93945. var max = Math.max(Math.max(r, g), b);
  93946. if (max > 255) {
  93947. var scale = 255 / max;
  93948. r *= scale;
  93949. g *= scale;
  93950. b *= scale;
  93951. }
  93952. byteArray[(i * 3) + 0] = r;
  93953. byteArray[(i * 3) + 1] = g;
  93954. byteArray[(i * 3) + 2] = b;
  93955. }
  93956. }
  93957. }
  93958. if (byteArray) {
  93959. results.push(byteArray);
  93960. }
  93961. else {
  93962. results.push(dataFace);
  93963. }
  93964. }
  93965. return results;
  93966. };
  93967. var scene = this.getScene();
  93968. if (scene) {
  93969. 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);
  93970. }
  93971. };
  93972. HDRCubeTexture.prototype.clone = function () {
  93973. var scene = this.getScene();
  93974. if (!scene) {
  93975. return this;
  93976. }
  93977. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  93978. // Base texture
  93979. newTexture.level = this.level;
  93980. newTexture.wrapU = this.wrapU;
  93981. newTexture.wrapV = this.wrapV;
  93982. newTexture.coordinatesIndex = this.coordinatesIndex;
  93983. newTexture.coordinatesMode = this.coordinatesMode;
  93984. return newTexture;
  93985. };
  93986. // Methods
  93987. HDRCubeTexture.prototype.delayLoad = function () {
  93988. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  93989. return;
  93990. }
  93991. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  93992. this._texture = this._getFromCache(this.url, this._noMipmap);
  93993. if (!this._texture) {
  93994. this.loadTexture();
  93995. }
  93996. };
  93997. /**
  93998. * Get the texture reflection matrix used to rotate/transform the reflection.
  93999. * @returns the reflection matrix
  94000. */
  94001. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94002. return this._textureMatrix;
  94003. };
  94004. /**
  94005. * Set the texture reflection matrix used to rotate/transform the reflection.
  94006. * @param value Define the reflection matrix to set
  94007. */
  94008. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94009. this._textureMatrix = value;
  94010. };
  94011. /**
  94012. * Parses a JSON representation of an HDR Texture in order to create the texture
  94013. * @param parsedTexture Define the JSON representation
  94014. * @param scene Define the scene the texture should be created in
  94015. * @param rootUrl Define the root url in case we need to load relative dependencies
  94016. * @returns the newly created texture after parsing
  94017. */
  94018. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94019. var texture = null;
  94020. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94021. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94022. texture.name = parsedTexture.name;
  94023. texture.hasAlpha = parsedTexture.hasAlpha;
  94024. texture.level = parsedTexture.level;
  94025. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94026. texture.isBlocking = parsedTexture.isBlocking;
  94027. }
  94028. if (texture) {
  94029. if (parsedTexture.boundingBoxPosition) {
  94030. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94031. }
  94032. if (parsedTexture.boundingBoxSize) {
  94033. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94034. }
  94035. if (parsedTexture.rotationY) {
  94036. texture.rotationY = parsedTexture.rotationY;
  94037. }
  94038. }
  94039. return texture;
  94040. };
  94041. HDRCubeTexture.prototype.serialize = function () {
  94042. if (!this.name) {
  94043. return null;
  94044. }
  94045. var serializationObject = {};
  94046. serializationObject.name = this.name;
  94047. serializationObject.hasAlpha = this.hasAlpha;
  94048. serializationObject.isCube = true;
  94049. serializationObject.level = this.level;
  94050. serializationObject.size = this._size;
  94051. serializationObject.coordinatesMode = this.coordinatesMode;
  94052. serializationObject.useInGammaSpace = this.gammaSpace;
  94053. serializationObject.generateHarmonics = this._generateHarmonics;
  94054. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94055. serializationObject.noMipmap = this._noMipmap;
  94056. serializationObject.isBlocking = this._isBlocking;
  94057. serializationObject.rotationY = this._rotationY;
  94058. return serializationObject;
  94059. };
  94060. HDRCubeTexture._facesMapping = [
  94061. "right",
  94062. "left",
  94063. "up",
  94064. "down",
  94065. "front",
  94066. "back"
  94067. ];
  94068. return HDRCubeTexture;
  94069. }(BABYLON.BaseTexture));
  94070. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94071. })(BABYLON || (BABYLON = {}));
  94072. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94073. var BABYLON;
  94074. (function (BABYLON) {
  94075. /**
  94076. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  94077. */
  94078. var PanoramaToCubeMapTools = /** @class */ (function () {
  94079. function PanoramaToCubeMapTools() {
  94080. }
  94081. /**
  94082. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94083. *
  94084. * @param float32Array The source data.
  94085. * @param inputWidth The width of the input panorama.
  94086. * @param inputHeight The height of the input panorama.
  94087. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94088. * @return The cubemap data
  94089. */
  94090. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94091. if (!float32Array) {
  94092. throw "ConvertPanoramaToCubemap: input cannot be null";
  94093. }
  94094. if (float32Array.length != inputWidth * inputHeight * 3) {
  94095. throw "ConvertPanoramaToCubemap: input size is wrong";
  94096. }
  94097. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94098. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94099. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94100. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94101. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94102. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94103. return {
  94104. front: textureFront,
  94105. back: textureBack,
  94106. left: textureLeft,
  94107. right: textureRight,
  94108. up: textureUp,
  94109. down: textureDown,
  94110. size: size,
  94111. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94112. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94113. gammaSpace: false,
  94114. };
  94115. };
  94116. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94117. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94118. var textureArray = new Float32Array(buffer);
  94119. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94120. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94121. var dy = 1 / texSize;
  94122. var fy = 0;
  94123. for (var y = 0; y < texSize; y++) {
  94124. var xv1 = faceData[0];
  94125. var xv2 = faceData[2];
  94126. for (var x = 0; x < texSize; x++) {
  94127. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94128. v.normalize();
  94129. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94130. // 3 channels per pixels
  94131. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94132. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94133. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94134. xv1 = xv1.add(rotDX1);
  94135. xv2 = xv2.add(rotDX2);
  94136. }
  94137. fy += dy;
  94138. }
  94139. return textureArray;
  94140. };
  94141. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94142. var theta = Math.atan2(vDir.z, vDir.x);
  94143. var phi = Math.acos(vDir.y);
  94144. while (theta < -Math.PI) {
  94145. theta += 2 * Math.PI;
  94146. }
  94147. while (theta > Math.PI) {
  94148. theta -= 2 * Math.PI;
  94149. }
  94150. var dx = theta / Math.PI;
  94151. var dy = phi / Math.PI;
  94152. // recenter.
  94153. dx = dx * 0.5 + 0.5;
  94154. var px = Math.round(dx * inputWidth);
  94155. if (px < 0) {
  94156. px = 0;
  94157. }
  94158. else if (px >= inputWidth) {
  94159. px = inputWidth - 1;
  94160. }
  94161. var py = Math.round(dy * inputHeight);
  94162. if (py < 0) {
  94163. py = 0;
  94164. }
  94165. else if (py >= inputHeight) {
  94166. py = inputHeight - 1;
  94167. }
  94168. var inputY = (inputHeight - py - 1);
  94169. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94170. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94171. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94172. return {
  94173. r: r,
  94174. g: g,
  94175. b: b
  94176. };
  94177. };
  94178. PanoramaToCubeMapTools.FACE_FRONT = [
  94179. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94180. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94181. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94182. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94183. ];
  94184. PanoramaToCubeMapTools.FACE_BACK = [
  94185. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94186. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94187. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94188. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94189. ];
  94190. PanoramaToCubeMapTools.FACE_RIGHT = [
  94191. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94192. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94193. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94194. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94195. ];
  94196. PanoramaToCubeMapTools.FACE_LEFT = [
  94197. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94198. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94199. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94200. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94201. ];
  94202. PanoramaToCubeMapTools.FACE_DOWN = [
  94203. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94204. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94205. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94206. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94207. ];
  94208. PanoramaToCubeMapTools.FACE_UP = [
  94209. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94210. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94211. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94212. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94213. ];
  94214. return PanoramaToCubeMapTools;
  94215. }());
  94216. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94217. })(BABYLON || (BABYLON = {}));
  94218. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94219. var BABYLON;
  94220. (function (BABYLON) {
  94221. /**
  94222. * Vector2 wth index property
  94223. */
  94224. var IndexedVector2 = /** @class */ (function (_super) {
  94225. __extends(IndexedVector2, _super);
  94226. function IndexedVector2(original,
  94227. /** Index of the vector2 */
  94228. index) {
  94229. var _this = _super.call(this, original.x, original.y) || this;
  94230. _this.index = index;
  94231. return _this;
  94232. }
  94233. return IndexedVector2;
  94234. }(BABYLON.Vector2));
  94235. /**
  94236. * Defines points to create a polygon
  94237. */
  94238. var PolygonPoints = /** @class */ (function () {
  94239. function PolygonPoints() {
  94240. this.elements = new Array();
  94241. }
  94242. PolygonPoints.prototype.add = function (originalPoints) {
  94243. var _this = this;
  94244. var result = new Array();
  94245. originalPoints.forEach(function (point) {
  94246. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94247. var newPoint = new IndexedVector2(point, _this.elements.length);
  94248. result.push(newPoint);
  94249. _this.elements.push(newPoint);
  94250. }
  94251. });
  94252. return result;
  94253. };
  94254. PolygonPoints.prototype.computeBounds = function () {
  94255. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94256. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94257. this.elements.forEach(function (point) {
  94258. // x
  94259. if (point.x < lmin.x) {
  94260. lmin.x = point.x;
  94261. }
  94262. else if (point.x > lmax.x) {
  94263. lmax.x = point.x;
  94264. }
  94265. // y
  94266. if (point.y < lmin.y) {
  94267. lmin.y = point.y;
  94268. }
  94269. else if (point.y > lmax.y) {
  94270. lmax.y = point.y;
  94271. }
  94272. });
  94273. return {
  94274. min: lmin,
  94275. max: lmax,
  94276. width: lmax.x - lmin.x,
  94277. height: lmax.y - lmin.y
  94278. };
  94279. };
  94280. return PolygonPoints;
  94281. }());
  94282. /**
  94283. * Polygon
  94284. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94285. */
  94286. var Polygon = /** @class */ (function () {
  94287. function Polygon() {
  94288. }
  94289. /**
  94290. * Creates a rectangle
  94291. * @param xmin bottom X coord
  94292. * @param ymin bottom Y coord
  94293. * @param xmax top X coord
  94294. * @param ymax top Y coord
  94295. * @returns points that make the resulting rectation
  94296. */
  94297. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94298. return [
  94299. new BABYLON.Vector2(xmin, ymin),
  94300. new BABYLON.Vector2(xmax, ymin),
  94301. new BABYLON.Vector2(xmax, ymax),
  94302. new BABYLON.Vector2(xmin, ymax)
  94303. ];
  94304. };
  94305. /**
  94306. * Creates a circle
  94307. * @param radius radius of circle
  94308. * @param cx scale in x
  94309. * @param cy scale in y
  94310. * @param numberOfSides number of sides that make up the circle
  94311. * @returns points that make the resulting circle
  94312. */
  94313. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94314. if (cx === void 0) { cx = 0; }
  94315. if (cy === void 0) { cy = 0; }
  94316. if (numberOfSides === void 0) { numberOfSides = 32; }
  94317. var result = new Array();
  94318. var angle = 0;
  94319. var increment = (Math.PI * 2) / numberOfSides;
  94320. for (var i = 0; i < numberOfSides; i++) {
  94321. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94322. angle -= increment;
  94323. }
  94324. return result;
  94325. };
  94326. /**
  94327. * Creates a polygon from input string
  94328. * @param input Input polygon data
  94329. * @returns the parsed points
  94330. */
  94331. Polygon.Parse = function (input) {
  94332. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94333. var i, result = [];
  94334. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94335. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94336. }
  94337. return result;
  94338. };
  94339. /**
  94340. * Starts building a polygon from x and y coordinates
  94341. * @param x x coordinate
  94342. * @param y y coordinate
  94343. * @returns the started path2
  94344. */
  94345. Polygon.StartingAt = function (x, y) {
  94346. return BABYLON.Path2.StartingAt(x, y);
  94347. };
  94348. return Polygon;
  94349. }());
  94350. BABYLON.Polygon = Polygon;
  94351. /**
  94352. * Builds a polygon
  94353. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94354. */
  94355. var PolygonMeshBuilder = /** @class */ (function () {
  94356. /**
  94357. * Creates a PolygonMeshBuilder
  94358. * @param name name of the builder
  94359. * @param contours Path of the polygon
  94360. * @param scene scene to add to
  94361. */
  94362. function PolygonMeshBuilder(name, contours, scene) {
  94363. this._points = new PolygonPoints();
  94364. this._outlinepoints = new PolygonPoints();
  94365. this._holes = new Array();
  94366. this._epoints = new Array();
  94367. this._eholes = new Array();
  94368. this._name = name;
  94369. this._scene = scene;
  94370. var points;
  94371. if (contours instanceof BABYLON.Path2) {
  94372. points = contours.getPoints();
  94373. }
  94374. else {
  94375. points = contours;
  94376. }
  94377. this._addToepoint(points);
  94378. this._points.add(points);
  94379. this._outlinepoints.add(points);
  94380. if (typeof earcut === 'undefined') {
  94381. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94382. }
  94383. }
  94384. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94385. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94386. var p = points_1[_i];
  94387. this._epoints.push(p.x, p.y);
  94388. }
  94389. };
  94390. /**
  94391. * Adds a whole within the polygon
  94392. * @param hole Array of points defining the hole
  94393. * @returns this
  94394. */
  94395. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94396. this._points.add(hole);
  94397. var holepoints = new PolygonPoints();
  94398. holepoints.add(hole);
  94399. this._holes.push(holepoints);
  94400. this._eholes.push(this._epoints.length / 2);
  94401. this._addToepoint(hole);
  94402. return this;
  94403. };
  94404. /**
  94405. * Creates the polygon
  94406. * @param updatable If the mesh should be updatable
  94407. * @param depth The depth of the mesh created
  94408. * @returns the created mesh
  94409. */
  94410. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94411. var _this = this;
  94412. if (updatable === void 0) { updatable = false; }
  94413. if (depth === void 0) { depth = 0; }
  94414. var result = new BABYLON.Mesh(this._name, this._scene);
  94415. var normals = new Array();
  94416. var positions = new Array();
  94417. var uvs = new Array();
  94418. var bounds = this._points.computeBounds();
  94419. this._points.elements.forEach(function (p) {
  94420. normals.push(0, 1.0, 0);
  94421. positions.push(p.x, 0, p.y);
  94422. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94423. });
  94424. var indices = new Array();
  94425. var res = earcut(this._epoints, this._eholes, 2);
  94426. for (var i = 0; i < res.length; i++) {
  94427. indices.push(res[i]);
  94428. }
  94429. if (depth > 0) {
  94430. var positionscount = (positions.length / 3); //get the current pointcount
  94431. this._points.elements.forEach(function (p) {
  94432. normals.push(0, -1.0, 0);
  94433. positions.push(p.x, -depth, p.y);
  94434. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94435. });
  94436. var totalCount = indices.length;
  94437. for (var i = 0; i < totalCount; i += 3) {
  94438. var i0 = indices[i + 0];
  94439. var i1 = indices[i + 1];
  94440. var i2 = indices[i + 2];
  94441. indices.push(i2 + positionscount);
  94442. indices.push(i1 + positionscount);
  94443. indices.push(i0 + positionscount);
  94444. }
  94445. //Add the sides
  94446. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94447. this._holes.forEach(function (hole) {
  94448. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94449. });
  94450. }
  94451. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94452. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94453. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94454. result.setIndices(indices);
  94455. return result;
  94456. };
  94457. /**
  94458. * Adds a side to the polygon
  94459. * @param positions points that make the polygon
  94460. * @param normals normals of the polygon
  94461. * @param uvs uvs of the polygon
  94462. * @param indices indices of the polygon
  94463. * @param bounds bounds of the polygon
  94464. * @param points points of the polygon
  94465. * @param depth depth of the polygon
  94466. * @param flip flip of the polygon
  94467. */
  94468. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94469. var StartIndex = positions.length / 3;
  94470. var ulength = 0;
  94471. for (var i = 0; i < points.elements.length; i++) {
  94472. var p = points.elements[i];
  94473. var p1;
  94474. if ((i + 1) > points.elements.length - 1) {
  94475. p1 = points.elements[0];
  94476. }
  94477. else {
  94478. p1 = points.elements[i + 1];
  94479. }
  94480. positions.push(p.x, 0, p.y);
  94481. positions.push(p.x, -depth, p.y);
  94482. positions.push(p1.x, 0, p1.y);
  94483. positions.push(p1.x, -depth, p1.y);
  94484. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94485. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94486. var v3 = v2.subtract(v1);
  94487. var v4 = new BABYLON.Vector3(0, 1, 0);
  94488. var vn = BABYLON.Vector3.Cross(v3, v4);
  94489. vn = vn.normalize();
  94490. uvs.push(ulength / bounds.width, 0);
  94491. uvs.push(ulength / bounds.width, 1);
  94492. ulength += v3.length();
  94493. uvs.push((ulength / bounds.width), 0);
  94494. uvs.push((ulength / bounds.width), 1);
  94495. if (!flip) {
  94496. normals.push(-vn.x, -vn.y, -vn.z);
  94497. normals.push(-vn.x, -vn.y, -vn.z);
  94498. normals.push(-vn.x, -vn.y, -vn.z);
  94499. normals.push(-vn.x, -vn.y, -vn.z);
  94500. indices.push(StartIndex);
  94501. indices.push(StartIndex + 1);
  94502. indices.push(StartIndex + 2);
  94503. indices.push(StartIndex + 1);
  94504. indices.push(StartIndex + 3);
  94505. indices.push(StartIndex + 2);
  94506. }
  94507. else {
  94508. normals.push(vn.x, vn.y, vn.z);
  94509. normals.push(vn.x, vn.y, vn.z);
  94510. normals.push(vn.x, vn.y, vn.z);
  94511. normals.push(vn.x, vn.y, vn.z);
  94512. indices.push(StartIndex);
  94513. indices.push(StartIndex + 2);
  94514. indices.push(StartIndex + 1);
  94515. indices.push(StartIndex + 1);
  94516. indices.push(StartIndex + 2);
  94517. indices.push(StartIndex + 3);
  94518. }
  94519. StartIndex += 4;
  94520. }
  94521. };
  94522. return PolygonMeshBuilder;
  94523. }());
  94524. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94525. })(BABYLON || (BABYLON = {}));
  94526. //# sourceMappingURL=babylon.polygonMesh.js.map
  94527. var BABYLON;
  94528. (function (BABYLON) {
  94529. /**
  94530. * Unique ID when we import meshes from Babylon to CSG
  94531. */
  94532. var currentCSGMeshId = 0;
  94533. /**
  94534. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94535. * one to provide additional features like texture coordinates and vertex
  94536. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94537. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94538. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94539. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94540. * is not used anywhere else.
  94541. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94542. */
  94543. var Vertex = /** @class */ (function () {
  94544. /**
  94545. * Initializes the vertex
  94546. * @param pos The position of the vertex
  94547. * @param normal The normal of the vertex
  94548. * @param uv The texture coordinate of the vertex
  94549. */
  94550. function Vertex(
  94551. /**
  94552. * The position of the vertex
  94553. */
  94554. pos,
  94555. /**
  94556. * The normal of the vertex
  94557. */
  94558. normal,
  94559. /**
  94560. * The texture coordinate of the vertex
  94561. */
  94562. uv) {
  94563. this.pos = pos;
  94564. this.normal = normal;
  94565. this.uv = uv;
  94566. }
  94567. /**
  94568. * Make a clone, or deep copy, of the vertex
  94569. * @returns A new Vertex
  94570. */
  94571. Vertex.prototype.clone = function () {
  94572. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94573. };
  94574. /**
  94575. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94576. * orientation of a polygon is flipped.
  94577. */
  94578. Vertex.prototype.flip = function () {
  94579. this.normal = this.normal.scale(-1);
  94580. };
  94581. /**
  94582. * Create a new vertex between this vertex and `other` by linearly
  94583. * interpolating all properties using a parameter of `t`. Subclasses should
  94584. * override this to interpolate additional properties.
  94585. * @param other the vertex to interpolate against
  94586. * @param t The factor used to linearly interpolate between the vertices
  94587. */
  94588. Vertex.prototype.interpolate = function (other, t) {
  94589. 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));
  94590. };
  94591. return Vertex;
  94592. }());
  94593. /**
  94594. * Represents a plane in 3D space.
  94595. */
  94596. var Plane = /** @class */ (function () {
  94597. /**
  94598. * Initializes the plane
  94599. * @param normal The normal for the plane
  94600. * @param w
  94601. */
  94602. function Plane(normal, w) {
  94603. this.normal = normal;
  94604. this.w = w;
  94605. }
  94606. /**
  94607. * Construct a plane from three points
  94608. * @param a Point a
  94609. * @param b Point b
  94610. * @param c Point c
  94611. */
  94612. Plane.FromPoints = function (a, b, c) {
  94613. var v0 = c.subtract(a);
  94614. var v1 = b.subtract(a);
  94615. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94616. return null;
  94617. }
  94618. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94619. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94620. };
  94621. /**
  94622. * Clone, or make a deep copy of the plane
  94623. * @returns a new Plane
  94624. */
  94625. Plane.prototype.clone = function () {
  94626. return new Plane(this.normal.clone(), this.w);
  94627. };
  94628. /**
  94629. * Flip the face of the plane
  94630. */
  94631. Plane.prototype.flip = function () {
  94632. this.normal.scaleInPlace(-1);
  94633. this.w = -this.w;
  94634. };
  94635. /**
  94636. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94637. * fragments in the appropriate lists. Coplanar polygons go into either
  94638. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94639. * respect to this plane. Polygons in front or in back of this plane go into
  94640. * either `front` or `back`
  94641. * @param polygon The polygon to be split
  94642. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94643. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94644. * @param front Will contain the polygons in front of the plane
  94645. * @param back Will contain the polygons begind the plane
  94646. */
  94647. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94648. var COPLANAR = 0;
  94649. var FRONT = 1;
  94650. var BACK = 2;
  94651. var SPANNING = 3;
  94652. // Classify each point as well as the entire polygon into one of the above
  94653. // four classes.
  94654. var polygonType = 0;
  94655. var types = [];
  94656. var i;
  94657. var t;
  94658. for (i = 0; i < polygon.vertices.length; i++) {
  94659. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94660. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94661. polygonType |= type;
  94662. types.push(type);
  94663. }
  94664. // Put the polygon in the correct list, splitting it when necessary
  94665. switch (polygonType) {
  94666. case COPLANAR:
  94667. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94668. break;
  94669. case FRONT:
  94670. front.push(polygon);
  94671. break;
  94672. case BACK:
  94673. back.push(polygon);
  94674. break;
  94675. case SPANNING:
  94676. var f = [], b = [];
  94677. for (i = 0; i < polygon.vertices.length; i++) {
  94678. var j = (i + 1) % polygon.vertices.length;
  94679. var ti = types[i], tj = types[j];
  94680. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94681. if (ti !== BACK) {
  94682. f.push(vi);
  94683. }
  94684. if (ti !== FRONT) {
  94685. b.push(ti !== BACK ? vi.clone() : vi);
  94686. }
  94687. if ((ti | tj) === SPANNING) {
  94688. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94689. var v = vi.interpolate(vj, t);
  94690. f.push(v);
  94691. b.push(v.clone());
  94692. }
  94693. }
  94694. var poly;
  94695. if (f.length >= 3) {
  94696. poly = new Polygon(f, polygon.shared);
  94697. if (poly.plane) {
  94698. front.push(poly);
  94699. }
  94700. }
  94701. if (b.length >= 3) {
  94702. poly = new Polygon(b, polygon.shared);
  94703. if (poly.plane) {
  94704. back.push(poly);
  94705. }
  94706. }
  94707. break;
  94708. }
  94709. };
  94710. /**
  94711. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  94712. * point is on the plane
  94713. */
  94714. Plane.EPSILON = 1e-5;
  94715. return Plane;
  94716. }());
  94717. /**
  94718. * Represents a convex polygon. The vertices used to initialize a polygon must
  94719. * be coplanar and form a convex loop.
  94720. *
  94721. * Each convex polygon has a `shared` property, which is shared between all
  94722. * polygons that are clones of each other or were split from the same polygon.
  94723. * This can be used to define per-polygon properties (such as surface color)
  94724. */
  94725. var Polygon = /** @class */ (function () {
  94726. /**
  94727. * Initializes the polygon
  94728. * @param vertices The vertices of the polygon
  94729. * @param shared The properties shared across all polygons
  94730. */
  94731. function Polygon(vertices, shared) {
  94732. this.vertices = vertices;
  94733. this.shared = shared;
  94734. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  94735. }
  94736. /**
  94737. * Clones, or makes a deep copy, or the polygon
  94738. */
  94739. Polygon.prototype.clone = function () {
  94740. var vertices = this.vertices.map(function (v) { return v.clone(); });
  94741. return new Polygon(vertices, this.shared);
  94742. };
  94743. /**
  94744. * Flips the faces of the polygon
  94745. */
  94746. Polygon.prototype.flip = function () {
  94747. this.vertices.reverse().map(function (v) { v.flip(); });
  94748. this.plane.flip();
  94749. };
  94750. return Polygon;
  94751. }());
  94752. /**
  94753. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  94754. * by picking a polygon to split along. That polygon (and all other coplanar
  94755. * polygons) are added directly to that node and the other polygons are added to
  94756. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  94757. * no distinction between internal and leaf nodes
  94758. */
  94759. var Node = /** @class */ (function () {
  94760. /**
  94761. * Initializes the node
  94762. * @param polygons A collection of polygons held in the node
  94763. */
  94764. function Node(polygons) {
  94765. this.plane = null;
  94766. this.front = null;
  94767. this.back = null;
  94768. this.polygons = new Array();
  94769. if (polygons) {
  94770. this.build(polygons);
  94771. }
  94772. }
  94773. /**
  94774. * Clones, or makes a deep copy, of the node
  94775. * @returns The cloned node
  94776. */
  94777. Node.prototype.clone = function () {
  94778. var node = new Node();
  94779. node.plane = this.plane && this.plane.clone();
  94780. node.front = this.front && this.front.clone();
  94781. node.back = this.back && this.back.clone();
  94782. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  94783. return node;
  94784. };
  94785. /**
  94786. * Convert solid space to empty space and empty space to solid space
  94787. */
  94788. Node.prototype.invert = function () {
  94789. for (var i = 0; i < this.polygons.length; i++) {
  94790. this.polygons[i].flip();
  94791. }
  94792. if (this.plane) {
  94793. this.plane.flip();
  94794. }
  94795. if (this.front) {
  94796. this.front.invert();
  94797. }
  94798. if (this.back) {
  94799. this.back.invert();
  94800. }
  94801. var temp = this.front;
  94802. this.front = this.back;
  94803. this.back = temp;
  94804. };
  94805. /**
  94806. * Recursively remove all polygons in `polygons` that are inside this BSP
  94807. * tree.
  94808. * @param polygons Polygons to remove from the BSP
  94809. * @returns Polygons clipped from the BSP
  94810. */
  94811. Node.prototype.clipPolygons = function (polygons) {
  94812. if (!this.plane) {
  94813. return polygons.slice();
  94814. }
  94815. var front = new Array(), back = new Array();
  94816. for (var i = 0; i < polygons.length; i++) {
  94817. this.plane.splitPolygon(polygons[i], front, back, front, back);
  94818. }
  94819. if (this.front) {
  94820. front = this.front.clipPolygons(front);
  94821. }
  94822. if (this.back) {
  94823. back = this.back.clipPolygons(back);
  94824. }
  94825. else {
  94826. back = [];
  94827. }
  94828. return front.concat(back);
  94829. };
  94830. /**
  94831. * Remove all polygons in this BSP tree that are inside the other BSP tree
  94832. * `bsp`.
  94833. * @param bsp BSP containing polygons to remove from this BSP
  94834. */
  94835. Node.prototype.clipTo = function (bsp) {
  94836. this.polygons = bsp.clipPolygons(this.polygons);
  94837. if (this.front) {
  94838. this.front.clipTo(bsp);
  94839. }
  94840. if (this.back) {
  94841. this.back.clipTo(bsp);
  94842. }
  94843. };
  94844. /**
  94845. * Return a list of all polygons in this BSP tree
  94846. * @returns List of all polygons in this BSP tree
  94847. */
  94848. Node.prototype.allPolygons = function () {
  94849. var polygons = this.polygons.slice();
  94850. if (this.front) {
  94851. polygons = polygons.concat(this.front.allPolygons());
  94852. }
  94853. if (this.back) {
  94854. polygons = polygons.concat(this.back.allPolygons());
  94855. }
  94856. return polygons;
  94857. };
  94858. /**
  94859. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  94860. * new polygons are filtered down to the bottom of the tree and become new
  94861. * nodes there. Each set of polygons is partitioned using the first polygon
  94862. * (no heuristic is used to pick a good split)
  94863. * @param polygons Polygons used to construct the BSP tree
  94864. */
  94865. Node.prototype.build = function (polygons) {
  94866. if (!polygons.length) {
  94867. return;
  94868. }
  94869. if (!this.plane) {
  94870. this.plane = polygons[0].plane.clone();
  94871. }
  94872. var front = new Array(), back = new Array();
  94873. for (var i = 0; i < polygons.length; i++) {
  94874. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  94875. }
  94876. if (front.length) {
  94877. if (!this.front) {
  94878. this.front = new Node();
  94879. }
  94880. this.front.build(front);
  94881. }
  94882. if (back.length) {
  94883. if (!this.back) {
  94884. this.back = new Node();
  94885. }
  94886. this.back.build(back);
  94887. }
  94888. };
  94889. return Node;
  94890. }());
  94891. /**
  94892. * Class for building Constructive Solid Geometry
  94893. */
  94894. var CSG = /** @class */ (function () {
  94895. function CSG() {
  94896. this.polygons = new Array();
  94897. }
  94898. /**
  94899. * Convert the BABYLON.Mesh to BABYLON.CSG
  94900. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  94901. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  94902. */
  94903. CSG.FromMesh = function (mesh) {
  94904. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  94905. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  94906. if (mesh instanceof BABYLON.Mesh) {
  94907. mesh.computeWorldMatrix(true);
  94908. matrix = mesh.getWorldMatrix();
  94909. meshPosition = mesh.position.clone();
  94910. meshRotation = mesh.rotation.clone();
  94911. if (mesh.rotationQuaternion) {
  94912. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  94913. }
  94914. meshScaling = mesh.scaling.clone();
  94915. }
  94916. else {
  94917. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  94918. }
  94919. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  94920. var subMeshes = mesh.subMeshes;
  94921. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  94922. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  94923. vertices = [];
  94924. for (var j = 0; j < 3; j++) {
  94925. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  94926. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  94927. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  94928. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  94929. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  94930. vertex = new Vertex(position, normal, uv);
  94931. vertices.push(vertex);
  94932. }
  94933. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  94934. // To handle the case of degenerated triangle
  94935. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  94936. if (polygon.plane) {
  94937. polygons.push(polygon);
  94938. }
  94939. }
  94940. }
  94941. var csg = CSG.FromPolygons(polygons);
  94942. csg.matrix = matrix;
  94943. csg.position = meshPosition;
  94944. csg.rotation = meshRotation;
  94945. csg.scaling = meshScaling;
  94946. csg.rotationQuaternion = meshRotationQuaternion;
  94947. currentCSGMeshId++;
  94948. return csg;
  94949. };
  94950. /**
  94951. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  94952. * @param polygons Polygons used to construct a BABYLON.CSG solid
  94953. */
  94954. CSG.FromPolygons = function (polygons) {
  94955. var csg = new CSG();
  94956. csg.polygons = polygons;
  94957. return csg;
  94958. };
  94959. /**
  94960. * Clones, or makes a deep copy, of the BABYLON.CSG
  94961. * @returns A new BABYLON.CSG
  94962. */
  94963. CSG.prototype.clone = function () {
  94964. var csg = new CSG();
  94965. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  94966. csg.copyTransformAttributes(this);
  94967. return csg;
  94968. };
  94969. /**
  94970. * Unions this CSG with another CSG
  94971. * @param csg The CSG to union against this CSG
  94972. * @returns The unioned CSG
  94973. */
  94974. CSG.prototype.union = function (csg) {
  94975. var a = new Node(this.clone().polygons);
  94976. var b = new Node(csg.clone().polygons);
  94977. a.clipTo(b);
  94978. b.clipTo(a);
  94979. b.invert();
  94980. b.clipTo(a);
  94981. b.invert();
  94982. a.build(b.allPolygons());
  94983. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  94984. };
  94985. /**
  94986. * Unions this CSG with another CSG in place
  94987. * @param csg The CSG to union against this CSG
  94988. */
  94989. CSG.prototype.unionInPlace = function (csg) {
  94990. var a = new Node(this.polygons);
  94991. var b = new Node(csg.polygons);
  94992. a.clipTo(b);
  94993. b.clipTo(a);
  94994. b.invert();
  94995. b.clipTo(a);
  94996. b.invert();
  94997. a.build(b.allPolygons());
  94998. this.polygons = a.allPolygons();
  94999. };
  95000. /**
  95001. * Subtracts this CSG with another CSG
  95002. * @param csg The CSG to subtract against this CSG
  95003. * @returns A new BABYLON.CSG
  95004. */
  95005. CSG.prototype.subtract = function (csg) {
  95006. var a = new Node(this.clone().polygons);
  95007. var b = new Node(csg.clone().polygons);
  95008. a.invert();
  95009. a.clipTo(b);
  95010. b.clipTo(a);
  95011. b.invert();
  95012. b.clipTo(a);
  95013. b.invert();
  95014. a.build(b.allPolygons());
  95015. a.invert();
  95016. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95017. };
  95018. /**
  95019. * Subtracts this CSG with another CSG in place
  95020. * @param csg The CSG to subtact against this CSG
  95021. */
  95022. CSG.prototype.subtractInPlace = function (csg) {
  95023. var a = new Node(this.polygons);
  95024. var b = new Node(csg.polygons);
  95025. a.invert();
  95026. a.clipTo(b);
  95027. b.clipTo(a);
  95028. b.invert();
  95029. b.clipTo(a);
  95030. b.invert();
  95031. a.build(b.allPolygons());
  95032. a.invert();
  95033. this.polygons = a.allPolygons();
  95034. };
  95035. /**
  95036. * Intersect this CSG with another CSG
  95037. * @param csg The CSG to intersect against this CSG
  95038. * @returns A new BABYLON.CSG
  95039. */
  95040. CSG.prototype.intersect = function (csg) {
  95041. var a = new Node(this.clone().polygons);
  95042. var b = new Node(csg.clone().polygons);
  95043. a.invert();
  95044. b.clipTo(a);
  95045. b.invert();
  95046. a.clipTo(b);
  95047. b.clipTo(a);
  95048. a.build(b.allPolygons());
  95049. a.invert();
  95050. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95051. };
  95052. /**
  95053. * Intersects this CSG with another CSG in place
  95054. * @param csg The CSG to intersect against this CSG
  95055. */
  95056. CSG.prototype.intersectInPlace = function (csg) {
  95057. var a = new Node(this.polygons);
  95058. var b = new Node(csg.polygons);
  95059. a.invert();
  95060. b.clipTo(a);
  95061. b.invert();
  95062. a.clipTo(b);
  95063. b.clipTo(a);
  95064. a.build(b.allPolygons());
  95065. a.invert();
  95066. this.polygons = a.allPolygons();
  95067. };
  95068. /**
  95069. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95070. * not modified.
  95071. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95072. */
  95073. CSG.prototype.inverse = function () {
  95074. var csg = this.clone();
  95075. csg.inverseInPlace();
  95076. return csg;
  95077. };
  95078. /**
  95079. * Inverses the BABYLON.CSG in place
  95080. */
  95081. CSG.prototype.inverseInPlace = function () {
  95082. this.polygons.map(function (p) { p.flip(); });
  95083. };
  95084. /**
  95085. * This is used to keep meshes transformations so they can be restored
  95086. * when we build back a Babylon Mesh
  95087. * NB : All CSG operations are performed in world coordinates
  95088. * @param csg The BABYLON.CSG to copy the transform attributes from
  95089. * @returns This BABYLON.CSG
  95090. */
  95091. CSG.prototype.copyTransformAttributes = function (csg) {
  95092. this.matrix = csg.matrix;
  95093. this.position = csg.position;
  95094. this.rotation = csg.rotation;
  95095. this.scaling = csg.scaling;
  95096. this.rotationQuaternion = csg.rotationQuaternion;
  95097. return this;
  95098. };
  95099. /**
  95100. * Build Raw mesh from CSG
  95101. * Coordinates here are in world space
  95102. * @param name The name of the mesh geometry
  95103. * @param scene The BABYLON.Scene
  95104. * @param keepSubMeshes Specifies if the submeshes should be kept
  95105. * @returns A new BABYLON.Mesh
  95106. */
  95107. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95108. var matrix = this.matrix.clone();
  95109. matrix.invert();
  95110. 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;
  95111. if (keepSubMeshes) {
  95112. // Sort Polygons, since subMeshes are indices range
  95113. polygons.sort(function (a, b) {
  95114. if (a.shared.meshId === b.shared.meshId) {
  95115. return a.shared.subMeshId - b.shared.subMeshId;
  95116. }
  95117. else {
  95118. return a.shared.meshId - b.shared.meshId;
  95119. }
  95120. });
  95121. }
  95122. for (var i = 0, il = polygons.length; i < il; i++) {
  95123. polygon = polygons[i];
  95124. // Building SubMeshes
  95125. if (!subMesh_dict[polygon.shared.meshId]) {
  95126. subMesh_dict[polygon.shared.meshId] = {};
  95127. }
  95128. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95129. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95130. indexStart: +Infinity,
  95131. indexEnd: -Infinity,
  95132. materialIndex: polygon.shared.materialIndex
  95133. };
  95134. }
  95135. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95136. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95137. polygonIndices[0] = 0;
  95138. polygonIndices[1] = j - 1;
  95139. polygonIndices[2] = j;
  95140. for (var k = 0; k < 3; k++) {
  95141. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95142. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95143. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95144. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95145. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95146. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95147. // Check if 2 points can be merged
  95148. if (!(typeof vertex_idx !== 'undefined' &&
  95149. normals[vertex_idx * 3] === localNormal.x &&
  95150. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95151. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95152. uvs[vertex_idx * 2] === uv.x &&
  95153. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95154. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95155. uvs.push(uv.x, uv.y);
  95156. normals.push(normal.x, normal.y, normal.z);
  95157. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95158. }
  95159. indices.push(vertex_idx);
  95160. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95161. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95162. currentIndex++;
  95163. }
  95164. }
  95165. }
  95166. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95167. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95168. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95169. mesh.setIndices(indices, null);
  95170. if (keepSubMeshes) {
  95171. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95172. var materialIndexOffset = 0, materialMaxIndex;
  95173. mesh.subMeshes = new Array();
  95174. for (var m in subMesh_dict) {
  95175. materialMaxIndex = -1;
  95176. for (var sm in subMesh_dict[m]) {
  95177. subMesh_obj = subMesh_dict[m][sm];
  95178. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95179. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95180. }
  95181. materialIndexOffset += ++materialMaxIndex;
  95182. }
  95183. }
  95184. return mesh;
  95185. };
  95186. /**
  95187. * Build Mesh from CSG taking material and transforms into account
  95188. * @param name The name of the BABYLON.Mesh
  95189. * @param material The material of the BABYLON.Mesh
  95190. * @param scene The BABYLON.Scene
  95191. * @param keepSubMeshes Specifies if submeshes should be kept
  95192. * @returns The new BABYLON.Mesh
  95193. */
  95194. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95195. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95196. mesh.material = material;
  95197. mesh.position.copyFrom(this.position);
  95198. mesh.rotation.copyFrom(this.rotation);
  95199. if (this.rotationQuaternion) {
  95200. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95201. }
  95202. mesh.scaling.copyFrom(this.scaling);
  95203. mesh.computeWorldMatrix(true);
  95204. return mesh;
  95205. };
  95206. return CSG;
  95207. }());
  95208. BABYLON.CSG = CSG;
  95209. })(BABYLON || (BABYLON = {}));
  95210. //# sourceMappingURL=babylon.csg.js.map
  95211. var BABYLON;
  95212. (function (BABYLON) {
  95213. /**
  95214. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95215. * It controls one of the indiviual texture used in the effect.
  95216. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95217. */
  95218. var LensFlare = /** @class */ (function () {
  95219. /**
  95220. * Instantiates a new Lens Flare.
  95221. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95222. * It controls one of the indiviual texture used in the effect.
  95223. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95224. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95225. * @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.
  95226. * @param color Define the lens color
  95227. * @param imgUrl Define the lens texture url
  95228. * @param system Define the `lensFlareSystem` this flare is part of
  95229. */
  95230. function LensFlare(
  95231. /**
  95232. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95233. */
  95234. size,
  95235. /**
  95236. * 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.
  95237. */
  95238. position, color, imgUrl, system) {
  95239. this.size = size;
  95240. this.position = position;
  95241. /**
  95242. * Define the alpha mode to render this particular lens.
  95243. */
  95244. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95245. this.color = color || new BABYLON.Color3(1, 1, 1);
  95246. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95247. this._system = system;
  95248. system.lensFlares.push(this);
  95249. }
  95250. /**
  95251. * Creates a new Lens Flare.
  95252. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95253. * It controls one of the indiviual texture used in the effect.
  95254. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95255. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95256. * @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.
  95257. * @param color Define the lens color
  95258. * @param imgUrl Define the lens texture url
  95259. * @param system Define the `lensFlareSystem` this flare is part of
  95260. * @returns The newly created Lens Flare
  95261. */
  95262. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95263. return new LensFlare(size, position, color, imgUrl, system);
  95264. };
  95265. /**
  95266. * Dispose and release the lens flare with its associated resources.
  95267. */
  95268. LensFlare.prototype.dispose = function () {
  95269. if (this.texture) {
  95270. this.texture.dispose();
  95271. }
  95272. // Remove from scene
  95273. var index = this._system.lensFlares.indexOf(this);
  95274. this._system.lensFlares.splice(index, 1);
  95275. };
  95276. return LensFlare;
  95277. }());
  95278. BABYLON.LensFlare = LensFlare;
  95279. })(BABYLON || (BABYLON = {}));
  95280. //# sourceMappingURL=babylon.lensFlare.js.map
  95281. var BABYLON;
  95282. (function (BABYLON) {
  95283. // Adds the parser to the scene parsers.
  95284. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95285. // Lens flares
  95286. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95287. if (!container.lensFlareSystems) {
  95288. container.lensFlareSystems = new Array();
  95289. }
  95290. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95291. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95292. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95293. container.lensFlareSystems.push(lf);
  95294. }
  95295. }
  95296. });
  95297. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95298. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95299. if (this.lensFlareSystems[index].name === name) {
  95300. return this.lensFlareSystems[index];
  95301. }
  95302. }
  95303. return null;
  95304. };
  95305. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95306. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95307. if (this.lensFlareSystems[index].id === id) {
  95308. return this.lensFlareSystems[index];
  95309. }
  95310. }
  95311. return null;
  95312. };
  95313. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95314. var index = this.lensFlareSystems.indexOf(toRemove);
  95315. if (index !== -1) {
  95316. this.lensFlareSystems.splice(index, 1);
  95317. }
  95318. return index;
  95319. };
  95320. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95321. this.lensFlareSystems.push(newLensFlareSystem);
  95322. };
  95323. /**
  95324. * Defines the lens flare scene component responsible to manage any lens flares
  95325. * in a given scene.
  95326. */
  95327. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95328. /**
  95329. * Creates a new instance of the component for the given scene
  95330. * @param scene Defines the scene to register the component in
  95331. */
  95332. function LensFlareSystemSceneComponent(scene) {
  95333. /**
  95334. * The component name helpfull to identify the component in the list of scene components.
  95335. */
  95336. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95337. this.scene = scene;
  95338. scene.lensFlareSystems = new Array();
  95339. }
  95340. /**
  95341. * Registers the component in a given scene
  95342. */
  95343. LensFlareSystemSceneComponent.prototype.register = function () {
  95344. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95345. };
  95346. /**
  95347. * Rebuilds the elements related to this component in case of
  95348. * context lost for instance.
  95349. */
  95350. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95351. // Nothing to do for lens flare
  95352. };
  95353. /**
  95354. * Adds all the element from the container to the scene
  95355. * @param container the container holding the elements
  95356. */
  95357. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95358. var _this = this;
  95359. if (!container.lensFlareSystems) {
  95360. return;
  95361. }
  95362. container.lensFlareSystems.forEach(function (o) {
  95363. _this.scene.addLensFlareSystem(o);
  95364. });
  95365. };
  95366. /**
  95367. * Removes all the elements in the container from the scene
  95368. * @param container contains the elements to remove
  95369. */
  95370. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95371. var _this = this;
  95372. if (!container.lensFlareSystems) {
  95373. return;
  95374. }
  95375. container.lensFlareSystems.forEach(function (o) {
  95376. _this.scene.removeLensFlareSystem(o);
  95377. });
  95378. };
  95379. /**
  95380. * Serializes the component data to the specified json object
  95381. * @param serializationObject The object to serialize to
  95382. */
  95383. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95384. // Lens flares
  95385. serializationObject.lensFlareSystems = [];
  95386. var lensFlareSystems = this.scene.lensFlareSystems;
  95387. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95388. var lensFlareSystem = lensFlareSystems_1[_i];
  95389. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95390. }
  95391. };
  95392. /**
  95393. * Disposes the component and the associated ressources.
  95394. */
  95395. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95396. var lensFlareSystems = this.scene.lensFlareSystems;
  95397. while (lensFlareSystems.length) {
  95398. lensFlareSystems[0].dispose();
  95399. }
  95400. };
  95401. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95402. // Lens flares
  95403. if (this.scene.lensFlaresEnabled) {
  95404. var lensFlareSystems = this.scene.lensFlareSystems;
  95405. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95406. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95407. var lensFlareSystem = lensFlareSystems_2[_i];
  95408. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95409. lensFlareSystem.render();
  95410. }
  95411. }
  95412. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95413. }
  95414. };
  95415. return LensFlareSystemSceneComponent;
  95416. }());
  95417. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95418. })(BABYLON || (BABYLON = {}));
  95419. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95420. var BABYLON;
  95421. (function (BABYLON) {
  95422. /**
  95423. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95424. * It is usually composed of several `BABYLON.lensFlare`.
  95425. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95426. */
  95427. var LensFlareSystem = /** @class */ (function () {
  95428. /**
  95429. * Instantiates a lens flare system.
  95430. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95431. * It is usually composed of several `BABYLON.lensFlare`.
  95432. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95433. * @param name Define the name of the lens flare system in the scene
  95434. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95435. * @param scene Define the scene the lens flare system belongs to
  95436. */
  95437. function LensFlareSystem(
  95438. /**
  95439. * Define the name of the lens flare system
  95440. */
  95441. name, emitter, scene) {
  95442. this.name = name;
  95443. /**
  95444. * List of lens flares used in this system.
  95445. */
  95446. this.lensFlares = new Array();
  95447. /**
  95448. * Define a limit from the border the lens flare can be visible.
  95449. */
  95450. this.borderLimit = 300;
  95451. /**
  95452. * Define a viewport border we do not want to see the lens flare in.
  95453. */
  95454. this.viewportBorder = 0;
  95455. /**
  95456. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95457. */
  95458. this.layerMask = 0x0FFFFFFF;
  95459. this._vertexBuffers = {};
  95460. this._isEnabled = true;
  95461. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95462. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95463. if (!component) {
  95464. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95465. scene._addComponent(component);
  95466. }
  95467. this._emitter = emitter;
  95468. this.id = name;
  95469. scene.lensFlareSystems.push(this);
  95470. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95471. var engine = scene.getEngine();
  95472. // VBO
  95473. var vertices = [];
  95474. vertices.push(1, 1);
  95475. vertices.push(-1, 1);
  95476. vertices.push(-1, -1);
  95477. vertices.push(1, -1);
  95478. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95479. // Indices
  95480. var indices = [];
  95481. indices.push(0);
  95482. indices.push(1);
  95483. indices.push(2);
  95484. indices.push(0);
  95485. indices.push(2);
  95486. indices.push(3);
  95487. this._indexBuffer = engine.createIndexBuffer(indices);
  95488. // Effects
  95489. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95490. }
  95491. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95492. /**
  95493. * Define if the lens flare system is enabled.
  95494. */
  95495. get: function () {
  95496. return this._isEnabled;
  95497. },
  95498. set: function (value) {
  95499. this._isEnabled = value;
  95500. },
  95501. enumerable: true,
  95502. configurable: true
  95503. });
  95504. /**
  95505. * Get the scene the effects belongs to.
  95506. * @returns the scene holding the lens flare system
  95507. */
  95508. LensFlareSystem.prototype.getScene = function () {
  95509. return this._scene;
  95510. };
  95511. /**
  95512. * Get the emitter of the lens flare system.
  95513. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95514. * @returns the emitter of the lens flare system
  95515. */
  95516. LensFlareSystem.prototype.getEmitter = function () {
  95517. return this._emitter;
  95518. };
  95519. /**
  95520. * Set the emitter of the lens flare system.
  95521. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95522. * @param newEmitter Define the new emitter of the system
  95523. */
  95524. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95525. this._emitter = newEmitter;
  95526. };
  95527. /**
  95528. * Get the lens flare system emitter position.
  95529. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95530. * @returns the position
  95531. */
  95532. LensFlareSystem.prototype.getEmitterPosition = function () {
  95533. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95534. };
  95535. /**
  95536. * @hidden
  95537. */
  95538. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95539. var position = this.getEmitterPosition();
  95540. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95541. this._positionX = position.x;
  95542. this._positionY = position.y;
  95543. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95544. if (this.viewportBorder > 0) {
  95545. globalViewport.x -= this.viewportBorder;
  95546. globalViewport.y -= this.viewportBorder;
  95547. globalViewport.width += this.viewportBorder * 2;
  95548. globalViewport.height += this.viewportBorder * 2;
  95549. position.x += this.viewportBorder;
  95550. position.y += this.viewportBorder;
  95551. this._positionX += this.viewportBorder;
  95552. this._positionY += this.viewportBorder;
  95553. }
  95554. if (position.z > 0) {
  95555. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95556. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95557. return true;
  95558. }
  95559. }
  95560. return true;
  95561. }
  95562. return false;
  95563. };
  95564. /** @hidden */
  95565. LensFlareSystem.prototype._isVisible = function () {
  95566. if (!this._isEnabled || !this._scene.activeCamera) {
  95567. return false;
  95568. }
  95569. var emitterPosition = this.getEmitterPosition();
  95570. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95571. var distance = direction.length();
  95572. direction.normalize();
  95573. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95574. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95575. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95576. };
  95577. /**
  95578. * @hidden
  95579. */
  95580. LensFlareSystem.prototype.render = function () {
  95581. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95582. return false;
  95583. }
  95584. var engine = this._scene.getEngine();
  95585. var viewport = this._scene.activeCamera.viewport;
  95586. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95587. // Position
  95588. if (!this.computeEffectivePosition(globalViewport)) {
  95589. return false;
  95590. }
  95591. // Visibility
  95592. if (!this._isVisible()) {
  95593. return false;
  95594. }
  95595. // Intensity
  95596. var awayX;
  95597. var awayY;
  95598. if (this._positionX < this.borderLimit + globalViewport.x) {
  95599. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95600. }
  95601. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95602. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95603. }
  95604. else {
  95605. awayX = 0;
  95606. }
  95607. if (this._positionY < this.borderLimit + globalViewport.y) {
  95608. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95609. }
  95610. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95611. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95612. }
  95613. else {
  95614. awayY = 0;
  95615. }
  95616. var away = (awayX > awayY) ? awayX : awayY;
  95617. away -= this.viewportBorder;
  95618. if (away > this.borderLimit) {
  95619. away = this.borderLimit;
  95620. }
  95621. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95622. if (intensity < 0) {
  95623. return false;
  95624. }
  95625. if (intensity > 1.0) {
  95626. intensity = 1.0;
  95627. }
  95628. if (this.viewportBorder > 0) {
  95629. globalViewport.x += this.viewportBorder;
  95630. globalViewport.y += this.viewportBorder;
  95631. globalViewport.width -= this.viewportBorder * 2;
  95632. globalViewport.height -= this.viewportBorder * 2;
  95633. this._positionX -= this.viewportBorder;
  95634. this._positionY -= this.viewportBorder;
  95635. }
  95636. // Position
  95637. var centerX = globalViewport.x + globalViewport.width / 2;
  95638. var centerY = globalViewport.y + globalViewport.height / 2;
  95639. var distX = centerX - this._positionX;
  95640. var distY = centerY - this._positionY;
  95641. // Effects
  95642. engine.enableEffect(this._effect);
  95643. engine.setState(false);
  95644. engine.setDepthBuffer(false);
  95645. // VBOs
  95646. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95647. // Flares
  95648. for (var index = 0; index < this.lensFlares.length; index++) {
  95649. var flare = this.lensFlares[index];
  95650. engine.setAlphaMode(flare.alphaMode);
  95651. var x = centerX - (distX * flare.position);
  95652. var y = centerY - (distY * flare.position);
  95653. var cw = flare.size;
  95654. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95655. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95656. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95657. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95658. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95659. // Texture
  95660. this._effect.setTexture("textureSampler", flare.texture);
  95661. // Color
  95662. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95663. // Draw order
  95664. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95665. }
  95666. engine.setDepthBuffer(true);
  95667. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95668. return true;
  95669. };
  95670. /**
  95671. * Dispose and release the lens flare with its associated resources.
  95672. */
  95673. LensFlareSystem.prototype.dispose = function () {
  95674. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95675. if (vertexBuffer) {
  95676. vertexBuffer.dispose();
  95677. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95678. }
  95679. if (this._indexBuffer) {
  95680. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95681. this._indexBuffer = null;
  95682. }
  95683. while (this.lensFlares.length) {
  95684. this.lensFlares[0].dispose();
  95685. }
  95686. // Remove from scene
  95687. var index = this._scene.lensFlareSystems.indexOf(this);
  95688. this._scene.lensFlareSystems.splice(index, 1);
  95689. };
  95690. /**
  95691. * Parse a lens flare system from a JSON repressentation
  95692. * @param parsedLensFlareSystem Define the JSON to parse
  95693. * @param scene Define the scene the parsed system should be instantiated in
  95694. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95695. * @returns the parsed system
  95696. */
  95697. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  95698. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  95699. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  95700. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  95701. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  95702. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  95703. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  95704. var parsedFlare = parsedLensFlareSystem.flares[index];
  95705. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  95706. }
  95707. return lensFlareSystem;
  95708. };
  95709. /**
  95710. * Serialize the current Lens Flare System into a JSON representation.
  95711. * @returns the serialized JSON
  95712. */
  95713. LensFlareSystem.prototype.serialize = function () {
  95714. var serializationObject = {};
  95715. serializationObject.id = this.id;
  95716. serializationObject.name = this.name;
  95717. serializationObject.emitterId = this.getEmitter().id;
  95718. serializationObject.borderLimit = this.borderLimit;
  95719. serializationObject.flares = [];
  95720. for (var index = 0; index < this.lensFlares.length; index++) {
  95721. var flare = this.lensFlares[index];
  95722. serializationObject.flares.push({
  95723. size: flare.size,
  95724. position: flare.position,
  95725. color: flare.color.asArray(),
  95726. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  95727. });
  95728. }
  95729. return serializationObject;
  95730. };
  95731. return LensFlareSystem;
  95732. }());
  95733. BABYLON.LensFlareSystem = LensFlareSystem;
  95734. })(BABYLON || (BABYLON = {}));
  95735. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  95736. var BABYLON;
  95737. (function (BABYLON) {
  95738. /**
  95739. * This is a holder class for the physics joint created by the physics plugin
  95740. * It holds a set of functions to control the underlying joint
  95741. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95742. */
  95743. var PhysicsJoint = /** @class */ (function () {
  95744. /**
  95745. * Initializes the physics joint
  95746. * @param type The type of the physics joint
  95747. * @param jointData The data for the physics joint
  95748. */
  95749. function PhysicsJoint(
  95750. /**
  95751. * The type of the physics joint
  95752. */
  95753. type,
  95754. /**
  95755. * The data for the physics joint
  95756. */
  95757. jointData) {
  95758. this.type = type;
  95759. this.jointData = jointData;
  95760. jointData.nativeParams = jointData.nativeParams || {};
  95761. }
  95762. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  95763. /**
  95764. * Gets the physics joint
  95765. */
  95766. get: function () {
  95767. return this._physicsJoint;
  95768. },
  95769. /**
  95770. * Sets the physics joint
  95771. */
  95772. set: function (newJoint) {
  95773. if (this._physicsJoint) {
  95774. //remove from the wolrd
  95775. }
  95776. this._physicsJoint = newJoint;
  95777. },
  95778. enumerable: true,
  95779. configurable: true
  95780. });
  95781. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  95782. /**
  95783. * Sets the physics plugin
  95784. */
  95785. set: function (physicsPlugin) {
  95786. this._physicsPlugin = physicsPlugin;
  95787. },
  95788. enumerable: true,
  95789. configurable: true
  95790. });
  95791. /**
  95792. * Execute a function that is physics-plugin specific.
  95793. * @param {Function} func the function that will be executed.
  95794. * It accepts two parameters: the physics world and the physics joint
  95795. */
  95796. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  95797. func(this._physicsPlugin.world, this._physicsJoint);
  95798. };
  95799. //TODO check if the native joints are the same
  95800. //Joint Types
  95801. /**
  95802. * Distance-Joint type
  95803. */
  95804. PhysicsJoint.DistanceJoint = 0;
  95805. /**
  95806. * Hinge-Joint type
  95807. */
  95808. PhysicsJoint.HingeJoint = 1;
  95809. /**
  95810. * Ball-and-Socket joint type
  95811. */
  95812. PhysicsJoint.BallAndSocketJoint = 2;
  95813. /**
  95814. * Wheel-Joint type
  95815. */
  95816. PhysicsJoint.WheelJoint = 3;
  95817. /**
  95818. * Slider-Joint type
  95819. */
  95820. PhysicsJoint.SliderJoint = 4;
  95821. //OIMO
  95822. /**
  95823. * Prismatic-Joint type
  95824. */
  95825. PhysicsJoint.PrismaticJoint = 5;
  95826. //
  95827. /**
  95828. * Universal-Joint type
  95829. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  95830. */
  95831. PhysicsJoint.UniversalJoint = 6;
  95832. /**
  95833. * Hinge-Joint 2 type
  95834. */
  95835. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  95836. //Cannon
  95837. /**
  95838. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  95839. */
  95840. PhysicsJoint.PointToPointJoint = 8;
  95841. //Cannon only at the moment
  95842. /**
  95843. * Spring-Joint type
  95844. */
  95845. PhysicsJoint.SpringJoint = 9;
  95846. /**
  95847. * Lock-Joint type
  95848. */
  95849. PhysicsJoint.LockJoint = 10;
  95850. return PhysicsJoint;
  95851. }());
  95852. BABYLON.PhysicsJoint = PhysicsJoint;
  95853. /**
  95854. * A class representing a physics distance joint
  95855. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95856. */
  95857. var DistanceJoint = /** @class */ (function (_super) {
  95858. __extends(DistanceJoint, _super);
  95859. /**
  95860. *
  95861. * @param jointData The data for the Distance-Joint
  95862. */
  95863. function DistanceJoint(jointData) {
  95864. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  95865. }
  95866. /**
  95867. * Update the predefined distance.
  95868. * @param maxDistance The maximum preferred distance
  95869. * @param minDistance The minimum preferred distance
  95870. */
  95871. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  95872. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  95873. };
  95874. return DistanceJoint;
  95875. }(PhysicsJoint));
  95876. BABYLON.DistanceJoint = DistanceJoint;
  95877. /**
  95878. * Represents a Motor-Enabled Joint
  95879. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95880. */
  95881. var MotorEnabledJoint = /** @class */ (function (_super) {
  95882. __extends(MotorEnabledJoint, _super);
  95883. /**
  95884. * Initializes the Motor-Enabled Joint
  95885. * @param type The type of the joint
  95886. * @param jointData The physica joint data for the joint
  95887. */
  95888. function MotorEnabledJoint(type, jointData) {
  95889. return _super.call(this, type, jointData) || this;
  95890. }
  95891. /**
  95892. * Set the motor values.
  95893. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95894. * @param force the force to apply
  95895. * @param maxForce max force for this motor.
  95896. */
  95897. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  95898. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95899. };
  95900. /**
  95901. * Set the motor's limits.
  95902. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95903. * @param upperLimit The upper limit of the motor
  95904. * @param lowerLimit The lower limit of the motor
  95905. */
  95906. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95907. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95908. };
  95909. return MotorEnabledJoint;
  95910. }(PhysicsJoint));
  95911. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  95912. /**
  95913. * This class represents a single physics Hinge-Joint
  95914. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95915. */
  95916. var HingeJoint = /** @class */ (function (_super) {
  95917. __extends(HingeJoint, _super);
  95918. /**
  95919. * Initializes the Hinge-Joint
  95920. * @param jointData The joint data for the Hinge-Joint
  95921. */
  95922. function HingeJoint(jointData) {
  95923. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  95924. }
  95925. /**
  95926. * Set the motor values.
  95927. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95928. * @param {number} force the force to apply
  95929. * @param {number} maxForce max force for this motor.
  95930. */
  95931. HingeJoint.prototype.setMotor = function (force, maxForce) {
  95932. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  95933. };
  95934. /**
  95935. * Set the motor's limits.
  95936. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95937. * @param upperLimit The upper limit of the motor
  95938. * @param lowerLimit The lower limit of the motor
  95939. */
  95940. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  95941. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  95942. };
  95943. return HingeJoint;
  95944. }(MotorEnabledJoint));
  95945. BABYLON.HingeJoint = HingeJoint;
  95946. /**
  95947. * This class represents a dual hinge physics joint (same as wheel joint)
  95948. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95949. */
  95950. var Hinge2Joint = /** @class */ (function (_super) {
  95951. __extends(Hinge2Joint, _super);
  95952. /**
  95953. * Initializes the Hinge2-Joint
  95954. * @param jointData The joint data for the Hinge2-Joint
  95955. */
  95956. function Hinge2Joint(jointData) {
  95957. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  95958. }
  95959. /**
  95960. * Set the motor values.
  95961. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95962. * @param {number} force the force to apply
  95963. * @param {number} maxForce max force for this motor.
  95964. * @param {motorIndex} the motor's index, 0 or 1.
  95965. */
  95966. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  95967. if (motorIndex === void 0) { motorIndex = 0; }
  95968. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  95969. };
  95970. /**
  95971. * Set the motor limits.
  95972. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95973. * @param {number} upperLimit the upper limit
  95974. * @param {number} lowerLimit lower limit
  95975. * @param {motorIndex} the motor's index, 0 or 1.
  95976. */
  95977. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  95978. if (motorIndex === void 0) { motorIndex = 0; }
  95979. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  95980. };
  95981. return Hinge2Joint;
  95982. }(MotorEnabledJoint));
  95983. BABYLON.Hinge2Joint = Hinge2Joint;
  95984. })(BABYLON || (BABYLON = {}));
  95985. //# sourceMappingURL=babylon.physicsJoint.js.map
  95986. var BABYLON;
  95987. (function (BABYLON) {
  95988. /**
  95989. * Represents a physics imposter
  95990. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95991. */
  95992. var PhysicsImpostor = /** @class */ (function () {
  95993. /**
  95994. * Initializes the physics imposter
  95995. * @param object The physics-enabled object used as the physics imposter
  95996. * @param type The type of the physics imposter
  95997. * @param _options The options for the physics imposter
  95998. * @param _scene The Babylon scene
  95999. */
  96000. function PhysicsImpostor(
  96001. /**
  96002. * The physics-enabled object used as the physics imposter
  96003. */
  96004. object,
  96005. /**
  96006. * The type of the physics imposter
  96007. */
  96008. type, _options, _scene) {
  96009. if (_options === void 0) { _options = { mass: 0 }; }
  96010. var _this = this;
  96011. this.object = object;
  96012. this.type = type;
  96013. this._options = _options;
  96014. this._scene = _scene;
  96015. this._bodyUpdateRequired = false;
  96016. this._onBeforePhysicsStepCallbacks = new Array();
  96017. this._onAfterPhysicsStepCallbacks = new Array();
  96018. this._onPhysicsCollideCallbacks = [];
  96019. this._deltaPosition = BABYLON.Vector3.Zero();
  96020. this._isDisposed = false;
  96021. //temp variables for parent rotation calculations
  96022. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96023. this._tmpQuat = new BABYLON.Quaternion();
  96024. this._tmpQuat2 = new BABYLON.Quaternion();
  96025. /**
  96026. * this function is executed by the physics engine.
  96027. */
  96028. this.beforeStep = function () {
  96029. if (!_this._physicsEngine) {
  96030. return;
  96031. }
  96032. _this.object.translate(_this._deltaPosition, -1);
  96033. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96034. _this.object.computeWorldMatrix(false);
  96035. if (_this.object.parent && _this.object.rotationQuaternion) {
  96036. _this.getParentsRotation();
  96037. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96038. }
  96039. else {
  96040. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96041. }
  96042. if (!_this._options.disableBidirectionalTransformation) {
  96043. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96044. }
  96045. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96046. func(_this);
  96047. });
  96048. };
  96049. /**
  96050. * this function is executed by the physics engine
  96051. */
  96052. this.afterStep = function () {
  96053. if (!_this._physicsEngine) {
  96054. return;
  96055. }
  96056. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96057. func(_this);
  96058. });
  96059. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96060. // object has now its world rotation. needs to be converted to local.
  96061. if (_this.object.parent && _this.object.rotationQuaternion) {
  96062. _this.getParentsRotation();
  96063. _this._tmpQuat.conjugateInPlace();
  96064. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96065. }
  96066. // take the position set and make it the absolute position of this object.
  96067. _this.object.setAbsolutePosition(_this.object.position);
  96068. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96069. _this.object.translate(_this._deltaPosition, 1);
  96070. };
  96071. /**
  96072. * Legacy collision detection event support
  96073. */
  96074. this.onCollideEvent = null;
  96075. /**
  96076. * event and body object due to cannon's event-based architecture.
  96077. */
  96078. this.onCollide = function (e) {
  96079. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96080. return;
  96081. }
  96082. if (!_this._physicsEngine) {
  96083. return;
  96084. }
  96085. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96086. if (otherImpostor) {
  96087. // Legacy collision detection event support
  96088. if (_this.onCollideEvent) {
  96089. _this.onCollideEvent(_this, otherImpostor);
  96090. }
  96091. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96092. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96093. }).forEach(function (obj) {
  96094. obj.callback(_this, otherImpostor);
  96095. });
  96096. }
  96097. };
  96098. //sanity check!
  96099. if (!this.object) {
  96100. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96101. return;
  96102. }
  96103. //legacy support for old syntax.
  96104. if (!this._scene && object.getScene) {
  96105. this._scene = object.getScene();
  96106. }
  96107. if (!this._scene) {
  96108. return;
  96109. }
  96110. this._physicsEngine = this._scene.getPhysicsEngine();
  96111. if (!this._physicsEngine) {
  96112. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96113. }
  96114. else {
  96115. //set the object's quaternion, if not set
  96116. if (!this.object.rotationQuaternion) {
  96117. if (this.object.rotation) {
  96118. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96119. }
  96120. else {
  96121. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96122. }
  96123. }
  96124. //default options params
  96125. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96126. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96127. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96128. this._joints = [];
  96129. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96130. if (!this.object.parent || this._options.ignoreParent) {
  96131. this._init();
  96132. }
  96133. else if (this.object.parent.physicsImpostor) {
  96134. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96135. }
  96136. }
  96137. }
  96138. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96139. /**
  96140. * Specifies if the physics imposter is disposed
  96141. */
  96142. get: function () {
  96143. return this._isDisposed;
  96144. },
  96145. enumerable: true,
  96146. configurable: true
  96147. });
  96148. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96149. /**
  96150. * Gets the mass of the physics imposter
  96151. */
  96152. get: function () {
  96153. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96154. },
  96155. set: function (value) {
  96156. this.setMass(value);
  96157. },
  96158. enumerable: true,
  96159. configurable: true
  96160. });
  96161. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96162. /**
  96163. * Gets the coefficient of friction
  96164. */
  96165. get: function () {
  96166. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96167. },
  96168. /**
  96169. * Sets the coefficient of friction
  96170. */
  96171. set: function (value) {
  96172. if (!this._physicsEngine) {
  96173. return;
  96174. }
  96175. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96176. },
  96177. enumerable: true,
  96178. configurable: true
  96179. });
  96180. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96181. /**
  96182. * Gets the coefficient of restitution
  96183. */
  96184. get: function () {
  96185. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96186. },
  96187. /**
  96188. * Sets the coefficient of restitution
  96189. */
  96190. set: function (value) {
  96191. if (!this._physicsEngine) {
  96192. return;
  96193. }
  96194. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96195. },
  96196. enumerable: true,
  96197. configurable: true
  96198. });
  96199. /**
  96200. * This function will completly initialize this impostor.
  96201. * It will create a new body - but only if this mesh has no parent.
  96202. * If it has, this impostor will not be used other than to define the impostor
  96203. * of the child mesh.
  96204. * @hidden
  96205. */
  96206. PhysicsImpostor.prototype._init = function () {
  96207. if (!this._physicsEngine) {
  96208. return;
  96209. }
  96210. this._physicsEngine.removeImpostor(this);
  96211. this.physicsBody = null;
  96212. this._parent = this._parent || this._getPhysicsParent();
  96213. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96214. this._physicsEngine.addImpostor(this);
  96215. }
  96216. };
  96217. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96218. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96219. var parentMesh = this.object.parent;
  96220. return parentMesh.physicsImpostor;
  96221. }
  96222. return null;
  96223. };
  96224. /**
  96225. * Should a new body be generated.
  96226. * @returns boolean specifying if body initialization is required
  96227. */
  96228. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96229. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96230. };
  96231. /**
  96232. * Sets the updated scaling
  96233. * @param updated Specifies if the scaling is updated
  96234. */
  96235. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96236. this.forceUpdate();
  96237. };
  96238. /**
  96239. * Force a regeneration of this or the parent's impostor's body.
  96240. * Use under cautious - This will remove all joints already implemented.
  96241. */
  96242. PhysicsImpostor.prototype.forceUpdate = function () {
  96243. this._init();
  96244. if (this.parent && !this._options.ignoreParent) {
  96245. this.parent.forceUpdate();
  96246. }
  96247. };
  96248. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96249. /*public get mesh(): AbstractMesh {
  96250. return this._mesh;
  96251. }*/
  96252. /**
  96253. * Gets the body that holds this impostor. Either its own, or its parent.
  96254. */
  96255. get: function () {
  96256. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96257. },
  96258. /**
  96259. * Set the physics body. Used mainly by the physics engine/plugin
  96260. */
  96261. set: function (physicsBody) {
  96262. if (this._physicsBody && this._physicsEngine) {
  96263. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96264. }
  96265. this._physicsBody = physicsBody;
  96266. this.resetUpdateFlags();
  96267. },
  96268. enumerable: true,
  96269. configurable: true
  96270. });
  96271. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96272. /**
  96273. * Get the parent of the physics imposter
  96274. * @returns Physics imposter or null
  96275. */
  96276. get: function () {
  96277. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96278. },
  96279. /**
  96280. * Sets the parent of the physics imposter
  96281. */
  96282. set: function (value) {
  96283. this._parent = value;
  96284. },
  96285. enumerable: true,
  96286. configurable: true
  96287. });
  96288. /**
  96289. * Resets the update flags
  96290. */
  96291. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96292. this._bodyUpdateRequired = false;
  96293. };
  96294. /**
  96295. * Gets the object extend size
  96296. * @returns the object extend size
  96297. */
  96298. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96299. if (this.object.getBoundingInfo) {
  96300. var q = this.object.rotationQuaternion;
  96301. //reset rotation
  96302. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96303. //calculate the world matrix with no rotation
  96304. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96305. var boundingInfo = this.object.getBoundingInfo();
  96306. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96307. //bring back the rotation
  96308. this.object.rotationQuaternion = q;
  96309. //calculate the world matrix with the new rotation
  96310. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96311. return size;
  96312. }
  96313. else {
  96314. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96315. }
  96316. };
  96317. /**
  96318. * Gets the object center
  96319. * @returns The object center
  96320. */
  96321. PhysicsImpostor.prototype.getObjectCenter = function () {
  96322. if (this.object.getBoundingInfo) {
  96323. var boundingInfo = this.object.getBoundingInfo();
  96324. return boundingInfo.boundingBox.centerWorld;
  96325. }
  96326. else {
  96327. return this.object.position;
  96328. }
  96329. };
  96330. /**
  96331. * Get a specific parametes from the options parameter
  96332. * @param paramName The object parameter name
  96333. * @returns The object parameter
  96334. */
  96335. PhysicsImpostor.prototype.getParam = function (paramName) {
  96336. return this._options[paramName];
  96337. };
  96338. /**
  96339. * Sets a specific parameter in the options given to the physics plugin
  96340. * @param paramName The parameter name
  96341. * @param value The value of the parameter
  96342. */
  96343. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96344. this._options[paramName] = value;
  96345. this._bodyUpdateRequired = true;
  96346. };
  96347. /**
  96348. * Specifically change the body's mass option. Won't recreate the physics body object
  96349. * @param mass The mass of the physics imposter
  96350. */
  96351. PhysicsImpostor.prototype.setMass = function (mass) {
  96352. if (this.getParam("mass") !== mass) {
  96353. this.setParam("mass", mass);
  96354. }
  96355. if (this._physicsEngine) {
  96356. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96357. }
  96358. };
  96359. /**
  96360. * Gets the linear velocity
  96361. * @returns linear velocity or null
  96362. */
  96363. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96364. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96365. };
  96366. /**
  96367. * Sets the linear velocity
  96368. * @param velocity linear velocity or null
  96369. */
  96370. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96371. if (this._physicsEngine) {
  96372. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96373. }
  96374. };
  96375. /**
  96376. * Gets the angular velocity
  96377. * @returns angular velocity or null
  96378. */
  96379. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96380. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96381. };
  96382. /**
  96383. * Sets the angular velocity
  96384. * @param velocity The velocity or null
  96385. */
  96386. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96387. if (this._physicsEngine) {
  96388. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96389. }
  96390. };
  96391. /**
  96392. * Execute a function with the physics plugin native code
  96393. * Provide a function the will have two variables - the world object and the physics body object
  96394. * @param func The function to execute with the physics plugin native code
  96395. */
  96396. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96397. if (this._physicsEngine) {
  96398. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96399. }
  96400. };
  96401. /**
  96402. * Register a function that will be executed before the physics world is stepping forward
  96403. * @param func The function to execute before the physics world is stepped forward
  96404. */
  96405. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96406. this._onBeforePhysicsStepCallbacks.push(func);
  96407. };
  96408. /**
  96409. * Unregister a function that will be executed before the physics world is stepping forward
  96410. * @param func The function to execute before the physics world is stepped forward
  96411. */
  96412. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96413. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96414. if (index > -1) {
  96415. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96416. }
  96417. else {
  96418. BABYLON.Tools.Warn("Function to remove was not found");
  96419. }
  96420. };
  96421. /**
  96422. * Register a function that will be executed after the physics step
  96423. * @param func The function to execute after physics step
  96424. */
  96425. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96426. this._onAfterPhysicsStepCallbacks.push(func);
  96427. };
  96428. /**
  96429. * Unregisters a function that will be executed after the physics step
  96430. * @param func The function to execute after physics step
  96431. */
  96432. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96433. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96434. if (index > -1) {
  96435. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96436. }
  96437. else {
  96438. BABYLON.Tools.Warn("Function to remove was not found");
  96439. }
  96440. };
  96441. /**
  96442. * register a function that will be executed when this impostor collides against a different body
  96443. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96444. * @param func Callback that is executed on collision
  96445. */
  96446. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96447. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96448. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96449. };
  96450. /**
  96451. * Unregisters the physics imposter on contact
  96452. * @param collideAgainst The physics object to collide against
  96453. * @param func Callback to execute on collision
  96454. */
  96455. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96456. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96457. var index = -1;
  96458. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96459. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96460. // chcek the arrays match
  96461. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96462. return collidedAgainstList.indexOf(impostor) > -1;
  96463. });
  96464. if (sameList) {
  96465. index = idx;
  96466. }
  96467. return sameList;
  96468. }
  96469. return false;
  96470. });
  96471. if (found) {
  96472. this._onPhysicsCollideCallbacks.splice(index, 1);
  96473. }
  96474. else {
  96475. BABYLON.Tools.Warn("Function to remove was not found");
  96476. }
  96477. };
  96478. /**
  96479. * Get the parent rotation
  96480. * @returns The parent rotation
  96481. */
  96482. PhysicsImpostor.prototype.getParentsRotation = function () {
  96483. var parent = this.object.parent;
  96484. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96485. while (parent) {
  96486. if (parent.rotationQuaternion) {
  96487. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96488. }
  96489. else {
  96490. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96491. }
  96492. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96493. parent = parent.parent;
  96494. }
  96495. return this._tmpQuat;
  96496. };
  96497. /**
  96498. * Apply a force
  96499. * @param force The force to apply
  96500. * @param contactPoint The contact point for the force
  96501. * @returns The physics imposter
  96502. */
  96503. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96504. if (this._physicsEngine) {
  96505. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96506. }
  96507. return this;
  96508. };
  96509. /**
  96510. * Apply an impulse
  96511. * @param force The impulse force
  96512. * @param contactPoint The contact point for the impulse force
  96513. * @returns The physics imposter
  96514. */
  96515. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96516. if (this._physicsEngine) {
  96517. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96518. }
  96519. return this;
  96520. };
  96521. /**
  96522. * A help function to create a joint
  96523. * @param otherImpostor A physics imposter used to create a joint
  96524. * @param jointType The type of joint
  96525. * @param jointData The data for the joint
  96526. * @returns The physics imposter
  96527. */
  96528. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96529. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96530. this.addJoint(otherImpostor, joint);
  96531. return this;
  96532. };
  96533. /**
  96534. * Add a joint to this impostor with a different impostor
  96535. * @param otherImpostor A physics imposter used to add a joint
  96536. * @param joint The joint to add
  96537. * @returns The physics imposter
  96538. */
  96539. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96540. this._joints.push({
  96541. otherImpostor: otherImpostor,
  96542. joint: joint
  96543. });
  96544. if (this._physicsEngine) {
  96545. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96546. }
  96547. return this;
  96548. };
  96549. /**
  96550. * Will keep this body still, in a sleep mode.
  96551. * @returns the physics imposter
  96552. */
  96553. PhysicsImpostor.prototype.sleep = function () {
  96554. if (this._physicsEngine) {
  96555. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96556. }
  96557. return this;
  96558. };
  96559. /**
  96560. * Wake the body up.
  96561. * @returns The physics imposter
  96562. */
  96563. PhysicsImpostor.prototype.wakeUp = function () {
  96564. if (this._physicsEngine) {
  96565. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96566. }
  96567. return this;
  96568. };
  96569. /**
  96570. * Clones the physics imposter
  96571. * @param newObject The physics imposter clones to this physics-enabled object
  96572. * @returns A nullable physics imposter
  96573. */
  96574. PhysicsImpostor.prototype.clone = function (newObject) {
  96575. if (!newObject) {
  96576. return null;
  96577. }
  96578. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96579. };
  96580. /**
  96581. * Disposes the physics imposter
  96582. */
  96583. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96584. var _this = this;
  96585. //no dispose if no physics engine is available.
  96586. if (!this._physicsEngine) {
  96587. return;
  96588. }
  96589. this._joints.forEach(function (j) {
  96590. if (_this._physicsEngine) {
  96591. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96592. }
  96593. });
  96594. //dispose the physics body
  96595. this._physicsEngine.removeImpostor(this);
  96596. if (this.parent) {
  96597. this.parent.forceUpdate();
  96598. }
  96599. else {
  96600. /*this._object.getChildMeshes().forEach(function(mesh) {
  96601. if (mesh.physicsImpostor) {
  96602. if (disposeChildren) {
  96603. mesh.physicsImpostor.dispose();
  96604. mesh.physicsImpostor = null;
  96605. }
  96606. }
  96607. })*/
  96608. }
  96609. this._isDisposed = true;
  96610. };
  96611. /**
  96612. * Sets the delta position
  96613. * @param position The delta position amount
  96614. */
  96615. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96616. this._deltaPosition.copyFrom(position);
  96617. };
  96618. /**
  96619. * Sets the delta rotation
  96620. * @param rotation The delta rotation amount
  96621. */
  96622. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96623. if (!this._deltaRotation) {
  96624. this._deltaRotation = new BABYLON.Quaternion();
  96625. }
  96626. this._deltaRotation.copyFrom(rotation);
  96627. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96628. };
  96629. /**
  96630. * Gets the box size of the physics imposter and stores the result in the input parameter
  96631. * @param result Stores the box size
  96632. * @returns The physics imposter
  96633. */
  96634. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96635. if (this._physicsEngine) {
  96636. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96637. }
  96638. return this;
  96639. };
  96640. /**
  96641. * Gets the radius of the physics imposter
  96642. * @returns Radius of the physics imposter
  96643. */
  96644. PhysicsImpostor.prototype.getRadius = function () {
  96645. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96646. };
  96647. /**
  96648. * Sync a bone with this impostor
  96649. * @param bone The bone to sync to the impostor.
  96650. * @param boneMesh The mesh that the bone is influencing.
  96651. * @param jointPivot The pivot of the joint / bone in local space.
  96652. * @param distToJoint Optional distance from the impostor to the joint.
  96653. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96654. */
  96655. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96656. var tempVec = PhysicsImpostor._tmpVecs[0];
  96657. var mesh = this.object;
  96658. if (mesh.rotationQuaternion) {
  96659. if (adjustRotation) {
  96660. var tempQuat = PhysicsImpostor._tmpQuat;
  96661. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96662. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96663. }
  96664. else {
  96665. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96666. }
  96667. }
  96668. tempVec.x = 0;
  96669. tempVec.y = 0;
  96670. tempVec.z = 0;
  96671. if (jointPivot) {
  96672. tempVec.x = jointPivot.x;
  96673. tempVec.y = jointPivot.y;
  96674. tempVec.z = jointPivot.z;
  96675. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96676. if (distToJoint === undefined || distToJoint === null) {
  96677. distToJoint = jointPivot.length();
  96678. }
  96679. tempVec.x *= distToJoint;
  96680. tempVec.y *= distToJoint;
  96681. tempVec.z *= distToJoint;
  96682. }
  96683. if (bone.getParent()) {
  96684. tempVec.addInPlace(mesh.getAbsolutePosition());
  96685. bone.setAbsolutePosition(tempVec, boneMesh);
  96686. }
  96687. else {
  96688. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96689. boneMesh.position.x -= tempVec.x;
  96690. boneMesh.position.y -= tempVec.y;
  96691. boneMesh.position.z -= tempVec.z;
  96692. }
  96693. };
  96694. /**
  96695. * Sync impostor to a bone
  96696. * @param bone The bone that the impostor will be synced to.
  96697. * @param boneMesh The mesh that the bone is influencing.
  96698. * @param jointPivot The pivot of the joint / bone in local space.
  96699. * @param distToJoint Optional distance from the impostor to the joint.
  96700. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96701. * @param boneAxis Optional vector3 axis the bone is aligned with
  96702. */
  96703. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  96704. var mesh = this.object;
  96705. if (mesh.rotationQuaternion) {
  96706. if (adjustRotation) {
  96707. var tempQuat = PhysicsImpostor._tmpQuat;
  96708. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  96709. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  96710. }
  96711. else {
  96712. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  96713. }
  96714. }
  96715. var pos = PhysicsImpostor._tmpVecs[0];
  96716. var boneDir = PhysicsImpostor._tmpVecs[1];
  96717. if (!boneAxis) {
  96718. boneAxis = PhysicsImpostor._tmpVecs[2];
  96719. boneAxis.x = 0;
  96720. boneAxis.y = 1;
  96721. boneAxis.z = 0;
  96722. }
  96723. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  96724. bone.getAbsolutePositionToRef(boneMesh, pos);
  96725. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  96726. distToJoint = jointPivot.length();
  96727. }
  96728. if (distToJoint !== undefined && distToJoint !== null) {
  96729. pos.x += boneDir.x * distToJoint;
  96730. pos.y += boneDir.y * distToJoint;
  96731. pos.z += boneDir.z * distToJoint;
  96732. }
  96733. mesh.setAbsolutePosition(pos);
  96734. };
  96735. /**
  96736. * The default object size of the imposter
  96737. */
  96738. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  96739. /**
  96740. * The identity quaternion of the imposter
  96741. */
  96742. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  96743. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  96744. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  96745. //Impostor types
  96746. /**
  96747. * No-Imposter type
  96748. */
  96749. PhysicsImpostor.NoImpostor = 0;
  96750. /**
  96751. * Sphere-Imposter type
  96752. */
  96753. PhysicsImpostor.SphereImpostor = 1;
  96754. /**
  96755. * Box-Imposter type
  96756. */
  96757. PhysicsImpostor.BoxImpostor = 2;
  96758. /**
  96759. * Plane-Imposter type
  96760. */
  96761. PhysicsImpostor.PlaneImpostor = 3;
  96762. /**
  96763. * Mesh-imposter type
  96764. */
  96765. PhysicsImpostor.MeshImpostor = 4;
  96766. /**
  96767. * Cylinder-Imposter type
  96768. */
  96769. PhysicsImpostor.CylinderImpostor = 7;
  96770. /**
  96771. * Particle-Imposter type
  96772. */
  96773. PhysicsImpostor.ParticleImpostor = 8;
  96774. /**
  96775. * Heightmap-Imposter type
  96776. */
  96777. PhysicsImpostor.HeightmapImpostor = 9;
  96778. return PhysicsImpostor;
  96779. }());
  96780. BABYLON.PhysicsImpostor = PhysicsImpostor;
  96781. })(BABYLON || (BABYLON = {}));
  96782. //# sourceMappingURL=babylon.physicsImpostor.js.map
  96783. var BABYLON;
  96784. (function (BABYLON) {
  96785. /**
  96786. * Class used to control physics engine
  96787. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  96788. */
  96789. var PhysicsEngine = /** @class */ (function () {
  96790. /**
  96791. * Creates a new Physics Engine
  96792. * @param gravity defines the gravity vector used by the simulation
  96793. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  96794. */
  96795. function PhysicsEngine(gravity, _physicsPlugin) {
  96796. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  96797. this._physicsPlugin = _physicsPlugin;
  96798. this._impostors = [];
  96799. this._joints = [];
  96800. if (!this._physicsPlugin.isSupported()) {
  96801. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  96802. + "Please make sure it is included.");
  96803. }
  96804. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  96805. this.setGravity(gravity);
  96806. this.setTimeStep();
  96807. }
  96808. /**
  96809. * Sets the gravity vector used by the simulation
  96810. * @param gravity defines the gravity vector to use
  96811. */
  96812. PhysicsEngine.prototype.setGravity = function (gravity) {
  96813. this.gravity = gravity;
  96814. this._physicsPlugin.setGravity(this.gravity);
  96815. };
  96816. /**
  96817. * Set the time step of the physics engine.
  96818. * Default is 1/60.
  96819. * To slow it down, enter 1/600 for example.
  96820. * To speed it up, 1/30
  96821. * @param newTimeStep defines the new timestep to apply to this world.
  96822. */
  96823. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  96824. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  96825. this._physicsPlugin.setTimeStep(newTimeStep);
  96826. };
  96827. /**
  96828. * Get the time step of the physics engine.
  96829. * @returns the current time step
  96830. */
  96831. PhysicsEngine.prototype.getTimeStep = function () {
  96832. return this._physicsPlugin.getTimeStep();
  96833. };
  96834. /**
  96835. * Release all resources
  96836. */
  96837. PhysicsEngine.prototype.dispose = function () {
  96838. this._impostors.forEach(function (impostor) {
  96839. impostor.dispose();
  96840. });
  96841. this._physicsPlugin.dispose();
  96842. };
  96843. /**
  96844. * Gets the name of the current physics plugin
  96845. * @returns the name of the plugin
  96846. */
  96847. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  96848. return this._physicsPlugin.name;
  96849. };
  96850. /**
  96851. * Adding a new impostor for the impostor tracking.
  96852. * This will be done by the impostor itself.
  96853. * @param impostor the impostor to add
  96854. */
  96855. PhysicsEngine.prototype.addImpostor = function (impostor) {
  96856. impostor.uniqueId = this._impostors.push(impostor);
  96857. //if no parent, generate the body
  96858. if (!impostor.parent) {
  96859. this._physicsPlugin.generatePhysicsBody(impostor);
  96860. }
  96861. };
  96862. /**
  96863. * Remove an impostor from the engine.
  96864. * This impostor and its mesh will not longer be updated by the physics engine.
  96865. * @param impostor the impostor to remove
  96866. */
  96867. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  96868. var index = this._impostors.indexOf(impostor);
  96869. if (index > -1) {
  96870. var removed = this._impostors.splice(index, 1);
  96871. //Is it needed?
  96872. if (removed.length) {
  96873. //this will also remove it from the world.
  96874. removed[0].physicsBody = null;
  96875. }
  96876. }
  96877. };
  96878. /**
  96879. * Add a joint to the physics engine
  96880. * @param mainImpostor defines the main impostor to which the joint is added.
  96881. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  96882. * @param joint defines the joint that will connect both impostors.
  96883. */
  96884. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  96885. var impostorJoint = {
  96886. mainImpostor: mainImpostor,
  96887. connectedImpostor: connectedImpostor,
  96888. joint: joint
  96889. };
  96890. joint.physicsPlugin = this._physicsPlugin;
  96891. this._joints.push(impostorJoint);
  96892. this._physicsPlugin.generateJoint(impostorJoint);
  96893. };
  96894. /**
  96895. * Removes a joint from the simulation
  96896. * @param mainImpostor defines the impostor used with the joint
  96897. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  96898. * @param joint defines the joint to remove
  96899. */
  96900. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  96901. var matchingJoints = this._joints.filter(function (impostorJoint) {
  96902. return (impostorJoint.connectedImpostor === connectedImpostor
  96903. && impostorJoint.joint === joint
  96904. && impostorJoint.mainImpostor === mainImpostor);
  96905. });
  96906. if (matchingJoints.length) {
  96907. this._physicsPlugin.removeJoint(matchingJoints[0]);
  96908. //TODO remove it from the list as well
  96909. }
  96910. };
  96911. /**
  96912. * Called by the scene. No need to call it.
  96913. * @param delta defines the timespam between frames
  96914. */
  96915. PhysicsEngine.prototype._step = function (delta) {
  96916. var _this = this;
  96917. //check if any mesh has no body / requires an update
  96918. this._impostors.forEach(function (impostor) {
  96919. if (impostor.isBodyInitRequired()) {
  96920. _this._physicsPlugin.generatePhysicsBody(impostor);
  96921. }
  96922. });
  96923. if (delta > 0.1) {
  96924. delta = 0.1;
  96925. }
  96926. else if (delta <= 0) {
  96927. delta = 1.0 / 60.0;
  96928. }
  96929. this._physicsPlugin.executeStep(delta, this._impostors);
  96930. };
  96931. /**
  96932. * Gets the current plugin used to run the simulation
  96933. * @returns current plugin
  96934. */
  96935. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  96936. return this._physicsPlugin;
  96937. };
  96938. /**
  96939. * Gets the list of physic impostors
  96940. * @returns an array of PhysicsImpostor
  96941. */
  96942. PhysicsEngine.prototype.getImpostors = function () {
  96943. return this._impostors;
  96944. };
  96945. /**
  96946. * Gets the impostor for a physics enabled object
  96947. * @param object defines the object impersonated by the impostor
  96948. * @returns the PhysicsImpostor or null if not found
  96949. */
  96950. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  96951. for (var i = 0; i < this._impostors.length; ++i) {
  96952. if (this._impostors[i].object === object) {
  96953. return this._impostors[i];
  96954. }
  96955. }
  96956. return null;
  96957. };
  96958. /**
  96959. * Gets the impostor for a physics body object
  96960. * @param body defines physics body used by the impostor
  96961. * @returns the PhysicsImpostor or null if not found
  96962. */
  96963. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  96964. for (var i = 0; i < this._impostors.length; ++i) {
  96965. if (this._impostors[i].physicsBody === body) {
  96966. return this._impostors[i];
  96967. }
  96968. }
  96969. return null;
  96970. };
  96971. /**
  96972. * Global value used to control the smallest number supported by the simulation
  96973. */
  96974. PhysicsEngine.Epsilon = 0.001;
  96975. return PhysicsEngine;
  96976. }());
  96977. BABYLON.PhysicsEngine = PhysicsEngine;
  96978. })(BABYLON || (BABYLON = {}));
  96979. //# sourceMappingURL=babylon.physicsEngine.js.map
  96980. var BABYLON;
  96981. (function (BABYLON) {
  96982. /**
  96983. * A helper for physics simulations
  96984. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96985. */
  96986. var PhysicsHelper = /** @class */ (function () {
  96987. /**
  96988. * Initializes the Physics helper
  96989. * @param scene Babylon.js scene
  96990. */
  96991. function PhysicsHelper(scene) {
  96992. this._scene = scene;
  96993. this._physicsEngine = this._scene.getPhysicsEngine();
  96994. if (!this._physicsEngine) {
  96995. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  96996. }
  96997. }
  96998. /**
  96999. * Applies a radial explosion impulse
  97000. * @param origin the origin of the explosion
  97001. * @param radius the explosion radius
  97002. * @param strength the explosion strength
  97003. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97004. * @returns A physics radial explosion event, or null
  97005. */
  97006. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97007. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97008. if (!this._physicsEngine) {
  97009. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97010. return null;
  97011. }
  97012. var impostors = this._physicsEngine.getImpostors();
  97013. if (impostors.length === 0) {
  97014. return null;
  97015. }
  97016. var event = new PhysicsRadialExplosionEvent(this._scene);
  97017. impostors.forEach(function (impostor) {
  97018. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97019. if (!impostorForceAndContactPoint) {
  97020. return;
  97021. }
  97022. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97023. });
  97024. event.dispose(false);
  97025. return event;
  97026. };
  97027. /**
  97028. * Applies a radial explosion force
  97029. * @param origin the origin of the explosion
  97030. * @param radius the explosion radius
  97031. * @param strength the explosion strength
  97032. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97033. * @returns A physics radial explosion event, or null
  97034. */
  97035. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97036. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97037. if (!this._physicsEngine) {
  97038. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97039. return null;
  97040. }
  97041. var impostors = this._physicsEngine.getImpostors();
  97042. if (impostors.length === 0) {
  97043. return null;
  97044. }
  97045. var event = new PhysicsRadialExplosionEvent(this._scene);
  97046. impostors.forEach(function (impostor) {
  97047. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97048. if (!impostorForceAndContactPoint) {
  97049. return;
  97050. }
  97051. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97052. });
  97053. event.dispose(false);
  97054. return event;
  97055. };
  97056. /**
  97057. * Creates a gravitational field
  97058. * @param origin the origin of the explosion
  97059. * @param radius the explosion radius
  97060. * @param strength the explosion strength
  97061. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97062. * @returns A physics gravitational field event, or null
  97063. */
  97064. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97065. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97066. if (!this._physicsEngine) {
  97067. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97068. return null;
  97069. }
  97070. var impostors = this._physicsEngine.getImpostors();
  97071. if (impostors.length === 0) {
  97072. return null;
  97073. }
  97074. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97075. event.dispose(false);
  97076. return event;
  97077. };
  97078. /**
  97079. * Creates a physics updraft event
  97080. * @param origin the origin of the updraft
  97081. * @param radius the radius of the updraft
  97082. * @param strength the strength of the updraft
  97083. * @param height the height of the updraft
  97084. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97085. * @returns A physics updraft event, or null
  97086. */
  97087. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97088. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97089. if (!this._physicsEngine) {
  97090. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97091. return null;
  97092. }
  97093. if (this._physicsEngine.getImpostors().length === 0) {
  97094. return null;
  97095. }
  97096. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97097. event.dispose(false);
  97098. return event;
  97099. };
  97100. /**
  97101. * Creates a physics vortex event
  97102. * @param origin the of the vortex
  97103. * @param radius the radius of the vortex
  97104. * @param strength the strength of the vortex
  97105. * @param height the height of the vortex
  97106. * @returns a Physics vortex event, or null
  97107. * A physics vortex event or null
  97108. */
  97109. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97110. if (!this._physicsEngine) {
  97111. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97112. return null;
  97113. }
  97114. if (this._physicsEngine.getImpostors().length === 0) {
  97115. return null;
  97116. }
  97117. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97118. event.dispose(false);
  97119. return event;
  97120. };
  97121. return PhysicsHelper;
  97122. }());
  97123. BABYLON.PhysicsHelper = PhysicsHelper;
  97124. /**
  97125. * Represents a physics radial explosion event
  97126. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97127. */
  97128. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97129. /**
  97130. * Initializes a radial explosioin event
  97131. * @param scene BabylonJS scene
  97132. */
  97133. function PhysicsRadialExplosionEvent(scene) {
  97134. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97135. this._rays = [];
  97136. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97137. this._scene = scene;
  97138. }
  97139. /**
  97140. * Returns the data related to the radial explosion event (sphere & rays).
  97141. * @returns The radial explosion event data
  97142. */
  97143. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97144. this._dataFetched = true;
  97145. return {
  97146. sphere: this._sphere,
  97147. rays: this._rays,
  97148. };
  97149. };
  97150. /**
  97151. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97152. * @param impostor A physics imposter
  97153. * @param origin the origin of the explosion
  97154. * @param radius the explosion radius
  97155. * @param strength the explosion strength
  97156. * @param falloff possible options: Constant & Linear
  97157. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97158. */
  97159. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97160. if (impostor.mass === 0) {
  97161. return null;
  97162. }
  97163. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97164. return null;
  97165. }
  97166. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97167. return null;
  97168. }
  97169. var impostorObjectCenter = impostor.getObjectCenter();
  97170. var direction = impostorObjectCenter.subtract(origin);
  97171. var ray = new BABYLON.Ray(origin, direction, radius);
  97172. this._rays.push(ray);
  97173. var hit = ray.intersectsMesh(impostor.object);
  97174. var contactPoint = hit.pickedPoint;
  97175. if (!contactPoint) {
  97176. return null;
  97177. }
  97178. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97179. if (distanceFromOrigin > radius) {
  97180. return null;
  97181. }
  97182. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97183. ? strength
  97184. : strength * (1 - (distanceFromOrigin / radius));
  97185. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97186. return { force: force, contactPoint: contactPoint };
  97187. };
  97188. /**
  97189. * Disposes the sphere.
  97190. * @param force Specifies if the sphere should be disposed by force
  97191. */
  97192. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97193. var _this = this;
  97194. if (force === void 0) { force = true; }
  97195. if (force) {
  97196. this._sphere.dispose();
  97197. }
  97198. else {
  97199. setTimeout(function () {
  97200. if (!_this._dataFetched) {
  97201. _this._sphere.dispose();
  97202. }
  97203. }, 0);
  97204. }
  97205. };
  97206. /*** Helpers ***/
  97207. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97208. if (!this._sphere) {
  97209. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97210. this._sphere.isVisible = false;
  97211. }
  97212. };
  97213. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97214. var impostorObject = impostor.object;
  97215. this._prepareSphere();
  97216. this._sphere.position = origin;
  97217. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97218. this._sphere._updateBoundingInfo();
  97219. this._sphere.computeWorldMatrix(true);
  97220. return this._sphere.intersectsMesh(impostorObject, true);
  97221. };
  97222. return PhysicsRadialExplosionEvent;
  97223. }());
  97224. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97225. /**
  97226. * Represents a gravitational field event
  97227. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97228. */
  97229. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97230. /**
  97231. * Initializes the physics gravitational field event
  97232. * @param physicsHelper A physics helper
  97233. * @param scene BabylonJS scene
  97234. * @param origin The origin position of the gravitational field event
  97235. * @param radius The radius of the gravitational field event
  97236. * @param strength The strength of the gravitational field event
  97237. * @param falloff The falloff for the gravitational field event
  97238. */
  97239. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97240. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97241. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97242. this._physicsHelper = physicsHelper;
  97243. this._scene = scene;
  97244. this._origin = origin;
  97245. this._radius = radius;
  97246. this._strength = strength;
  97247. this._falloff = falloff;
  97248. this._tickCallback = this._tick.bind(this);
  97249. }
  97250. /**
  97251. * Returns the data related to the gravitational field event (sphere).
  97252. * @returns A gravitational field event
  97253. */
  97254. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97255. this._dataFetched = true;
  97256. return {
  97257. sphere: this._sphere,
  97258. };
  97259. };
  97260. /**
  97261. * Enables the gravitational field.
  97262. */
  97263. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97264. this._tickCallback.call(this);
  97265. this._scene.registerBeforeRender(this._tickCallback);
  97266. };
  97267. /**
  97268. * Disables the gravitational field.
  97269. */
  97270. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97271. this._scene.unregisterBeforeRender(this._tickCallback);
  97272. };
  97273. /**
  97274. * Disposes the sphere.
  97275. * @param force The force to dispose from the gravitational field event
  97276. */
  97277. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97278. var _this = this;
  97279. if (force === void 0) { force = true; }
  97280. if (force) {
  97281. this._sphere.dispose();
  97282. }
  97283. else {
  97284. setTimeout(function () {
  97285. if (!_this._dataFetched) {
  97286. _this._sphere.dispose();
  97287. }
  97288. }, 0);
  97289. }
  97290. };
  97291. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97292. // Since the params won't change, we fetch the event only once
  97293. if (this._sphere) {
  97294. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97295. }
  97296. else {
  97297. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97298. if (radialExplosionEvent) {
  97299. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97300. }
  97301. }
  97302. };
  97303. return PhysicsGravitationalFieldEvent;
  97304. }());
  97305. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97306. /**
  97307. * Represents a physics updraft event
  97308. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97309. */
  97310. var PhysicsUpdraftEvent = /** @class */ (function () {
  97311. /**
  97312. * Initializes the physics updraft event
  97313. * @param _scene BabylonJS scene
  97314. * @param _origin The origin position of the updraft
  97315. * @param _radius The radius of the updraft
  97316. * @param _strength The strength of the updraft
  97317. * @param _height The height of the updraft
  97318. * @param _updraftMode The mode of the updraft
  97319. */
  97320. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97321. this._scene = _scene;
  97322. this._origin = _origin;
  97323. this._radius = _radius;
  97324. this._strength = _strength;
  97325. this._height = _height;
  97326. this._updraftMode = _updraftMode;
  97327. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97328. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97329. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97330. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97331. this._physicsEngine = this._scene.getPhysicsEngine();
  97332. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97333. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97334. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97335. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97336. }
  97337. this._tickCallback = this._tick.bind(this);
  97338. }
  97339. /**
  97340. * Returns the data related to the updraft event (cylinder).
  97341. * @returns A physics updraft event
  97342. */
  97343. PhysicsUpdraftEvent.prototype.getData = function () {
  97344. this._dataFetched = true;
  97345. return {
  97346. cylinder: this._cylinder,
  97347. };
  97348. };
  97349. /**
  97350. * Enables the updraft.
  97351. */
  97352. PhysicsUpdraftEvent.prototype.enable = function () {
  97353. this._tickCallback.call(this);
  97354. this._scene.registerBeforeRender(this._tickCallback);
  97355. };
  97356. /**
  97357. * Disables the cortex.
  97358. */
  97359. PhysicsUpdraftEvent.prototype.disable = function () {
  97360. this._scene.unregisterBeforeRender(this._tickCallback);
  97361. };
  97362. /**
  97363. * Disposes the sphere.
  97364. * @param force Specifies if the updraft should be disposed by force
  97365. */
  97366. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97367. var _this = this;
  97368. if (force === void 0) { force = true; }
  97369. if (force) {
  97370. this._cylinder.dispose();
  97371. }
  97372. else {
  97373. setTimeout(function () {
  97374. if (!_this._dataFetched) {
  97375. _this._cylinder.dispose();
  97376. }
  97377. }, 0);
  97378. }
  97379. };
  97380. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97381. if (impostor.mass === 0) {
  97382. return null;
  97383. }
  97384. if (!this._intersectsWithCylinder(impostor)) {
  97385. return null;
  97386. }
  97387. var impostorObjectCenter = impostor.getObjectCenter();
  97388. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97389. var direction = this._originDirection;
  97390. }
  97391. else {
  97392. var direction = impostorObjectCenter.subtract(this._originTop);
  97393. }
  97394. var multiplier = this._strength * -1;
  97395. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97396. return { force: force, contactPoint: impostorObjectCenter };
  97397. };
  97398. PhysicsUpdraftEvent.prototype._tick = function () {
  97399. var _this = this;
  97400. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97401. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97402. if (!impostorForceAndContactPoint) {
  97403. return;
  97404. }
  97405. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97406. });
  97407. };
  97408. /*** Helpers ***/
  97409. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97410. if (!this._cylinder) {
  97411. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97412. height: this._height,
  97413. diameter: this._radius * 2,
  97414. }, this._scene);
  97415. this._cylinder.isVisible = false;
  97416. }
  97417. };
  97418. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97419. var impostorObject = impostor.object;
  97420. this._prepareCylinder();
  97421. this._cylinder.position = this._cylinderPosition;
  97422. return this._cylinder.intersectsMesh(impostorObject, true);
  97423. };
  97424. return PhysicsUpdraftEvent;
  97425. }());
  97426. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97427. /**
  97428. * Represents a physics vortex event
  97429. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97430. */
  97431. var PhysicsVortexEvent = /** @class */ (function () {
  97432. /**
  97433. * Initializes the physics vortex event
  97434. * @param _scene The BabylonJS scene
  97435. * @param _origin The origin position of the vortex
  97436. * @param _radius The radius of the vortex
  97437. * @param _strength The strength of the vortex
  97438. * @param _height The height of the vortex
  97439. */
  97440. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97441. this._scene = _scene;
  97442. this._origin = _origin;
  97443. this._radius = _radius;
  97444. this._strength = _strength;
  97445. this._height = _height;
  97446. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97447. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97448. this._updraftMultiplier = 0.02;
  97449. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97450. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97451. this._physicsEngine = this._scene.getPhysicsEngine();
  97452. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97453. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97454. this._tickCallback = this._tick.bind(this);
  97455. }
  97456. /**
  97457. * Returns the data related to the vortex event (cylinder).
  97458. * @returns The physics vortex event data
  97459. */
  97460. PhysicsVortexEvent.prototype.getData = function () {
  97461. this._dataFetched = true;
  97462. return {
  97463. cylinder: this._cylinder,
  97464. };
  97465. };
  97466. /**
  97467. * Enables the vortex.
  97468. */
  97469. PhysicsVortexEvent.prototype.enable = function () {
  97470. this._tickCallback.call(this);
  97471. this._scene.registerBeforeRender(this._tickCallback);
  97472. };
  97473. /**
  97474. * Disables the cortex.
  97475. */
  97476. PhysicsVortexEvent.prototype.disable = function () {
  97477. this._scene.unregisterBeforeRender(this._tickCallback);
  97478. };
  97479. /**
  97480. * Disposes the sphere.
  97481. * @param force
  97482. */
  97483. PhysicsVortexEvent.prototype.dispose = function (force) {
  97484. var _this = this;
  97485. if (force === void 0) { force = true; }
  97486. if (force) {
  97487. this._cylinder.dispose();
  97488. }
  97489. else {
  97490. setTimeout(function () {
  97491. if (!_this._dataFetched) {
  97492. _this._cylinder.dispose();
  97493. }
  97494. }, 0);
  97495. }
  97496. };
  97497. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97498. if (impostor.mass === 0) {
  97499. return null;
  97500. }
  97501. if (!this._intersectsWithCylinder(impostor)) {
  97502. return null;
  97503. }
  97504. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97505. return null;
  97506. }
  97507. var impostorObjectCenter = impostor.getObjectCenter();
  97508. 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)
  97509. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97510. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97511. var hit = ray.intersectsMesh(impostor.object);
  97512. var contactPoint = hit.pickedPoint;
  97513. if (!contactPoint) {
  97514. return null;
  97515. }
  97516. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97517. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97518. var directionToOrigin = contactPoint.normalize();
  97519. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97520. directionToOrigin = directionToOrigin.negate();
  97521. }
  97522. // TODO: find a more physically based solution
  97523. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97524. var forceX = directionToOrigin.x * this._strength / 8;
  97525. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97526. var forceZ = directionToOrigin.z * this._strength / 8;
  97527. }
  97528. else {
  97529. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97530. var forceY = this._originTop.y * this._updraftMultiplier;
  97531. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97532. }
  97533. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97534. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97535. return { force: force, contactPoint: impostorObjectCenter };
  97536. };
  97537. PhysicsVortexEvent.prototype._tick = function () {
  97538. var _this = this;
  97539. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97540. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97541. if (!impostorForceAndContactPoint) {
  97542. return;
  97543. }
  97544. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97545. });
  97546. };
  97547. /*** Helpers ***/
  97548. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97549. if (!this._cylinder) {
  97550. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97551. height: this._height,
  97552. diameter: this._radius * 2,
  97553. }, this._scene);
  97554. this._cylinder.isVisible = false;
  97555. }
  97556. };
  97557. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97558. var impostorObject = impostor.object;
  97559. this._prepareCylinder();
  97560. this._cylinder.position = this._cylinderPosition;
  97561. return this._cylinder.intersectsMesh(impostorObject, true);
  97562. };
  97563. return PhysicsVortexEvent;
  97564. }());
  97565. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97566. /**
  97567. * The strenght of the force in correspondence to the distance of the affected object
  97568. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97569. */
  97570. var PhysicsRadialImpulseFalloff;
  97571. (function (PhysicsRadialImpulseFalloff) {
  97572. /** Defines that impulse is constant in strength across it's whole radius */
  97573. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97574. /** DEfines that impulse gets weaker if it's further from the origin */
  97575. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97576. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97577. /**
  97578. * The strength of the force in correspondence to the distance of the affected object
  97579. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97580. */
  97581. var PhysicsUpdraftMode;
  97582. (function (PhysicsUpdraftMode) {
  97583. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97584. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97585. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97586. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97587. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97588. })(BABYLON || (BABYLON = {}));
  97589. //# sourceMappingURL=babylon.physicsHelper.js.map
  97590. var BABYLON;
  97591. (function (BABYLON) {
  97592. /** @hidden */
  97593. var CannonJSPlugin = /** @class */ (function () {
  97594. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97595. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97596. if (iterations === void 0) { iterations = 10; }
  97597. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97598. this.name = "CannonJSPlugin";
  97599. this._physicsMaterials = new Array();
  97600. this._fixedTimeStep = 1 / 60;
  97601. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97602. this.BJSCANNON = CANNON;
  97603. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97604. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97605. this._tmpPosition = BABYLON.Vector3.Zero();
  97606. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97607. this._tmpUnityRotation = new BABYLON.Quaternion();
  97608. if (!this.isSupported()) {
  97609. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97610. return;
  97611. }
  97612. this._extendNamespace();
  97613. this.world = new this.BJSCANNON.World();
  97614. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97615. this.world.solver.iterations = iterations;
  97616. }
  97617. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97618. this.world.gravity.copy(gravity);
  97619. };
  97620. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97621. this._fixedTimeStep = timeStep;
  97622. };
  97623. CannonJSPlugin.prototype.getTimeStep = function () {
  97624. return this._fixedTimeStep;
  97625. };
  97626. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97627. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97628. };
  97629. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97630. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97631. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97632. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97633. };
  97634. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97635. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97636. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97637. impostor.physicsBody.applyForce(impulse, worldPoint);
  97638. };
  97639. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97640. //parent-child relationship. Does this impostor has a parent impostor?
  97641. if (impostor.parent) {
  97642. if (impostor.physicsBody) {
  97643. this.removePhysicsBody(impostor);
  97644. //TODO is that needed?
  97645. impostor.forceUpdate();
  97646. }
  97647. return;
  97648. }
  97649. //should a new body be created for this impostor?
  97650. if (impostor.isBodyInitRequired()) {
  97651. var shape = this._createShape(impostor);
  97652. //unregister events, if body is being changed
  97653. var oldBody = impostor.physicsBody;
  97654. if (oldBody) {
  97655. this.removePhysicsBody(impostor);
  97656. }
  97657. //create the body and material
  97658. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97659. var bodyCreationObject = {
  97660. mass: impostor.getParam("mass"),
  97661. material: material
  97662. };
  97663. // A simple extend, in case native options were used.
  97664. var nativeOptions = impostor.getParam("nativeOptions");
  97665. for (var key in nativeOptions) {
  97666. if (nativeOptions.hasOwnProperty(key)) {
  97667. bodyCreationObject[key] = nativeOptions[key];
  97668. }
  97669. }
  97670. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97671. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97672. this.world.addEventListener("preStep", impostor.beforeStep);
  97673. this.world.addEventListener("postStep", impostor.afterStep);
  97674. impostor.physicsBody.addShape(shape);
  97675. this.world.add(impostor.physicsBody);
  97676. //try to keep the body moving in the right direction by taking old properties.
  97677. //Should be tested!
  97678. if (oldBody) {
  97679. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97680. impostor.physicsBody[param].copy(oldBody[param]);
  97681. });
  97682. }
  97683. this._processChildMeshes(impostor);
  97684. }
  97685. //now update the body's transformation
  97686. this._updatePhysicsBodyTransformation(impostor);
  97687. };
  97688. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97689. var _this = this;
  97690. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97691. var currentRotation = mainImpostor.object.rotationQuaternion;
  97692. if (meshChildren.length) {
  97693. var processMesh = function (localPosition, mesh) {
  97694. if (!currentRotation || !mesh.rotationQuaternion) {
  97695. return;
  97696. }
  97697. var childImpostor = mesh.getPhysicsImpostor();
  97698. if (childImpostor) {
  97699. var parent = childImpostor.parent;
  97700. if (parent !== mainImpostor) {
  97701. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  97702. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  97703. if (childImpostor.physicsBody) {
  97704. _this.removePhysicsBody(childImpostor);
  97705. childImpostor.physicsBody = null;
  97706. }
  97707. childImpostor.parent = mainImpostor;
  97708. childImpostor.resetUpdateFlags();
  97709. 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));
  97710. //Add the mass of the children.
  97711. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  97712. }
  97713. }
  97714. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  97715. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  97716. };
  97717. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  97718. }
  97719. };
  97720. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97721. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  97722. this.world.removeEventListener("preStep", impostor.beforeStep);
  97723. this.world.removeEventListener("postStep", impostor.afterStep);
  97724. this.world.remove(impostor.physicsBody);
  97725. };
  97726. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97727. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97728. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97729. if (!mainBody || !connectedBody) {
  97730. return;
  97731. }
  97732. var constraint;
  97733. var jointData = impostorJoint.joint.jointData;
  97734. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  97735. var constraintData = {
  97736. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  97737. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  97738. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  97739. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  97740. maxForce: jointData.nativeParams.maxForce,
  97741. collideConnected: !!jointData.collision
  97742. };
  97743. switch (impostorJoint.joint.type) {
  97744. case BABYLON.PhysicsJoint.HingeJoint:
  97745. case BABYLON.PhysicsJoint.Hinge2Joint:
  97746. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  97747. break;
  97748. case BABYLON.PhysicsJoint.DistanceJoint:
  97749. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  97750. break;
  97751. case BABYLON.PhysicsJoint.SpringJoint:
  97752. var springData = jointData;
  97753. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  97754. restLength: springData.length,
  97755. stiffness: springData.stiffness,
  97756. damping: springData.damping,
  97757. localAnchorA: constraintData.pivotA,
  97758. localAnchorB: constraintData.pivotB
  97759. });
  97760. break;
  97761. case BABYLON.PhysicsJoint.LockJoint:
  97762. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  97763. break;
  97764. case BABYLON.PhysicsJoint.PointToPointJoint:
  97765. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  97766. default:
  97767. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  97768. break;
  97769. }
  97770. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  97771. constraint.collideConnected = !!jointData.collision;
  97772. impostorJoint.joint.physicsJoint = constraint;
  97773. //don't add spring as constraint, as it is not one.
  97774. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97775. this.world.addConstraint(constraint);
  97776. }
  97777. else {
  97778. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  97779. constraint.applyForce();
  97780. };
  97781. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97782. }
  97783. };
  97784. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  97785. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97786. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  97787. }
  97788. else {
  97789. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97790. }
  97791. };
  97792. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  97793. var index;
  97794. var mat;
  97795. for (index = 0; index < this._physicsMaterials.length; index++) {
  97796. mat = this._physicsMaterials[index];
  97797. if (mat.friction === friction && mat.restitution === restitution) {
  97798. return mat;
  97799. }
  97800. }
  97801. var currentMat = new this.BJSCANNON.Material(name);
  97802. currentMat.friction = friction;
  97803. currentMat.restitution = restitution;
  97804. this._physicsMaterials.push(currentMat);
  97805. return currentMat;
  97806. };
  97807. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  97808. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  97809. };
  97810. CannonJSPlugin.prototype._createShape = function (impostor) {
  97811. var object = impostor.object;
  97812. var returnValue;
  97813. var extendSize = impostor.getObjectExtendSize();
  97814. switch (impostor.type) {
  97815. case BABYLON.PhysicsImpostor.SphereImpostor:
  97816. var radiusX = extendSize.x;
  97817. var radiusY = extendSize.y;
  97818. var radiusZ = extendSize.z;
  97819. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  97820. break;
  97821. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  97822. case BABYLON.PhysicsImpostor.CylinderImpostor:
  97823. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  97824. break;
  97825. case BABYLON.PhysicsImpostor.BoxImpostor:
  97826. var box = extendSize.scale(0.5);
  97827. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  97828. break;
  97829. case BABYLON.PhysicsImpostor.PlaneImpostor:
  97830. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  97831. returnValue = new this.BJSCANNON.Plane();
  97832. break;
  97833. case BABYLON.PhysicsImpostor.MeshImpostor:
  97834. // should transform the vertex data to world coordinates!!
  97835. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  97836. var rawFaces = object.getIndices ? object.getIndices() : [];
  97837. if (!rawVerts) {
  97838. return;
  97839. }
  97840. // get only scale! so the object could transform correctly.
  97841. var oldPosition = object.position.clone();
  97842. var oldRotation = object.rotation && object.rotation.clone();
  97843. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  97844. object.position.copyFromFloats(0, 0, 0);
  97845. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97846. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97847. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97848. var transform = object.computeWorldMatrix(true);
  97849. // convert rawVerts to object space
  97850. var temp = new Array();
  97851. var index;
  97852. for (index = 0; index < rawVerts.length; index += 3) {
  97853. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  97854. }
  97855. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  97856. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  97857. //now set back the transformation!
  97858. object.position.copyFrom(oldPosition);
  97859. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  97860. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  97861. break;
  97862. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  97863. var oldPosition2 = object.position.clone();
  97864. var oldRotation2 = object.rotation && object.rotation.clone();
  97865. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  97866. object.position.copyFromFloats(0, 0, 0);
  97867. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  97868. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  97869. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  97870. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  97871. returnValue = this._createHeightmap(object);
  97872. object.position.copyFrom(oldPosition2);
  97873. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  97874. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  97875. object.computeWorldMatrix(true);
  97876. break;
  97877. case BABYLON.PhysicsImpostor.ParticleImpostor:
  97878. returnValue = new this.BJSCANNON.Particle();
  97879. break;
  97880. }
  97881. return returnValue;
  97882. };
  97883. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  97884. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  97885. var transform = object.computeWorldMatrix(true);
  97886. // convert rawVerts to object space
  97887. var temp = new Array();
  97888. var index;
  97889. for (index = 0; index < pos.length; index += 3) {
  97890. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  97891. }
  97892. pos = temp;
  97893. var matrix = new Array();
  97894. //For now pointDepth will not be used and will be automatically calculated.
  97895. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  97896. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  97897. var boundingInfo = object.getBoundingInfo();
  97898. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  97899. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  97900. var elementSize = dim * 2 / arraySize;
  97901. for (var i = 0; i < pos.length; i = i + 3) {
  97902. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  97903. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  97904. var y = -pos[i + 2] + minY;
  97905. if (!matrix[x]) {
  97906. matrix[x] = [];
  97907. }
  97908. if (!matrix[x][z]) {
  97909. matrix[x][z] = y;
  97910. }
  97911. matrix[x][z] = Math.max(y, matrix[x][z]);
  97912. }
  97913. for (var x = 0; x <= arraySize; ++x) {
  97914. if (!matrix[x]) {
  97915. var loc = 1;
  97916. while (!matrix[(x + loc) % arraySize]) {
  97917. loc++;
  97918. }
  97919. matrix[x] = matrix[(x + loc) % arraySize].slice();
  97920. //console.log("missing x", x);
  97921. }
  97922. for (var z = 0; z <= arraySize; ++z) {
  97923. if (!matrix[x][z]) {
  97924. var loc = 1;
  97925. var newValue;
  97926. while (newValue === undefined) {
  97927. newValue = matrix[x][(z + loc++) % arraySize];
  97928. }
  97929. matrix[x][z] = newValue;
  97930. }
  97931. }
  97932. }
  97933. var shape = new this.BJSCANNON.Heightfield(matrix, {
  97934. elementSize: elementSize
  97935. });
  97936. //For future reference, needed for body transformation
  97937. shape.minY = minY;
  97938. return shape;
  97939. };
  97940. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  97941. var object = impostor.object;
  97942. //make sure it is updated...
  97943. object.computeWorldMatrix && object.computeWorldMatrix(true);
  97944. // The delta between the mesh position and the mesh bounding box center
  97945. var bInfo = object.getBoundingInfo();
  97946. if (!bInfo) {
  97947. return;
  97948. }
  97949. var center = impostor.getObjectCenter();
  97950. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  97951. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  97952. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  97953. this._tmpPosition.copyFrom(center);
  97954. var quaternion = object.rotationQuaternion;
  97955. if (!quaternion) {
  97956. return;
  97957. }
  97958. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  97959. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  97960. //-90 DEG in X, precalculated
  97961. quaternion = quaternion.multiply(this._minus90X);
  97962. //Invert! (Precalculated, 90 deg in X)
  97963. //No need to clone. this will never change.
  97964. impostor.setDeltaRotation(this._plus90X);
  97965. }
  97966. //If it is a heightfield, if should be centered.
  97967. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  97968. var mesh = object;
  97969. var boundingInfo = mesh.getBoundingInfo();
  97970. //calculate the correct body position:
  97971. var rotationQuaternion = mesh.rotationQuaternion;
  97972. mesh.rotationQuaternion = this._tmpUnityRotation;
  97973. mesh.computeWorldMatrix(true);
  97974. //get original center with no rotation
  97975. var c = center.clone();
  97976. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  97977. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  97978. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  97979. mesh.setPreTransformMatrix(p);
  97980. mesh.computeWorldMatrix(true);
  97981. //calculate the translation
  97982. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  97983. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  97984. //add it inverted to the delta
  97985. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  97986. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  97987. //rotation is back
  97988. mesh.rotationQuaternion = rotationQuaternion;
  97989. mesh.setPreTransformMatrix(oldPivot);
  97990. mesh.computeWorldMatrix(true);
  97991. }
  97992. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  97993. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  97994. //this._tmpPosition.copyFrom(object.position);
  97995. }
  97996. impostor.setDeltaPosition(this._tmpDeltaPosition);
  97997. //Now update the impostor object
  97998. impostor.physicsBody.position.copy(this._tmpPosition);
  97999. impostor.physicsBody.quaternion.copy(quaternion);
  98000. };
  98001. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98002. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98003. if (impostor.object.rotationQuaternion) {
  98004. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98005. }
  98006. };
  98007. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98008. impostor.physicsBody.position.copy(newPosition);
  98009. impostor.physicsBody.quaternion.copy(newRotation);
  98010. };
  98011. CannonJSPlugin.prototype.isSupported = function () {
  98012. return this.BJSCANNON !== undefined;
  98013. };
  98014. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98015. impostor.physicsBody.velocity.copy(velocity);
  98016. };
  98017. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98018. impostor.physicsBody.angularVelocity.copy(velocity);
  98019. };
  98020. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98021. var v = impostor.physicsBody.velocity;
  98022. if (!v) {
  98023. return null;
  98024. }
  98025. return new BABYLON.Vector3(v.x, v.y, v.z);
  98026. };
  98027. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98028. var v = impostor.physicsBody.angularVelocity;
  98029. if (!v) {
  98030. return null;
  98031. }
  98032. return new BABYLON.Vector3(v.x, v.y, v.z);
  98033. };
  98034. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98035. impostor.physicsBody.mass = mass;
  98036. impostor.physicsBody.updateMassProperties();
  98037. };
  98038. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98039. return impostor.physicsBody.mass;
  98040. };
  98041. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98042. return impostor.physicsBody.material.friction;
  98043. };
  98044. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98045. impostor.physicsBody.material.friction = friction;
  98046. };
  98047. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98048. return impostor.physicsBody.material.restitution;
  98049. };
  98050. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98051. impostor.physicsBody.material.restitution = restitution;
  98052. };
  98053. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98054. impostor.physicsBody.sleep();
  98055. };
  98056. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98057. impostor.physicsBody.wakeUp();
  98058. };
  98059. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98060. joint.physicsJoint.distance = maxDistance;
  98061. };
  98062. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98063. // if (!motorIndex) {
  98064. // joint.physicsJoint.enableMotor();
  98065. // }
  98066. // }
  98067. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98068. // if (!motorIndex) {
  98069. // joint.physicsJoint.disableMotor();
  98070. // }
  98071. // }
  98072. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98073. if (!motorIndex) {
  98074. joint.physicsJoint.enableMotor();
  98075. joint.physicsJoint.setMotorSpeed(speed);
  98076. if (maxForce) {
  98077. this.setLimit(joint, maxForce);
  98078. }
  98079. }
  98080. };
  98081. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98082. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98083. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98084. };
  98085. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98086. var body = impostor.physicsBody;
  98087. mesh.position.x = body.position.x;
  98088. mesh.position.y = body.position.y;
  98089. mesh.position.z = body.position.z;
  98090. if (mesh.rotationQuaternion) {
  98091. mesh.rotationQuaternion.x = body.quaternion.x;
  98092. mesh.rotationQuaternion.y = body.quaternion.y;
  98093. mesh.rotationQuaternion.z = body.quaternion.z;
  98094. mesh.rotationQuaternion.w = body.quaternion.w;
  98095. }
  98096. };
  98097. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98098. var shape = impostor.physicsBody.shapes[0];
  98099. return shape.boundingSphereRadius;
  98100. };
  98101. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98102. var shape = impostor.physicsBody.shapes[0];
  98103. result.x = shape.halfExtents.x * 2;
  98104. result.y = shape.halfExtents.y * 2;
  98105. result.z = shape.halfExtents.z * 2;
  98106. };
  98107. CannonJSPlugin.prototype.dispose = function () {
  98108. };
  98109. CannonJSPlugin.prototype._extendNamespace = function () {
  98110. //this will force cannon to execute at least one step when using interpolation
  98111. var step_tmp1 = new this.BJSCANNON.Vec3();
  98112. var Engine = this.BJSCANNON;
  98113. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98114. maxSubSteps = maxSubSteps || 10;
  98115. timeSinceLastCalled = timeSinceLastCalled || 0;
  98116. if (timeSinceLastCalled === 0) {
  98117. this.internalStep(dt);
  98118. this.time += dt;
  98119. }
  98120. else {
  98121. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98122. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98123. var t0 = performance.now();
  98124. for (var i = 0; i !== internalSteps; i++) {
  98125. this.internalStep(dt);
  98126. if (performance.now() - t0 > dt * 1000) {
  98127. break;
  98128. }
  98129. }
  98130. this.time += timeSinceLastCalled;
  98131. var h = this.time % dt;
  98132. var h_div_dt = h / dt;
  98133. var interpvelo = step_tmp1;
  98134. var bodies = this.bodies;
  98135. for (var j = 0; j !== bodies.length; j++) {
  98136. var b = bodies[j];
  98137. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98138. b.position.vsub(b.previousPosition, interpvelo);
  98139. interpvelo.scale(h_div_dt, interpvelo);
  98140. b.position.vadd(interpvelo, b.interpolatedPosition);
  98141. }
  98142. else {
  98143. b.interpolatedPosition.copy(b.position);
  98144. b.interpolatedQuaternion.copy(b.quaternion);
  98145. }
  98146. }
  98147. }
  98148. };
  98149. };
  98150. return CannonJSPlugin;
  98151. }());
  98152. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98153. })(BABYLON || (BABYLON = {}));
  98154. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98155. var BABYLON;
  98156. (function (BABYLON) {
  98157. /** @hidden */
  98158. var OimoJSPlugin = /** @class */ (function () {
  98159. function OimoJSPlugin(iterations) {
  98160. this.name = "OimoJSPlugin";
  98161. this._tmpImpostorsArray = [];
  98162. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98163. this.BJSOIMO = OIMO;
  98164. this.world = new this.BJSOIMO.World({
  98165. iterations: iterations
  98166. });
  98167. this.world.clear();
  98168. }
  98169. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98170. this.world.gravity.copy(gravity);
  98171. };
  98172. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98173. this.world.timeStep = timeStep;
  98174. };
  98175. OimoJSPlugin.prototype.getTimeStep = function () {
  98176. return this.world.timeStep;
  98177. };
  98178. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98179. var _this = this;
  98180. impostors.forEach(function (impostor) {
  98181. impostor.beforeStep();
  98182. });
  98183. this.world.step();
  98184. impostors.forEach(function (impostor) {
  98185. impostor.afterStep();
  98186. //update the ordered impostors array
  98187. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98188. });
  98189. //check for collisions
  98190. var contact = this.world.contacts;
  98191. while (contact !== null) {
  98192. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98193. contact = contact.next;
  98194. continue;
  98195. }
  98196. //is this body colliding with any other? get the impostor
  98197. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98198. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98199. if (!mainImpostor || !collidingImpostor) {
  98200. contact = contact.next;
  98201. continue;
  98202. }
  98203. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98204. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98205. contact = contact.next;
  98206. }
  98207. };
  98208. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98209. var mass = impostor.physicsBody.mass;
  98210. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98211. };
  98212. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98213. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98214. this.applyImpulse(impostor, force, contactPoint);
  98215. };
  98216. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98217. var _this = this;
  98218. //parent-child relationship. Does this impostor has a parent impostor?
  98219. if (impostor.parent) {
  98220. if (impostor.physicsBody) {
  98221. this.removePhysicsBody(impostor);
  98222. //TODO is that needed?
  98223. impostor.forceUpdate();
  98224. }
  98225. return;
  98226. }
  98227. if (impostor.isBodyInitRequired()) {
  98228. var bodyConfig = {
  98229. name: impostor.uniqueId,
  98230. //Oimo must have mass, also for static objects.
  98231. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98232. size: [],
  98233. type: [],
  98234. pos: [],
  98235. posShape: [],
  98236. rot: [],
  98237. rotShape: [],
  98238. move: impostor.getParam("mass") !== 0,
  98239. density: impostor.getParam("mass"),
  98240. friction: impostor.getParam("friction"),
  98241. restitution: impostor.getParam("restitution"),
  98242. //Supporting older versions of Oimo
  98243. world: this.world
  98244. };
  98245. var impostors = [impostor];
  98246. var addToArray = function (parent) {
  98247. if (!parent.getChildMeshes) {
  98248. return;
  98249. }
  98250. parent.getChildMeshes().forEach(function (m) {
  98251. if (m.physicsImpostor) {
  98252. impostors.push(m.physicsImpostor);
  98253. //m.physicsImpostor._init();
  98254. }
  98255. });
  98256. };
  98257. addToArray(impostor.object);
  98258. var checkWithEpsilon_1 = function (value) {
  98259. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98260. };
  98261. var globalQuaternion_1 = new BABYLON.Quaternion();
  98262. impostors.forEach(function (i) {
  98263. if (!i.object.rotationQuaternion) {
  98264. return;
  98265. }
  98266. //get the correct bounding box
  98267. var oldQuaternion = i.object.rotationQuaternion;
  98268. globalQuaternion_1 = oldQuaternion.clone();
  98269. var rot = oldQuaternion.toEulerAngles();
  98270. var extendSize = i.getObjectExtendSize();
  98271. var radToDeg = 57.295779513082320876;
  98272. if (i === impostor) {
  98273. var center = impostor.getObjectCenter();
  98274. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98275. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98276. //Can also use Array.prototype.push.apply
  98277. bodyConfig.pos.push(center.x);
  98278. bodyConfig.pos.push(center.y);
  98279. bodyConfig.pos.push(center.z);
  98280. bodyConfig.posShape.push(0, 0, 0);
  98281. //tmp solution
  98282. bodyConfig.rot.push(0);
  98283. bodyConfig.rot.push(0);
  98284. bodyConfig.rot.push(0);
  98285. bodyConfig.rotShape.push(0, 0, 0);
  98286. }
  98287. else {
  98288. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98289. bodyConfig.posShape.push(localPosition.x);
  98290. bodyConfig.posShape.push(localPosition.y);
  98291. bodyConfig.posShape.push(localPosition.z);
  98292. bodyConfig.pos.push(0, 0, 0);
  98293. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  98294. bodyConfig.rot.push(0);
  98295. bodyConfig.rot.push(0);
  98296. bodyConfig.rot.push(0);
  98297. bodyConfig.rotShape.push(rot.x * radToDeg);
  98298. bodyConfig.rotShape.push(rot.y * radToDeg);
  98299. bodyConfig.rotShape.push(rot.z * radToDeg);
  98300. }
  98301. // register mesh
  98302. switch (i.type) {
  98303. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98304. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98305. case BABYLON.PhysicsImpostor.SphereImpostor:
  98306. var radiusX = extendSize.x;
  98307. var radiusY = extendSize.y;
  98308. var radiusZ = extendSize.z;
  98309. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98310. bodyConfig.type.push('sphere');
  98311. //due to the way oimo works with compounds, add 3 times
  98312. bodyConfig.size.push(size);
  98313. bodyConfig.size.push(size);
  98314. bodyConfig.size.push(size);
  98315. break;
  98316. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98317. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98318. var sizeY = checkWithEpsilon_1(extendSize.y);
  98319. bodyConfig.type.push('cylinder');
  98320. bodyConfig.size.push(sizeX);
  98321. bodyConfig.size.push(sizeY);
  98322. //due to the way oimo works with compounds, add one more value.
  98323. bodyConfig.size.push(sizeY);
  98324. break;
  98325. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98326. case BABYLON.PhysicsImpostor.BoxImpostor:
  98327. default:
  98328. var sizeX = checkWithEpsilon_1(extendSize.x);
  98329. var sizeY = checkWithEpsilon_1(extendSize.y);
  98330. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98331. bodyConfig.type.push('box');
  98332. //if (i === impostor) {
  98333. bodyConfig.size.push(sizeX);
  98334. bodyConfig.size.push(sizeY);
  98335. bodyConfig.size.push(sizeZ);
  98336. //} else {
  98337. // bodyConfig.size.push(0,0,0);
  98338. //}
  98339. break;
  98340. }
  98341. //actually not needed, but hey...
  98342. i.object.rotationQuaternion = oldQuaternion;
  98343. });
  98344. impostor.physicsBody = this.world.add(bodyConfig);
  98345. // set the quaternion, ignoring the previously defined (euler) rotation
  98346. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98347. // update with delta 0, so the body will reveive the new rotation.
  98348. impostor.physicsBody.updatePosition(0);
  98349. }
  98350. else {
  98351. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98352. }
  98353. impostor.setDeltaPosition(this._tmpPositionVector);
  98354. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98355. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98356. };
  98357. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98358. //impostor.physicsBody.dispose();
  98359. //Same as : (older oimo versions)
  98360. this.world.removeRigidBody(impostor.physicsBody);
  98361. };
  98362. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98363. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98364. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98365. if (!mainBody || !connectedBody) {
  98366. return;
  98367. }
  98368. var jointData = impostorJoint.joint.jointData;
  98369. var options = jointData.nativeParams || {};
  98370. var type;
  98371. var nativeJointData = {
  98372. body1: mainBody,
  98373. body2: connectedBody,
  98374. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98375. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98376. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98377. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98378. min: options.min,
  98379. max: options.max,
  98380. collision: options.collision || jointData.collision,
  98381. spring: options.spring,
  98382. //supporting older version of Oimo
  98383. world: this.world
  98384. };
  98385. switch (impostorJoint.joint.type) {
  98386. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98387. type = "jointBall";
  98388. break;
  98389. case BABYLON.PhysicsJoint.SpringJoint:
  98390. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98391. var springData = jointData;
  98392. nativeJointData.min = springData.length || nativeJointData.min;
  98393. //Max should also be set, just make sure it is at least min
  98394. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98395. case BABYLON.PhysicsJoint.DistanceJoint:
  98396. type = "jointDistance";
  98397. nativeJointData.max = jointData.maxDistance;
  98398. break;
  98399. case BABYLON.PhysicsJoint.PrismaticJoint:
  98400. type = "jointPrisme";
  98401. break;
  98402. case BABYLON.PhysicsJoint.SliderJoint:
  98403. type = "jointSlide";
  98404. break;
  98405. case BABYLON.PhysicsJoint.WheelJoint:
  98406. type = "jointWheel";
  98407. break;
  98408. case BABYLON.PhysicsJoint.HingeJoint:
  98409. default:
  98410. type = "jointHinge";
  98411. break;
  98412. }
  98413. nativeJointData.type = type;
  98414. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98415. };
  98416. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98417. //Bug in Oimo prevents us from disposing a joint in the playground
  98418. //joint.joint.physicsJoint.dispose();
  98419. //So we will bruteforce it!
  98420. try {
  98421. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98422. }
  98423. catch (e) {
  98424. BABYLON.Tools.Warn(e);
  98425. }
  98426. };
  98427. OimoJSPlugin.prototype.isSupported = function () {
  98428. return this.BJSOIMO !== undefined;
  98429. };
  98430. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98431. if (!impostor.physicsBody.sleeping) {
  98432. //TODO check that
  98433. /*if (impostor.physicsBody.shapes.next) {
  98434. var parentShape = this._getLastShape(impostor.physicsBody);
  98435. impostor.object.position.copyFrom(parentShape.position);
  98436. console.log(parentShape.position);
  98437. } else {*/
  98438. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98439. //}
  98440. if (impostor.object.rotationQuaternion) {
  98441. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98442. }
  98443. }
  98444. };
  98445. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98446. var body = impostor.physicsBody;
  98447. body.position.copy(newPosition);
  98448. body.orientation.copy(newRotation);
  98449. body.syncShapes();
  98450. body.awake();
  98451. };
  98452. /*private _getLastShape(body: any): any {
  98453. var lastShape = body.shapes;
  98454. while (lastShape.next) {
  98455. lastShape = lastShape.next;
  98456. }
  98457. return lastShape;
  98458. }*/
  98459. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98460. impostor.physicsBody.linearVelocity.copy(velocity);
  98461. };
  98462. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98463. impostor.physicsBody.angularVelocity.copy(velocity);
  98464. };
  98465. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98466. var v = impostor.physicsBody.linearVelocity;
  98467. if (!v) {
  98468. return null;
  98469. }
  98470. return new BABYLON.Vector3(v.x, v.y, v.z);
  98471. };
  98472. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98473. var v = impostor.physicsBody.angularVelocity;
  98474. if (!v) {
  98475. return null;
  98476. }
  98477. return new BABYLON.Vector3(v.x, v.y, v.z);
  98478. };
  98479. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98480. var staticBody = mass === 0;
  98481. //this will actually set the body's density and not its mass.
  98482. //But this is how oimo treats the mass variable.
  98483. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98484. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98485. };
  98486. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98487. return impostor.physicsBody.shapes.density;
  98488. };
  98489. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98490. return impostor.physicsBody.shapes.friction;
  98491. };
  98492. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98493. impostor.physicsBody.shapes.friction = friction;
  98494. };
  98495. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98496. return impostor.physicsBody.shapes.restitution;
  98497. };
  98498. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98499. impostor.physicsBody.shapes.restitution = restitution;
  98500. };
  98501. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98502. impostor.physicsBody.sleep();
  98503. };
  98504. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98505. impostor.physicsBody.awake();
  98506. };
  98507. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98508. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98509. if (minDistance !== void 0) {
  98510. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98511. }
  98512. };
  98513. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98514. //TODO separate rotational and transational motors.
  98515. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98516. if (motor) {
  98517. motor.setMotor(speed, maxForce);
  98518. }
  98519. };
  98520. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98521. //TODO separate rotational and transational motors.
  98522. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98523. if (motor) {
  98524. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98525. }
  98526. };
  98527. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98528. var body = impostor.physicsBody;
  98529. mesh.position.x = body.position.x;
  98530. mesh.position.y = body.position.y;
  98531. mesh.position.z = body.position.z;
  98532. if (mesh.rotationQuaternion) {
  98533. mesh.rotationQuaternion.x = body.orientation.x;
  98534. mesh.rotationQuaternion.y = body.orientation.y;
  98535. mesh.rotationQuaternion.z = body.orientation.z;
  98536. mesh.rotationQuaternion.w = body.orientation.s;
  98537. }
  98538. };
  98539. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98540. return impostor.physicsBody.shapes.radius;
  98541. };
  98542. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98543. var shape = impostor.physicsBody.shapes;
  98544. result.x = shape.halfWidth * 2;
  98545. result.y = shape.halfHeight * 2;
  98546. result.z = shape.halfDepth * 2;
  98547. };
  98548. OimoJSPlugin.prototype.dispose = function () {
  98549. this.world.clear();
  98550. };
  98551. return OimoJSPlugin;
  98552. }());
  98553. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98554. })(BABYLON || (BABYLON = {}));
  98555. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98556. var BABYLON;
  98557. (function (BABYLON) {
  98558. /**
  98559. * Gets the current physics engine
  98560. * @returns a IPhysicsEngine or null if none attached
  98561. */
  98562. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98563. return this._physicsEngine;
  98564. };
  98565. /**
  98566. * Enables physics to the current scene
  98567. * @param gravity defines the scene's gravity for the physics engine
  98568. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98569. * @return a boolean indicating if the physics engine was initialized
  98570. */
  98571. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98572. if (gravity === void 0) { gravity = null; }
  98573. if (this._physicsEngine) {
  98574. return true;
  98575. }
  98576. // Register the component to the scene
  98577. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98578. if (!component) {
  98579. component = new PhysicsEngineSceneComponent(this);
  98580. this._addComponent(component);
  98581. }
  98582. try {
  98583. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98584. return true;
  98585. }
  98586. catch (e) {
  98587. BABYLON.Tools.Error(e.message);
  98588. return false;
  98589. }
  98590. };
  98591. /**
  98592. * Disables and disposes the physics engine associated with the scene
  98593. */
  98594. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98595. if (!this._physicsEngine) {
  98596. return;
  98597. }
  98598. this._physicsEngine.dispose();
  98599. this._physicsEngine = null;
  98600. };
  98601. /**
  98602. * Gets a boolean indicating if there is an active physics engine
  98603. * @returns a boolean indicating if there is an active physics engine
  98604. */
  98605. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98606. return this._physicsEngine !== undefined;
  98607. };
  98608. /**
  98609. * Deletes a physics compound impostor
  98610. * @param compound defines the compound to delete
  98611. */
  98612. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98613. var mesh = compound.parts[0].mesh;
  98614. if (mesh.physicsImpostor) {
  98615. mesh.physicsImpostor.dispose( /*true*/);
  98616. mesh.physicsImpostor = null;
  98617. }
  98618. };
  98619. /** @hidden */
  98620. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98621. if (this._physicsEngine) {
  98622. this.onBeforePhysicsObservable.notifyObservers(this);
  98623. this._physicsEngine._step(step / 1000);
  98624. this.onAfterPhysicsObservable.notifyObservers(this);
  98625. }
  98626. };
  98627. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98628. get: function () {
  98629. return this._physicsImpostor;
  98630. },
  98631. set: function (value) {
  98632. var _this = this;
  98633. if (this._physicsImpostor === value) {
  98634. return;
  98635. }
  98636. if (this._disposePhysicsObserver) {
  98637. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98638. }
  98639. this._physicsImpostor = value;
  98640. if (value) {
  98641. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98642. // Physics
  98643. if (_this.physicsImpostor) {
  98644. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98645. _this.physicsImpostor = null;
  98646. }
  98647. });
  98648. }
  98649. },
  98650. enumerable: true,
  98651. configurable: true
  98652. });
  98653. /**
  98654. * Gets the current physics impostor
  98655. * @see http://doc.babylonjs.com/features/physics_engine
  98656. * @returns a physics impostor or null
  98657. */
  98658. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98659. return this.physicsImpostor;
  98660. };
  98661. /**
  98662. * Apply a physic impulse to the mesh
  98663. * @param force defines the force to apply
  98664. * @param contactPoint defines where to apply the force
  98665. * @returns the current mesh
  98666. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98667. */
  98668. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98669. if (!this.physicsImpostor) {
  98670. return this;
  98671. }
  98672. this.physicsImpostor.applyImpulse(force, contactPoint);
  98673. return this;
  98674. };
  98675. /**
  98676. * Creates a physic joint between two meshes
  98677. * @param otherMesh defines the other mesh to use
  98678. * @param pivot1 defines the pivot to use on this mesh
  98679. * @param pivot2 defines the pivot to use on the other mesh
  98680. * @param options defines additional options (can be plugin dependent)
  98681. * @returns the current mesh
  98682. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98683. */
  98684. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98685. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98686. return this;
  98687. }
  98688. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98689. mainPivot: pivot1,
  98690. connectedPivot: pivot2,
  98691. nativeParams: options
  98692. });
  98693. return this;
  98694. };
  98695. /**
  98696. * Defines the physics engine scene component responsible to manage a physics engine
  98697. */
  98698. var PhysicsEngineSceneComponent = /** @class */ (function () {
  98699. /**
  98700. * Creates a new instance of the component for the given scene
  98701. * @param scene Defines the scene to register the component in
  98702. */
  98703. function PhysicsEngineSceneComponent(scene) {
  98704. var _this = this;
  98705. /**
  98706. * The component name helpful to identify the component in the list of scene components.
  98707. */
  98708. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  98709. this.scene = scene;
  98710. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  98711. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  98712. // Replace the function used to get the deterministic frame time
  98713. this.scene.getDeterministicFrameTime = function () {
  98714. if (_this.scene._physicsEngine) {
  98715. return _this.scene._physicsEngine.getTimeStep() * 1000;
  98716. }
  98717. return 1000.0 / 60.0;
  98718. };
  98719. }
  98720. /**
  98721. * Registers the component in a given scene
  98722. */
  98723. PhysicsEngineSceneComponent.prototype.register = function () {
  98724. };
  98725. /**
  98726. * Rebuilds the elements related to this component in case of
  98727. * context lost for instance.
  98728. */
  98729. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  98730. // Nothing to do for this component
  98731. };
  98732. /**
  98733. * Disposes the component and the associated ressources
  98734. */
  98735. PhysicsEngineSceneComponent.prototype.dispose = function () {
  98736. this.scene.onBeforePhysicsObservable.clear();
  98737. this.scene.onAfterPhysicsObservable.clear();
  98738. if (this.scene._physicsEngine) {
  98739. this.scene.disablePhysicsEngine();
  98740. }
  98741. };
  98742. return PhysicsEngineSceneComponent;
  98743. }());
  98744. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  98745. })(BABYLON || (BABYLON = {}));
  98746. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  98747. var BABYLON;
  98748. (function (BABYLON) {
  98749. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  98750. // All values and structures referenced from:
  98751. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  98752. var DDS_MAGIC = 0x20534444;
  98753. var
  98754. //DDSD_CAPS = 0x1,
  98755. //DDSD_HEIGHT = 0x2,
  98756. //DDSD_WIDTH = 0x4,
  98757. //DDSD_PITCH = 0x8,
  98758. //DDSD_PIXELFORMAT = 0x1000,
  98759. DDSD_MIPMAPCOUNT = 0x20000;
  98760. //DDSD_LINEARSIZE = 0x80000,
  98761. //DDSD_DEPTH = 0x800000;
  98762. // var DDSCAPS_COMPLEX = 0x8,
  98763. // DDSCAPS_MIPMAP = 0x400000,
  98764. // DDSCAPS_TEXTURE = 0x1000;
  98765. var DDSCAPS2_CUBEMAP = 0x200;
  98766. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  98767. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  98768. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  98769. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  98770. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  98771. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  98772. // DDSCAPS2_VOLUME = 0x200000;
  98773. var
  98774. //DDPF_ALPHAPIXELS = 0x1,
  98775. //DDPF_ALPHA = 0x2,
  98776. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  98777. //DDPF_YUV = 0x200,
  98778. DDPF_LUMINANCE = 0x20000;
  98779. function FourCCToInt32(value) {
  98780. return value.charCodeAt(0) +
  98781. (value.charCodeAt(1) << 8) +
  98782. (value.charCodeAt(2) << 16) +
  98783. (value.charCodeAt(3) << 24);
  98784. }
  98785. function Int32ToFourCC(value) {
  98786. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  98787. }
  98788. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  98789. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  98790. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  98791. var FOURCC_DX10 = FourCCToInt32("DX10");
  98792. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  98793. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  98794. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  98795. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  98796. var headerLengthInt = 31; // The header length in 32 bit ints
  98797. // Offsets into the header array
  98798. var off_magic = 0;
  98799. var off_size = 1;
  98800. var off_flags = 2;
  98801. var off_height = 3;
  98802. var off_width = 4;
  98803. var off_mipmapCount = 7;
  98804. var off_pfFlags = 20;
  98805. var off_pfFourCC = 21;
  98806. var off_RGBbpp = 22;
  98807. var off_RMask = 23;
  98808. var off_GMask = 24;
  98809. var off_BMask = 25;
  98810. var off_AMask = 26;
  98811. // var off_caps1 = 27;
  98812. var off_caps2 = 28;
  98813. // var off_caps3 = 29;
  98814. // var off_caps4 = 30;
  98815. var off_dxgiFormat = 32;
  98816. /**
  98817. * Class used to provide DDS decompression tools
  98818. */
  98819. var DDSTools = /** @class */ (function () {
  98820. function DDSTools() {
  98821. }
  98822. /**
  98823. * Gets DDS information from an array buffer
  98824. * @param arrayBuffer defines the array buffer to read data from
  98825. * @returns the DDS information
  98826. */
  98827. DDSTools.GetDDSInfo = function (arrayBuffer) {
  98828. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98829. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  98830. var mipmapCount = 1;
  98831. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  98832. mipmapCount = Math.max(1, header[off_mipmapCount]);
  98833. }
  98834. var fourCC = header[off_pfFourCC];
  98835. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  98836. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  98837. switch (fourCC) {
  98838. case FOURCC_D3DFMT_R16G16B16A16F:
  98839. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98840. break;
  98841. case FOURCC_D3DFMT_R32G32B32A32F:
  98842. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  98843. break;
  98844. case FOURCC_DX10:
  98845. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  98846. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  98847. break;
  98848. }
  98849. }
  98850. return {
  98851. width: header[off_width],
  98852. height: header[off_height],
  98853. mipmapCount: mipmapCount,
  98854. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  98855. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  98856. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  98857. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  98858. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  98859. dxgiFormat: dxgiFormat,
  98860. textureType: textureType
  98861. };
  98862. };
  98863. DDSTools._ToHalfFloat = function (value) {
  98864. if (!DDSTools._FloatView) {
  98865. DDSTools._FloatView = new Float32Array(1);
  98866. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  98867. }
  98868. DDSTools._FloatView[0] = value;
  98869. var x = DDSTools._Int32View[0];
  98870. var bits = (x >> 16) & 0x8000; /* Get the sign */
  98871. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  98872. var e = (x >> 23) & 0xff; /* Using int is faster here */
  98873. /* If zero, or denormal, or exponent underflows too much for a denormal
  98874. * half, return signed zero. */
  98875. if (e < 103) {
  98876. return bits;
  98877. }
  98878. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  98879. if (e > 142) {
  98880. bits |= 0x7c00;
  98881. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  98882. * not Inf, so make sure we set one mantissa bit too. */
  98883. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  98884. return bits;
  98885. }
  98886. /* If exponent underflows but not too much, return a denormal */
  98887. if (e < 113) {
  98888. m |= 0x0800;
  98889. /* Extra rounding may overflow and set mantissa to 0 and exponent
  98890. * to 1, which is OK. */
  98891. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  98892. return bits;
  98893. }
  98894. bits |= ((e - 112) << 10) | (m >> 1);
  98895. bits += m & 1;
  98896. return bits;
  98897. };
  98898. DDSTools._FromHalfFloat = function (value) {
  98899. var s = (value & 0x8000) >> 15;
  98900. var e = (value & 0x7C00) >> 10;
  98901. var f = value & 0x03FF;
  98902. if (e === 0) {
  98903. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  98904. }
  98905. else if (e == 0x1F) {
  98906. return f ? NaN : ((s ? -1 : 1) * Infinity);
  98907. }
  98908. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  98909. };
  98910. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98911. var destArray = new Float32Array(dataLength);
  98912. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98913. var index = 0;
  98914. for (var y = 0; y < height; y++) {
  98915. for (var x = 0; x < width; x++) {
  98916. var srcPos = (x + y * width) * 4;
  98917. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  98918. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  98919. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  98920. if (DDSTools.StoreLODInAlphaChannel) {
  98921. destArray[index + 3] = lod;
  98922. }
  98923. else {
  98924. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  98925. }
  98926. index += 4;
  98927. }
  98928. }
  98929. return destArray;
  98930. };
  98931. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98932. if (DDSTools.StoreLODInAlphaChannel) {
  98933. var destArray = new Uint16Array(dataLength);
  98934. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98935. var index = 0;
  98936. for (var y = 0; y < height; y++) {
  98937. for (var x = 0; x < width; x++) {
  98938. var srcPos = (x + y * width) * 4;
  98939. destArray[index] = srcData[srcPos];
  98940. destArray[index + 1] = srcData[srcPos + 1];
  98941. destArray[index + 2] = srcData[srcPos + 2];
  98942. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  98943. index += 4;
  98944. }
  98945. }
  98946. return destArray;
  98947. }
  98948. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  98949. };
  98950. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98951. if (DDSTools.StoreLODInAlphaChannel) {
  98952. var destArray = new Float32Array(dataLength);
  98953. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98954. var index = 0;
  98955. for (var y = 0; y < height; y++) {
  98956. for (var x = 0; x < width; x++) {
  98957. var srcPos = (x + y * width) * 4;
  98958. destArray[index] = srcData[srcPos];
  98959. destArray[index + 1] = srcData[srcPos + 1];
  98960. destArray[index + 2] = srcData[srcPos + 2];
  98961. destArray[index + 3] = lod;
  98962. index += 4;
  98963. }
  98964. }
  98965. return destArray;
  98966. }
  98967. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  98968. };
  98969. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98970. var destArray = new Uint8Array(dataLength);
  98971. var srcData = new Float32Array(arrayBuffer, dataOffset);
  98972. var index = 0;
  98973. for (var y = 0; y < height; y++) {
  98974. for (var x = 0; x < width; x++) {
  98975. var srcPos = (x + y * width) * 4;
  98976. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  98977. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  98978. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  98979. if (DDSTools.StoreLODInAlphaChannel) {
  98980. destArray[index + 3] = lod;
  98981. }
  98982. else {
  98983. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  98984. }
  98985. index += 4;
  98986. }
  98987. }
  98988. return destArray;
  98989. };
  98990. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  98991. var destArray = new Uint8Array(dataLength);
  98992. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  98993. var index = 0;
  98994. for (var y = 0; y < height; y++) {
  98995. for (var x = 0; x < width; x++) {
  98996. var srcPos = (x + y * width) * 4;
  98997. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  98998. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  98999. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99000. if (DDSTools.StoreLODInAlphaChannel) {
  99001. destArray[index + 3] = lod;
  99002. }
  99003. else {
  99004. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99005. }
  99006. index += 4;
  99007. }
  99008. }
  99009. return destArray;
  99010. };
  99011. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99012. var byteArray = new Uint8Array(dataLength);
  99013. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99014. var index = 0;
  99015. for (var y = 0; y < height; y++) {
  99016. for (var x = 0; x < width; x++) {
  99017. var srcPos = (x + y * width) * 4;
  99018. byteArray[index] = srcData[srcPos + rOffset];
  99019. byteArray[index + 1] = srcData[srcPos + gOffset];
  99020. byteArray[index + 2] = srcData[srcPos + bOffset];
  99021. byteArray[index + 3] = srcData[srcPos + aOffset];
  99022. index += 4;
  99023. }
  99024. }
  99025. return byteArray;
  99026. };
  99027. DDSTools._ExtractLongWordOrder = function (value) {
  99028. if (value === 0 || value === 255 || value === -16777216) {
  99029. return 0;
  99030. }
  99031. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99032. };
  99033. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99034. var byteArray = new Uint8Array(dataLength);
  99035. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99036. var index = 0;
  99037. for (var y = 0; y < height; y++) {
  99038. for (var x = 0; x < width; x++) {
  99039. var srcPos = (x + y * width) * 3;
  99040. byteArray[index] = srcData[srcPos + rOffset];
  99041. byteArray[index + 1] = srcData[srcPos + gOffset];
  99042. byteArray[index + 2] = srcData[srcPos + bOffset];
  99043. index += 3;
  99044. }
  99045. }
  99046. return byteArray;
  99047. };
  99048. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99049. var byteArray = new Uint8Array(dataLength);
  99050. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99051. var index = 0;
  99052. for (var y = 0; y < height; y++) {
  99053. for (var x = 0; x < width; x++) {
  99054. var srcPos = (x + y * width);
  99055. byteArray[index] = srcData[srcPos];
  99056. index++;
  99057. }
  99058. }
  99059. return byteArray;
  99060. };
  99061. /**
  99062. * Uploads DDS Levels to a Babylon Texture
  99063. * @hidden
  99064. */
  99065. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99066. if (lodIndex === void 0) { lodIndex = -1; }
  99067. var sphericalPolynomialFaces = null;
  99068. if (info.sphericalPolynomial) {
  99069. sphericalPolynomialFaces = new Array();
  99070. }
  99071. var ext = engine.getCaps().s3tc;
  99072. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99073. var fourCC, width, height, dataLength = 0, dataOffset;
  99074. var byteArray, mipmapCount, mip;
  99075. var internalCompressedFormat = 0;
  99076. var blockBytes = 1;
  99077. if (header[off_magic] !== DDS_MAGIC) {
  99078. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99079. return;
  99080. }
  99081. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99082. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99083. return;
  99084. }
  99085. if (info.isCompressed && !ext) {
  99086. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99087. return;
  99088. }
  99089. var bpp = header[off_RGBbpp];
  99090. dataOffset = header[off_size] + 4;
  99091. var computeFormats = false;
  99092. if (info.isFourCC) {
  99093. fourCC = header[off_pfFourCC];
  99094. switch (fourCC) {
  99095. case FOURCC_DXT1:
  99096. blockBytes = 8;
  99097. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99098. break;
  99099. case FOURCC_DXT3:
  99100. blockBytes = 16;
  99101. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99102. break;
  99103. case FOURCC_DXT5:
  99104. blockBytes = 16;
  99105. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99106. break;
  99107. case FOURCC_D3DFMT_R16G16B16A16F:
  99108. computeFormats = true;
  99109. break;
  99110. case FOURCC_D3DFMT_R32G32B32A32F:
  99111. computeFormats = true;
  99112. break;
  99113. case FOURCC_DX10:
  99114. // There is an additionnal header so dataOffset need to be changed
  99115. dataOffset += 5 * 4; // 5 uints
  99116. var supported = false;
  99117. switch (info.dxgiFormat) {
  99118. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99119. computeFormats = true;
  99120. supported = true;
  99121. break;
  99122. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99123. info.isRGB = true;
  99124. info.isFourCC = false;
  99125. bpp = 32;
  99126. supported = true;
  99127. break;
  99128. }
  99129. if (supported) {
  99130. break;
  99131. }
  99132. default:
  99133. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99134. return;
  99135. }
  99136. }
  99137. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99138. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99139. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99140. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99141. if (computeFormats) {
  99142. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99143. }
  99144. mipmapCount = 1;
  99145. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99146. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99147. }
  99148. for (var face = 0; face < faces; face++) {
  99149. width = header[off_width];
  99150. height = header[off_height];
  99151. for (mip = 0; mip < mipmapCount; ++mip) {
  99152. if (lodIndex === -1 || lodIndex === mip) {
  99153. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99154. var i = (lodIndex === -1) ? mip : 0;
  99155. if (!info.isCompressed && info.isFourCC) {
  99156. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99157. dataLength = width * height * 4;
  99158. var floatArray = null;
  99159. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99160. if (bpp === 128) {
  99161. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99162. if (sphericalPolynomialFaces && i == 0) {
  99163. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99164. }
  99165. }
  99166. else if (bpp === 64) {
  99167. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99168. if (sphericalPolynomialFaces && i == 0) {
  99169. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99170. }
  99171. }
  99172. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99173. }
  99174. else {
  99175. if (bpp === 128) {
  99176. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99177. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99178. if (sphericalPolynomialFaces && i == 0) {
  99179. sphericalPolynomialFaces.push(floatArray);
  99180. }
  99181. }
  99182. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99183. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99184. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99185. if (sphericalPolynomialFaces && i == 0) {
  99186. sphericalPolynomialFaces.push(floatArray);
  99187. }
  99188. }
  99189. else { // 64
  99190. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99191. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99192. if (sphericalPolynomialFaces && i == 0) {
  99193. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99194. }
  99195. }
  99196. }
  99197. if (floatArray) {
  99198. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99199. }
  99200. }
  99201. else if (info.isRGB) {
  99202. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99203. if (bpp === 24) {
  99204. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99205. dataLength = width * height * 3;
  99206. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99207. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99208. }
  99209. else { // 32
  99210. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99211. dataLength = width * height * 4;
  99212. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99213. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99214. }
  99215. }
  99216. else if (info.isLuminance) {
  99217. var unpackAlignment = engine._getUnpackAlignement();
  99218. var unpaddedRowSize = width;
  99219. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99220. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99221. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99222. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99223. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99224. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99225. }
  99226. else {
  99227. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99228. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99229. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99230. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99231. }
  99232. }
  99233. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99234. width *= 0.5;
  99235. height *= 0.5;
  99236. width = Math.max(1.0, width);
  99237. height = Math.max(1.0, height);
  99238. }
  99239. if (currentFace !== undefined) {
  99240. // Loading a single face
  99241. break;
  99242. }
  99243. }
  99244. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99245. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99246. size: header[off_width],
  99247. right: sphericalPolynomialFaces[0],
  99248. left: sphericalPolynomialFaces[1],
  99249. up: sphericalPolynomialFaces[2],
  99250. down: sphericalPolynomialFaces[3],
  99251. front: sphericalPolynomialFaces[4],
  99252. back: sphericalPolynomialFaces[5],
  99253. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99254. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99255. gammaSpace: false,
  99256. });
  99257. }
  99258. else {
  99259. info.sphericalPolynomial = undefined;
  99260. }
  99261. };
  99262. /**
  99263. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99264. */
  99265. DDSTools.StoreLODInAlphaChannel = false;
  99266. return DDSTools;
  99267. }());
  99268. BABYLON.DDSTools = DDSTools;
  99269. })(BABYLON || (BABYLON = {}));
  99270. //# sourceMappingURL=babylon.dds.js.map
  99271. var BABYLON;
  99272. (function (BABYLON) {
  99273. /**
  99274. * Implementation of the DDS Texture Loader.
  99275. */
  99276. var DDSTextureLoader = /** @class */ (function () {
  99277. function DDSTextureLoader() {
  99278. /**
  99279. * Defines wether the loader supports cascade loading the different faces.
  99280. */
  99281. this.supportCascades = true;
  99282. }
  99283. /**
  99284. * This returns if the loader support the current file information.
  99285. * @param extension defines the file extension of the file being loaded
  99286. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99287. * @param fallback defines the fallback internal texture if any
  99288. * @param isBase64 defines whether the texture is encoded as a base64
  99289. * @param isBuffer defines whether the texture data are stored as a buffer
  99290. * @returns true if the loader can load the specified file
  99291. */
  99292. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99293. return extension.indexOf(".dds") === 0;
  99294. };
  99295. /**
  99296. * Transform the url before loading if required.
  99297. * @param rootUrl the url of the texture
  99298. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99299. * @returns the transformed texture
  99300. */
  99301. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99302. return rootUrl;
  99303. };
  99304. /**
  99305. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99306. * @param rootUrl the url of the texture
  99307. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99308. * @returns the fallback texture
  99309. */
  99310. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99311. return null;
  99312. };
  99313. /**
  99314. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99315. * @param data contains the texture data
  99316. * @param texture defines the BabylonJS internal texture
  99317. * @param createPolynomials will be true if polynomials have been requested
  99318. * @param onLoad defines the callback to trigger once the texture is ready
  99319. * @param onError defines the callback to trigger in case of error
  99320. */
  99321. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99322. var engine = texture.getEngine();
  99323. var info;
  99324. var loadMipmap = false;
  99325. if (Array.isArray(imgs)) {
  99326. for (var index = 0; index < imgs.length; index++) {
  99327. var data_1 = imgs[index];
  99328. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99329. texture.width = info.width;
  99330. texture.height = info.height;
  99331. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99332. engine._unpackFlipY(info.isCompressed);
  99333. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99334. if (!info.isFourCC && info.mipmapCount === 1) {
  99335. engine.generateMipMapsForCubemap(texture);
  99336. }
  99337. }
  99338. }
  99339. else {
  99340. var data = imgs;
  99341. info = BABYLON.DDSTools.GetDDSInfo(data);
  99342. texture.width = info.width;
  99343. texture.height = info.height;
  99344. if (createPolynomials) {
  99345. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99346. }
  99347. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99348. engine._unpackFlipY(info.isCompressed);
  99349. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99350. if (!info.isFourCC && info.mipmapCount === 1) {
  99351. engine.generateMipMapsForCubemap(texture);
  99352. }
  99353. }
  99354. engine._setCubeMapTextureParams(loadMipmap);
  99355. texture.isReady = true;
  99356. if (onLoad) {
  99357. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99358. }
  99359. };
  99360. /**
  99361. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99362. * @param data contains the texture data
  99363. * @param texture defines the BabylonJS internal texture
  99364. * @param callback defines the method to call once ready to upload
  99365. */
  99366. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99367. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99368. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99369. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99370. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99371. });
  99372. };
  99373. return DDSTextureLoader;
  99374. }());
  99375. // Register the loader.
  99376. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99377. })(BABYLON || (BABYLON = {}));
  99378. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99379. var BABYLON;
  99380. (function (BABYLON) {
  99381. /**
  99382. * Based on jsTGALoader - Javascript loader for TGA file
  99383. * By Vincent Thibault
  99384. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99385. */
  99386. var TGATools = /** @class */ (function () {
  99387. function TGATools() {
  99388. }
  99389. /**
  99390. * Gets the header of a TGA file
  99391. * @param data defines the TGA data
  99392. * @returns the header
  99393. */
  99394. TGATools.GetTGAHeader = function (data) {
  99395. var offset = 0;
  99396. var header = {
  99397. id_length: data[offset++],
  99398. colormap_type: data[offset++],
  99399. image_type: data[offset++],
  99400. colormap_index: data[offset++] | data[offset++] << 8,
  99401. colormap_length: data[offset++] | data[offset++] << 8,
  99402. colormap_size: data[offset++],
  99403. origin: [
  99404. data[offset++] | data[offset++] << 8,
  99405. data[offset++] | data[offset++] << 8
  99406. ],
  99407. width: data[offset++] | data[offset++] << 8,
  99408. height: data[offset++] | data[offset++] << 8,
  99409. pixel_size: data[offset++],
  99410. flags: data[offset++]
  99411. };
  99412. return header;
  99413. };
  99414. /**
  99415. * Uploads TGA content to a Babylon Texture
  99416. * @hidden
  99417. */
  99418. TGATools.UploadContent = function (texture, data) {
  99419. // Not enough data to contain header ?
  99420. if (data.length < 19) {
  99421. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99422. return;
  99423. }
  99424. // Read Header
  99425. var offset = 18;
  99426. var header = TGATools.GetTGAHeader(data);
  99427. // Assume it's a valid Targa file.
  99428. if (header.id_length + offset > data.length) {
  99429. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99430. return;
  99431. }
  99432. // Skip not needed data
  99433. offset += header.id_length;
  99434. var use_rle = false;
  99435. var use_pal = false;
  99436. var use_grey = false;
  99437. // Get some informations.
  99438. switch (header.image_type) {
  99439. case TGATools._TYPE_RLE_INDEXED:
  99440. use_rle = true;
  99441. case TGATools._TYPE_INDEXED:
  99442. use_pal = true;
  99443. break;
  99444. case TGATools._TYPE_RLE_RGB:
  99445. use_rle = true;
  99446. case TGATools._TYPE_RGB:
  99447. // use_rgb = true;
  99448. break;
  99449. case TGATools._TYPE_RLE_GREY:
  99450. use_rle = true;
  99451. case TGATools._TYPE_GREY:
  99452. use_grey = true;
  99453. break;
  99454. }
  99455. var pixel_data;
  99456. // var numAlphaBits = header.flags & 0xf;
  99457. var pixel_size = header.pixel_size >> 3;
  99458. var pixel_total = header.width * header.height * pixel_size;
  99459. // Read palettes
  99460. var palettes;
  99461. if (use_pal) {
  99462. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99463. }
  99464. // Read LRE
  99465. if (use_rle) {
  99466. pixel_data = new Uint8Array(pixel_total);
  99467. var c, count, i;
  99468. var localOffset = 0;
  99469. var pixels = new Uint8Array(pixel_size);
  99470. while (offset < pixel_total && localOffset < pixel_total) {
  99471. c = data[offset++];
  99472. count = (c & 0x7f) + 1;
  99473. // RLE pixels
  99474. if (c & 0x80) {
  99475. // Bind pixel tmp array
  99476. for (i = 0; i < pixel_size; ++i) {
  99477. pixels[i] = data[offset++];
  99478. }
  99479. // Copy pixel array
  99480. for (i = 0; i < count; ++i) {
  99481. pixel_data.set(pixels, localOffset + i * pixel_size);
  99482. }
  99483. localOffset += pixel_size * count;
  99484. }
  99485. // Raw pixels
  99486. else {
  99487. count *= pixel_size;
  99488. for (i = 0; i < count; ++i) {
  99489. pixel_data[localOffset + i] = data[offset++];
  99490. }
  99491. localOffset += count;
  99492. }
  99493. }
  99494. }
  99495. // RAW Pixels
  99496. else {
  99497. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99498. }
  99499. // Load to texture
  99500. var x_start, y_start, x_step, y_step, y_end, x_end;
  99501. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99502. default:
  99503. case TGATools._ORIGIN_UL:
  99504. x_start = 0;
  99505. x_step = 1;
  99506. x_end = header.width;
  99507. y_start = 0;
  99508. y_step = 1;
  99509. y_end = header.height;
  99510. break;
  99511. case TGATools._ORIGIN_BL:
  99512. x_start = 0;
  99513. x_step = 1;
  99514. x_end = header.width;
  99515. y_start = header.height - 1;
  99516. y_step = -1;
  99517. y_end = -1;
  99518. break;
  99519. case TGATools._ORIGIN_UR:
  99520. x_start = header.width - 1;
  99521. x_step = -1;
  99522. x_end = -1;
  99523. y_start = 0;
  99524. y_step = 1;
  99525. y_end = header.height;
  99526. break;
  99527. case TGATools._ORIGIN_BR:
  99528. x_start = header.width - 1;
  99529. x_step = -1;
  99530. x_end = -1;
  99531. y_start = header.height - 1;
  99532. y_step = -1;
  99533. y_end = -1;
  99534. break;
  99535. }
  99536. // Load the specify method
  99537. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99538. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99539. var engine = texture.getEngine();
  99540. engine._uploadDataToTextureDirectly(texture, imageData);
  99541. };
  99542. /** @hidden */
  99543. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99544. var image = pixel_data, colormap = palettes;
  99545. var width = header.width, height = header.height;
  99546. var color, i = 0, x, y;
  99547. var imageData = new Uint8Array(width * height * 4);
  99548. for (y = y_start; y !== y_end; y += y_step) {
  99549. for (x = x_start; x !== x_end; x += x_step, i++) {
  99550. color = image[i];
  99551. imageData[(x + width * y) * 4 + 3] = 255;
  99552. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99553. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99554. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99555. }
  99556. }
  99557. return imageData;
  99558. };
  99559. /** @hidden */
  99560. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99561. var image = pixel_data;
  99562. var width = header.width, height = header.height;
  99563. var color, i = 0, x, y;
  99564. var imageData = new Uint8Array(width * height * 4);
  99565. for (y = y_start; y !== y_end; y += y_step) {
  99566. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99567. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99568. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99569. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99570. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99571. imageData[(x + width * y) * 4 + 0] = r;
  99572. imageData[(x + width * y) * 4 + 1] = g;
  99573. imageData[(x + width * y) * 4 + 2] = b;
  99574. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99575. }
  99576. }
  99577. return imageData;
  99578. };
  99579. /** @hidden */
  99580. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99581. var image = pixel_data;
  99582. var width = header.width, height = header.height;
  99583. var i = 0, x, y;
  99584. var imageData = new Uint8Array(width * height * 4);
  99585. for (y = y_start; y !== y_end; y += y_step) {
  99586. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99587. imageData[(x + width * y) * 4 + 3] = 255;
  99588. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99589. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99590. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99591. }
  99592. }
  99593. return imageData;
  99594. };
  99595. /** @hidden */
  99596. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99597. var image = pixel_data;
  99598. var width = header.width, height = header.height;
  99599. var i = 0, x, y;
  99600. var imageData = new Uint8Array(width * height * 4);
  99601. for (y = y_start; y !== y_end; y += y_step) {
  99602. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99603. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99604. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99605. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99606. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99607. }
  99608. }
  99609. return imageData;
  99610. };
  99611. /** @hidden */
  99612. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99613. var image = pixel_data;
  99614. var width = header.width, height = header.height;
  99615. var color, i = 0, x, y;
  99616. var imageData = new Uint8Array(width * height * 4);
  99617. for (y = y_start; y !== y_end; y += y_step) {
  99618. for (x = x_start; x !== x_end; x += x_step, i++) {
  99619. color = image[i];
  99620. imageData[(x + width * y) * 4 + 0] = color;
  99621. imageData[(x + width * y) * 4 + 1] = color;
  99622. imageData[(x + width * y) * 4 + 2] = color;
  99623. imageData[(x + width * y) * 4 + 3] = 255;
  99624. }
  99625. }
  99626. return imageData;
  99627. };
  99628. /** @hidden */
  99629. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99630. var image = pixel_data;
  99631. var width = header.width, height = header.height;
  99632. var i = 0, x, y;
  99633. var imageData = new Uint8Array(width * height * 4);
  99634. for (y = y_start; y !== y_end; y += y_step) {
  99635. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99636. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99637. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99638. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99639. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99640. }
  99641. }
  99642. return imageData;
  99643. };
  99644. //private static _TYPE_NO_DATA = 0;
  99645. TGATools._TYPE_INDEXED = 1;
  99646. TGATools._TYPE_RGB = 2;
  99647. TGATools._TYPE_GREY = 3;
  99648. TGATools._TYPE_RLE_INDEXED = 9;
  99649. TGATools._TYPE_RLE_RGB = 10;
  99650. TGATools._TYPE_RLE_GREY = 11;
  99651. TGATools._ORIGIN_MASK = 0x30;
  99652. TGATools._ORIGIN_SHIFT = 0x04;
  99653. TGATools._ORIGIN_BL = 0x00;
  99654. TGATools._ORIGIN_BR = 0x01;
  99655. TGATools._ORIGIN_UL = 0x02;
  99656. TGATools._ORIGIN_UR = 0x03;
  99657. return TGATools;
  99658. }());
  99659. BABYLON.TGATools = TGATools;
  99660. })(BABYLON || (BABYLON = {}));
  99661. //# sourceMappingURL=babylon.tga.js.map
  99662. var BABYLON;
  99663. (function (BABYLON) {
  99664. /**
  99665. * Implementation of the TGA Texture Loader.
  99666. */
  99667. var TGATextureLoader = /** @class */ (function () {
  99668. function TGATextureLoader() {
  99669. /**
  99670. * Defines wether the loader supports cascade loading the different faces.
  99671. */
  99672. this.supportCascades = false;
  99673. }
  99674. /**
  99675. * This returns if the loader support the current file information.
  99676. * @param extension defines the file extension of the file being loaded
  99677. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99678. * @param fallback defines the fallback internal texture if any
  99679. * @param isBase64 defines whether the texture is encoded as a base64
  99680. * @param isBuffer defines whether the texture data are stored as a buffer
  99681. * @returns true if the loader can load the specified file
  99682. */
  99683. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99684. return extension.indexOf(".tga") === 0;
  99685. };
  99686. /**
  99687. * Transform the url before loading if required.
  99688. * @param rootUrl the url of the texture
  99689. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99690. * @returns the transformed texture
  99691. */
  99692. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99693. return rootUrl;
  99694. };
  99695. /**
  99696. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99697. * @param rootUrl the url of the texture
  99698. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99699. * @returns the fallback texture
  99700. */
  99701. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99702. return null;
  99703. };
  99704. /**
  99705. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99706. * @param data contains the texture data
  99707. * @param texture defines the BabylonJS internal texture
  99708. * @param createPolynomials will be true if polynomials have been requested
  99709. * @param onLoad defines the callback to trigger once the texture is ready
  99710. * @param onError defines the callback to trigger in case of error
  99711. */
  99712. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99713. throw ".env not supported in Cube.";
  99714. };
  99715. /**
  99716. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99717. * @param data contains the texture data
  99718. * @param texture defines the BabylonJS internal texture
  99719. * @param callback defines the method to call once ready to upload
  99720. */
  99721. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  99722. var uintData = new Uint8Array(data);
  99723. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  99724. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  99725. BABYLON.TGATools.UploadContent(texture, uintData);
  99726. });
  99727. };
  99728. return TGATextureLoader;
  99729. }());
  99730. // Register the loader.
  99731. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  99732. })(BABYLON || (BABYLON = {}));
  99733. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  99734. var BABYLON;
  99735. (function (BABYLON) {
  99736. /**
  99737. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99738. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99739. */
  99740. var KhronosTextureContainer = /** @class */ (function () {
  99741. /**
  99742. * Creates a new KhronosTextureContainer
  99743. * @param arrayBuffer contents of the KTX container file
  99744. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  99745. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  99746. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  99747. */
  99748. function KhronosTextureContainer(
  99749. /** contents of the KTX container file */
  99750. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  99751. this.arrayBuffer = arrayBuffer;
  99752. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  99753. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  99754. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  99755. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  99756. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  99757. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  99758. BABYLON.Tools.Error("texture missing KTX identifier");
  99759. return;
  99760. }
  99761. // load the reset of the header in native 32 bit int
  99762. var header = new Int32Array(this.arrayBuffer, 12, 13);
  99763. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  99764. var oppositeEndianess = header[0] === 0x01020304;
  99765. // read all the header elements in order they exist in the file, without modification (sans endainness)
  99766. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  99767. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  99768. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  99769. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  99770. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  99771. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  99772. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  99773. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  99774. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  99775. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  99776. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  99777. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  99778. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  99779. if (this.glType !== 0) {
  99780. BABYLON.Tools.Error("only compressed formats currently supported");
  99781. return;
  99782. }
  99783. else {
  99784. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  99785. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  99786. }
  99787. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  99788. BABYLON.Tools.Error("only 2D textures currently supported");
  99789. return;
  99790. }
  99791. if (this.numberOfArrayElements !== 0) {
  99792. BABYLON.Tools.Error("texture arrays not currently supported");
  99793. return;
  99794. }
  99795. if (this.numberOfFaces !== facesExpected) {
  99796. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  99797. return;
  99798. }
  99799. // we now have a completely validated file, so could use existence of loadType as success
  99800. // would need to make this more elaborate & adjust checks above to support more than one load type
  99801. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  99802. }
  99803. //
  99804. /**
  99805. * Revert the endianness of a value.
  99806. * Not as fast hardware based, but will probably never need to use
  99807. * @param val defines the value to convert
  99808. * @returns the new value
  99809. */
  99810. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  99811. return ((val & 0xFF) << 24)
  99812. | ((val & 0xFF00) << 8)
  99813. | ((val >> 8) & 0xFF00)
  99814. | ((val >> 24) & 0xFF);
  99815. };
  99816. /**
  99817. * Uploads KTX content to a Babylon Texture.
  99818. * It is assumed that the texture has already been created & is currently bound
  99819. * @hidden
  99820. */
  99821. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  99822. switch (this.loadType) {
  99823. case KhronosTextureContainer.COMPRESSED_2D:
  99824. this._upload2DCompressedLevels(texture, loadMipmaps);
  99825. break;
  99826. case KhronosTextureContainer.TEX_2D:
  99827. case KhronosTextureContainer.COMPRESSED_3D:
  99828. case KhronosTextureContainer.TEX_3D:
  99829. }
  99830. };
  99831. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  99832. // initialize width & height for level 1
  99833. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  99834. var width = this.pixelWidth;
  99835. var height = this.pixelHeight;
  99836. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  99837. for (var level = 0; level < mipmapCount; level++) {
  99838. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  99839. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  99840. for (var face = 0; face < this.numberOfFaces; face++) {
  99841. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  99842. var engine = texture.getEngine();
  99843. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  99844. dataOffset += imageSize; // add size of the image for the next face/mipmap
  99845. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  99846. }
  99847. width = Math.max(1.0, width * 0.5);
  99848. height = Math.max(1.0, height * 0.5);
  99849. }
  99850. };
  99851. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  99852. // load types
  99853. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  99854. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  99855. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  99856. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  99857. return KhronosTextureContainer;
  99858. }());
  99859. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  99860. })(BABYLON || (BABYLON = {}));
  99861. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  99862. var BABYLON;
  99863. (function (BABYLON) {
  99864. /**
  99865. * Implementation of the KTX Texture Loader.
  99866. */
  99867. var KTXTextureLoader = /** @class */ (function () {
  99868. function KTXTextureLoader() {
  99869. /**
  99870. * Defines wether the loader supports cascade loading the different faces.
  99871. */
  99872. this.supportCascades = false;
  99873. }
  99874. /**
  99875. * This returns if the loader support the current file information.
  99876. * @param extension defines the file extension of the file being loaded
  99877. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99878. * @param fallback defines the fallback internal texture if any
  99879. * @param isBase64 defines whether the texture is encoded as a base64
  99880. * @param isBuffer defines whether the texture data are stored as a buffer
  99881. * @returns true if the loader can load the specified file
  99882. */
  99883. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99884. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  99885. return true;
  99886. }
  99887. return false;
  99888. };
  99889. /**
  99890. * Transform the url before loading if required.
  99891. * @param rootUrl the url of the texture
  99892. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99893. * @returns the transformed texture
  99894. */
  99895. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99896. var lastDot = rootUrl.lastIndexOf('.');
  99897. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  99898. };
  99899. /**
  99900. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99901. * @param rootUrl the url of the texture
  99902. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99903. * @returns the fallback texture
  99904. */
  99905. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99906. // remove the format appended to the rootUrl in the original createCubeTexture call.
  99907. var exp = new RegExp("" + textureFormatInUse + "$");
  99908. return rootUrl.replace(exp, "");
  99909. };
  99910. /**
  99911. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99912. * @param data contains the texture data
  99913. * @param texture defines the BabylonJS internal texture
  99914. * @param createPolynomials will be true if polynomials have been requested
  99915. * @param onLoad defines the callback to trigger once the texture is ready
  99916. * @param onError defines the callback to trigger in case of error
  99917. */
  99918. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99919. if (Array.isArray(data)) {
  99920. return;
  99921. }
  99922. var engine = texture.getEngine();
  99923. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  99924. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  99925. engine._unpackFlipY(true);
  99926. ktx.uploadLevels(texture, texture.generateMipMaps);
  99927. texture.width = ktx.pixelWidth;
  99928. texture.height = ktx.pixelHeight;
  99929. engine._setCubeMapTextureParams(loadMipmap);
  99930. texture.isReady = true;
  99931. };
  99932. /**
  99933. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99934. * @param data contains the texture data
  99935. * @param texture defines the BabylonJS internal texture
  99936. * @param callback defines the method to call once ready to upload
  99937. */
  99938. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  99939. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  99940. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  99941. ktx.uploadLevels(texture, texture.generateMipMaps);
  99942. });
  99943. };
  99944. return KTXTextureLoader;
  99945. }());
  99946. // Register the loader.
  99947. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  99948. })(BABYLON || (BABYLON = {}));
  99949. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  99950. var BABYLON;
  99951. (function (BABYLON) {
  99952. /**
  99953. * Sets of helpers addressing the serialization and deserialization of environment texture
  99954. * stored in a BabylonJS env file.
  99955. * Those files are usually stored as .env files.
  99956. */
  99957. var EnvironmentTextureTools = /** @class */ (function () {
  99958. function EnvironmentTextureTools() {
  99959. }
  99960. /**
  99961. * Gets the environment info from an env file.
  99962. * @param data The array buffer containing the .env bytes.
  99963. * @returns the environment file info (the json header) if successfully parsed.
  99964. */
  99965. EnvironmentTextureTools.GetEnvInfo = function (data) {
  99966. var dataView = new DataView(data);
  99967. var pos = 0;
  99968. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  99969. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  99970. BABYLON.Tools.Error('Not a babylon environment map');
  99971. return null;
  99972. }
  99973. }
  99974. // Read json manifest - collect characters up to null terminator
  99975. var manifestString = '';
  99976. var charCode = 0x00;
  99977. while ((charCode = dataView.getUint8(pos++))) {
  99978. manifestString += String.fromCharCode(charCode);
  99979. }
  99980. var manifest = JSON.parse(manifestString);
  99981. if (manifest.specular) {
  99982. // Extend the header with the position of the payload.
  99983. manifest.specular.specularDataPosition = pos;
  99984. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  99985. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  99986. }
  99987. return manifest;
  99988. };
  99989. /**
  99990. * Creates an environment texture from a loaded cube texture.
  99991. * @param texture defines the cube texture to convert in env file
  99992. * @return a promise containing the environment data if succesfull.
  99993. */
  99994. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  99995. var _this = this;
  99996. var internalTexture = texture.getInternalTexture();
  99997. if (!internalTexture) {
  99998. return Promise.reject("The cube texture is invalid.");
  99999. }
  100000. if (!texture._prefiltered) {
  100001. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100002. }
  100003. var engine = internalTexture.getEngine();
  100004. if (engine && engine.premultipliedAlpha) {
  100005. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100006. }
  100007. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100008. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100009. }
  100010. var canvas = engine.getRenderingCanvas();
  100011. if (!canvas) {
  100012. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100013. }
  100014. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100015. if (!engine.getCaps().textureFloatRender) {
  100016. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100017. if (!engine.getCaps().textureHalfFloatRender) {
  100018. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100019. }
  100020. }
  100021. var cubeWidth = internalTexture.width;
  100022. var hostingScene = new BABYLON.Scene(engine);
  100023. var specularTextures = {};
  100024. var promises = [];
  100025. // Read and collect all mipmaps data from the cube.
  100026. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100027. mipmapsCount = Math.round(mipmapsCount);
  100028. var _loop_1 = function (i) {
  100029. var faceWidth = Math.pow(2, mipmapsCount - i);
  100030. var _loop_2 = function (face) {
  100031. var data = texture.readPixels(face, i);
  100032. // Creates a temp texture with the face data.
  100033. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100034. // And rgbdEncode them.
  100035. var promise = new Promise(function (resolve, reject) {
  100036. 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);
  100037. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100038. rgbdPostProcess.onApply = function (effect) {
  100039. effect._bindTexture("textureSampler", tempTexture);
  100040. };
  100041. // As the process needs to happen on the main canvas, keep track of the current size
  100042. var currentW = engine.getRenderWidth();
  100043. var currentH = engine.getRenderHeight();
  100044. // Set the desired size for the texture
  100045. engine.setSize(faceWidth, faceWidth);
  100046. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100047. // Reading datas from WebGL
  100048. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100049. var fileReader = new FileReader();
  100050. fileReader.onload = function (event) {
  100051. var arrayBuffer = event.target.result;
  100052. specularTextures[i * 6 + face] = arrayBuffer;
  100053. resolve();
  100054. };
  100055. fileReader.readAsArrayBuffer(blob);
  100056. });
  100057. // Reapply the previous canvas size
  100058. engine.setSize(currentW, currentH);
  100059. });
  100060. });
  100061. promises.push(promise);
  100062. };
  100063. // All faces of the cube.
  100064. for (var face = 0; face < 6; face++) {
  100065. _loop_2(face);
  100066. }
  100067. };
  100068. for (var i = 0; i <= mipmapsCount; i++) {
  100069. _loop_1(i);
  100070. }
  100071. // Once all the textures haves been collected as RGBD stored in PNGs
  100072. return Promise.all(promises).then(function () {
  100073. // We can delete the hosting scene keeping track of all the creation objects
  100074. hostingScene.dispose();
  100075. // Creates the json header for the env texture
  100076. var info = {
  100077. version: 1,
  100078. width: cubeWidth,
  100079. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100080. specular: {
  100081. mipmaps: [],
  100082. lodGenerationScale: texture.lodGenerationScale
  100083. }
  100084. };
  100085. // Sets the specular image data information
  100086. var position = 0;
  100087. for (var i = 0; i <= mipmapsCount; i++) {
  100088. for (var face = 0; face < 6; face++) {
  100089. var byteLength = specularTextures[i * 6 + face].byteLength;
  100090. info.specular.mipmaps.push({
  100091. length: byteLength,
  100092. position: position
  100093. });
  100094. position += byteLength;
  100095. }
  100096. }
  100097. // Encode the JSON as an array buffer
  100098. var infoString = JSON.stringify(info);
  100099. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100100. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100101. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100102. infoView[i] = infoString.charCodeAt(i);
  100103. }
  100104. // Ends up with a null terminator for easier parsing
  100105. infoView[infoString.length] = 0x00;
  100106. // Computes the final required size and creates the storage
  100107. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100108. var finalBuffer = new ArrayBuffer(totalSize);
  100109. var finalBufferView = new Uint8Array(finalBuffer);
  100110. var dataView = new DataView(finalBuffer);
  100111. // Copy the magic bytes identifying the file in
  100112. var pos = 0;
  100113. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100114. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100115. }
  100116. // Add the json info
  100117. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100118. pos += infoBuffer.byteLength;
  100119. // Finally inserts the texture data
  100120. for (var i = 0; i <= mipmapsCount; i++) {
  100121. for (var face = 0; face < 6; face++) {
  100122. var dataBuffer = specularTextures[i * 6 + face];
  100123. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100124. pos += dataBuffer.byteLength;
  100125. }
  100126. }
  100127. // Voila
  100128. return finalBuffer;
  100129. });
  100130. };
  100131. /**
  100132. * Creates a JSON representation of the spherical data.
  100133. * @param texture defines the texture containing the polynomials
  100134. * @return the JSON representation of the spherical info
  100135. */
  100136. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100137. var polynmials = texture.sphericalPolynomial;
  100138. if (polynmials == null) {
  100139. return null;
  100140. }
  100141. return {
  100142. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100143. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100144. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100145. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100146. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100147. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100148. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100149. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100150. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100151. };
  100152. };
  100153. /**
  100154. * Uploads the texture info contained in the env file to the GPU.
  100155. * @param texture defines the internal texture to upload to
  100156. * @param arrayBuffer defines the buffer cotaining the data to load
  100157. * @param info defines the texture info retrieved through the GetEnvInfo method
  100158. * @returns a promise
  100159. */
  100160. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100161. if (info.version !== 1) {
  100162. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100163. }
  100164. var specularInfo = info.specular;
  100165. if (!specularInfo) {
  100166. // Nothing else parsed so far
  100167. return Promise.resolve();
  100168. }
  100169. // Double checks the enclosed info
  100170. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100171. mipmapsCount = Math.round(mipmapsCount) + 1;
  100172. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100173. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100174. }
  100175. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100176. var imageData = new Array(mipmapsCount);
  100177. for (var i = 0; i < mipmapsCount; i++) {
  100178. imageData[i] = new Array(6);
  100179. for (var face = 0; face < 6; face++) {
  100180. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100181. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100182. }
  100183. }
  100184. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100185. };
  100186. /**
  100187. * Uploads the levels of image data to the GPU.
  100188. * @param texture defines the internal texture to upload to
  100189. * @param imageData defines the array buffer views of image data [mipmap][face]
  100190. * @returns a promise
  100191. */
  100192. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100193. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100194. throw new Error("Texture size must be a power of two");
  100195. }
  100196. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100197. // Gets everything ready.
  100198. var engine = texture.getEngine();
  100199. var expandTexture = false;
  100200. var generateNonLODTextures = false;
  100201. var rgbdPostProcess = null;
  100202. var cubeRtt = null;
  100203. var lodTextures = null;
  100204. var caps = engine.getCaps();
  100205. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100206. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100207. texture.generateMipMaps = true;
  100208. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100209. // Add extra process if texture lod is not supported
  100210. if (!caps.textureLOD) {
  100211. expandTexture = false;
  100212. generateNonLODTextures = true;
  100213. lodTextures = {};
  100214. }
  100215. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100216. else if (engine.webGLVersion < 2) {
  100217. expandTexture = false;
  100218. }
  100219. // If half float available we can uncompress the texture
  100220. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100221. expandTexture = true;
  100222. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100223. }
  100224. // If full float available we can uncompress the texture
  100225. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100226. expandTexture = true;
  100227. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100228. }
  100229. // Expand the texture if possible
  100230. if (expandTexture) {
  100231. // Simply run through the decode PP
  100232. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100233. texture._isRGBD = false;
  100234. texture.invertY = false;
  100235. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100236. generateDepthBuffer: false,
  100237. generateMipMaps: true,
  100238. generateStencilBuffer: false,
  100239. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100240. type: texture.type,
  100241. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100242. });
  100243. }
  100244. else {
  100245. texture._isRGBD = true;
  100246. texture.invertY = true;
  100247. // In case of missing support, applies the same patch than DDS files.
  100248. if (generateNonLODTextures) {
  100249. var mipSlices = 3;
  100250. var scale = texture._lodGenerationScale;
  100251. var offset = texture._lodGenerationOffset;
  100252. for (var i = 0; i < mipSlices; i++) {
  100253. //compute LOD from even spacing in smoothness (matching shader calculation)
  100254. var smoothness = i / (mipSlices - 1);
  100255. var roughness = 1 - smoothness;
  100256. var minLODIndex = offset; // roughness = 0
  100257. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100258. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100259. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100260. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100261. glTextureFromLod.isCube = true;
  100262. glTextureFromLod.invertY = true;
  100263. glTextureFromLod.generateMipMaps = false;
  100264. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100265. // Wrap in a base texture for easy binding.
  100266. var lodTexture = new BABYLON.BaseTexture(null);
  100267. lodTexture.isCube = true;
  100268. lodTexture._texture = glTextureFromLod;
  100269. lodTextures[mipmapIndex] = lodTexture;
  100270. switch (i) {
  100271. case 0:
  100272. texture._lodTextureLow = lodTexture;
  100273. break;
  100274. case 1:
  100275. texture._lodTextureMid = lodTexture;
  100276. break;
  100277. case 2:
  100278. texture._lodTextureHigh = lodTexture;
  100279. break;
  100280. }
  100281. }
  100282. }
  100283. }
  100284. var promises = [];
  100285. var _loop_3 = function (i) {
  100286. var _loop_4 = function (face) {
  100287. // Constructs an image element from image data
  100288. var bytes = imageData[i][face];
  100289. var blob = new Blob([bytes], { type: 'image/png' });
  100290. var url = URL.createObjectURL(blob);
  100291. var image = new Image();
  100292. image.src = url;
  100293. // Enqueue promise to upload to the texture.
  100294. var promise = new Promise(function (resolve, reject) {
  100295. image.onload = function () {
  100296. if (expandTexture) {
  100297. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100298. reject(message);
  100299. }, image);
  100300. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100301. // Uncompress the data to a RTT
  100302. rgbdPostProcess.onApply = function (effect) {
  100303. effect._bindTexture("textureSampler", tempTexture_1);
  100304. effect.setFloat2("scale", 1, 1);
  100305. };
  100306. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100307. // Cleanup
  100308. engine.restoreDefaultFramebuffer();
  100309. tempTexture_1.dispose();
  100310. window.URL.revokeObjectURL(url);
  100311. resolve();
  100312. });
  100313. }
  100314. else {
  100315. engine._uploadImageToTexture(texture, image, face, i);
  100316. // Upload the face to the non lod texture support
  100317. if (generateNonLODTextures) {
  100318. var lodTexture = lodTextures[i];
  100319. if (lodTexture) {
  100320. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100321. }
  100322. }
  100323. resolve();
  100324. }
  100325. };
  100326. image.onerror = function (error) {
  100327. reject(error);
  100328. };
  100329. });
  100330. promises.push(promise);
  100331. };
  100332. // All faces
  100333. for (var face = 0; face < 6; face++) {
  100334. _loop_4(face);
  100335. }
  100336. };
  100337. // All mipmaps up to provided number of images
  100338. for (var i = 0; i < imageData.length; i++) {
  100339. _loop_3(i);
  100340. }
  100341. // Fill remaining mipmaps with black textures.
  100342. if (imageData.length < mipmapsCount) {
  100343. var data = void 0;
  100344. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100345. var dataLength = size * size * 4;
  100346. switch (texture.type) {
  100347. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100348. data = new Uint8Array(dataLength);
  100349. break;
  100350. }
  100351. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100352. data = new Uint16Array(dataLength);
  100353. break;
  100354. }
  100355. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100356. data = new Float32Array(dataLength);
  100357. break;
  100358. }
  100359. }
  100360. for (var i = imageData.length; i < mipmapsCount; i++) {
  100361. for (var face = 0; face < 6; face++) {
  100362. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100363. }
  100364. }
  100365. }
  100366. // Once all done, finishes the cleanup and return
  100367. return Promise.all(promises).then(function () {
  100368. // Release temp RTT.
  100369. if (cubeRtt) {
  100370. engine._releaseFramebufferObjects(cubeRtt);
  100371. cubeRtt._swapAndDie(texture);
  100372. }
  100373. // Release temp Post Process.
  100374. if (rgbdPostProcess) {
  100375. rgbdPostProcess.dispose();
  100376. }
  100377. // Flag internal texture as ready in case they are in use.
  100378. if (generateNonLODTextures) {
  100379. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100380. texture._lodTextureHigh._texture.isReady = true;
  100381. }
  100382. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100383. texture._lodTextureMid._texture.isReady = true;
  100384. }
  100385. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100386. texture._lodTextureLow._texture.isReady = true;
  100387. }
  100388. }
  100389. });
  100390. };
  100391. /**
  100392. * Uploads spherical polynomials information to the texture.
  100393. * @param texture defines the texture we are trying to upload the information to
  100394. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100395. */
  100396. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100397. if (info.version !== 1) {
  100398. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100399. }
  100400. var irradianceInfo = info.irradiance;
  100401. if (!irradianceInfo) {
  100402. return;
  100403. }
  100404. var sp = new BABYLON.SphericalPolynomial();
  100405. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100406. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100407. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100408. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100409. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100410. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100411. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100412. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100413. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100414. texture._sphericalPolynomial = sp;
  100415. };
  100416. /**
  100417. * Magic number identifying the env file.
  100418. */
  100419. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100420. return EnvironmentTextureTools;
  100421. }());
  100422. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100423. })(BABYLON || (BABYLON = {}));
  100424. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100425. var BABYLON;
  100426. (function (BABYLON) {
  100427. /**
  100428. * Implementation of the ENV Texture Loader.
  100429. */
  100430. var ENVTextureLoader = /** @class */ (function () {
  100431. function ENVTextureLoader() {
  100432. /**
  100433. * Defines wether the loader supports cascade loading the different faces.
  100434. */
  100435. this.supportCascades = false;
  100436. }
  100437. /**
  100438. * This returns if the loader support the current file information.
  100439. * @param extension defines the file extension of the file being loaded
  100440. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100441. * @param fallback defines the fallback internal texture if any
  100442. * @param isBase64 defines whether the texture is encoded as a base64
  100443. * @param isBuffer defines whether the texture data are stored as a buffer
  100444. * @returns true if the loader can load the specified file
  100445. */
  100446. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100447. return extension.indexOf(".env") === 0;
  100448. };
  100449. /**
  100450. * Transform the url before loading if required.
  100451. * @param rootUrl the url of the texture
  100452. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100453. * @returns the transformed texture
  100454. */
  100455. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100456. return rootUrl;
  100457. };
  100458. /**
  100459. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100460. * @param rootUrl the url of the texture
  100461. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100462. * @returns the fallback texture
  100463. */
  100464. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100465. return null;
  100466. };
  100467. /**
  100468. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100469. * @param data contains the texture data
  100470. * @param texture defines the BabylonJS internal texture
  100471. * @param createPolynomials will be true if polynomials have been requested
  100472. * @param onLoad defines the callback to trigger once the texture is ready
  100473. * @param onError defines the callback to trigger in case of error
  100474. */
  100475. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100476. if (Array.isArray(data)) {
  100477. return;
  100478. }
  100479. data = data;
  100480. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100481. if (info) {
  100482. texture.width = info.width;
  100483. texture.height = info.width;
  100484. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100485. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100486. texture.isReady = true;
  100487. if (onLoad) {
  100488. onLoad();
  100489. }
  100490. });
  100491. }
  100492. else if (onError) {
  100493. onError("Can not parse the environment file", null);
  100494. }
  100495. };
  100496. /**
  100497. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100498. * @param data contains the texture data
  100499. * @param texture defines the BabylonJS internal texture
  100500. * @param callback defines the method to call once ready to upload
  100501. */
  100502. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100503. throw ".env not supported in 2d.";
  100504. };
  100505. return ENVTextureLoader;
  100506. }());
  100507. // Register the loader.
  100508. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100509. })(BABYLON || (BABYLON = {}));
  100510. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100511. var BABYLON;
  100512. (function (BABYLON) {
  100513. /**
  100514. * Renders a layer on top of an existing scene
  100515. */
  100516. var UtilityLayerRenderer = /** @class */ (function () {
  100517. /**
  100518. * Instantiates a UtilityLayerRenderer
  100519. * @param originalScene the original scene that will be rendered on top of
  100520. */
  100521. function UtilityLayerRenderer(
  100522. /** the original scene that will be rendered on top of */
  100523. originalScene) {
  100524. var _this = this;
  100525. this.originalScene = originalScene;
  100526. this._pointerCaptures = {};
  100527. this._lastPointerEvents = {};
  100528. /**
  100529. * If the utility layer should automatically be rendered on top of existing scene
  100530. */
  100531. this.shouldRender = true;
  100532. /**
  100533. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100534. */
  100535. this.onlyCheckPointerDownEvents = true;
  100536. /**
  100537. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100538. */
  100539. this.processAllEvents = false;
  100540. /**
  100541. * Observable raised when the pointer move from the utility layer scene to the main scene
  100542. */
  100543. this.onPointerOutObservable = new BABYLON.Observable();
  100544. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100545. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100546. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100547. this.utilityLayerScene._allowPostProcessClearColor = false;
  100548. originalScene.getEngine().scenes.pop();
  100549. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100550. this.utilityLayerScene.detachControl();
  100551. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100552. if (!_this.processAllEvents) {
  100553. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100554. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100555. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100556. return;
  100557. }
  100558. }
  100559. var pointerEvent = (prePointerInfo.event);
  100560. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100561. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100562. return;
  100563. }
  100564. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100565. if (!prePointerInfo.ray && utilityScenePick) {
  100566. prePointerInfo.ray = utilityScenePick.ray;
  100567. }
  100568. // always fire the prepointer oversvable
  100569. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100570. // allow every non pointer down event to flow to the utility layer
  100571. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100572. if (!prePointerInfo.skipOnPointerObservable) {
  100573. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100574. }
  100575. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100576. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100577. }
  100578. return;
  100579. }
  100580. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100581. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100582. if (utilityScenePick && utilityScenePick.hit) {
  100583. if (!prePointerInfo.skipOnPointerObservable) {
  100584. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100585. }
  100586. prePointerInfo.skipOnPointerObservable = true;
  100587. }
  100588. }
  100589. else {
  100590. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100591. var pointerEvent_1 = (prePointerInfo.event);
  100592. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100593. if (originalScenePick && utilityScenePick) {
  100594. // No pick in utility scene
  100595. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100596. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100597. // We touched an utility mesh present in the main scene
  100598. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100599. prePointerInfo.skipOnPointerObservable = true;
  100600. }
  100601. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100602. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100603. }
  100604. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100605. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100606. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100607. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100608. }
  100609. }
  100610. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100611. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100612. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100613. // If a previous utility layer set this, do not unset this
  100614. if (!prePointerInfo.skipOnPointerObservable) {
  100615. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100616. }
  100617. }
  100618. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100619. // We have a pick in both scenes but main is closer than utility
  100620. // We touched an utility mesh present in the main scene
  100621. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100622. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100623. prePointerInfo.skipOnPointerObservable = true;
  100624. }
  100625. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100626. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100627. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100628. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100629. }
  100630. }
  100631. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100632. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100633. }
  100634. }
  100635. }
  100636. });
  100637. // Render directly on top of existing scene without clearing
  100638. this.utilityLayerScene.autoClear = false;
  100639. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100640. if (_this.shouldRender) {
  100641. _this.render();
  100642. }
  100643. });
  100644. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100645. _this.dispose();
  100646. });
  100647. this._updateCamera();
  100648. }
  100649. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100650. /**
  100651. * 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)
  100652. */
  100653. get: function () {
  100654. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100655. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100656. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100657. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100658. });
  100659. }
  100660. return UtilityLayerRenderer._DefaultUtilityLayer;
  100661. },
  100662. enumerable: true,
  100663. configurable: true
  100664. });
  100665. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100666. /**
  100667. * 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)
  100668. */
  100669. get: function () {
  100670. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100671. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100672. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100673. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100674. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100675. });
  100676. }
  100677. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100678. },
  100679. enumerable: true,
  100680. configurable: true
  100681. });
  100682. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100683. if (!prePointerInfo.skipOnPointerObservable) {
  100684. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100685. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100686. }
  100687. };
  100688. /**
  100689. * Renders the utility layers scene on top of the original scene
  100690. */
  100691. UtilityLayerRenderer.prototype.render = function () {
  100692. this._updateCamera();
  100693. if (this.utilityLayerScene.activeCamera) {
  100694. // Set the camera's scene to utility layers scene
  100695. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100696. var camera = this.utilityLayerScene.activeCamera;
  100697. camera._scene = this.utilityLayerScene;
  100698. if (camera.leftCamera) {
  100699. camera.leftCamera._scene = this.utilityLayerScene;
  100700. }
  100701. if (camera.rightCamera) {
  100702. camera.rightCamera._scene = this.utilityLayerScene;
  100703. }
  100704. this.utilityLayerScene.render(false);
  100705. // Reset camera's scene back to original
  100706. camera._scene = oldScene;
  100707. if (camera.leftCamera) {
  100708. camera.leftCamera._scene = oldScene;
  100709. }
  100710. if (camera.rightCamera) {
  100711. camera.rightCamera._scene = oldScene;
  100712. }
  100713. }
  100714. };
  100715. /**
  100716. * Disposes of the renderer
  100717. */
  100718. UtilityLayerRenderer.prototype.dispose = function () {
  100719. this.onPointerOutObservable.clear();
  100720. if (this._afterRenderObserver) {
  100721. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  100722. }
  100723. if (this._sceneDisposeObserver) {
  100724. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  100725. }
  100726. if (this._originalPointerObserver) {
  100727. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  100728. }
  100729. this.utilityLayerScene.dispose();
  100730. };
  100731. UtilityLayerRenderer.prototype._updateCamera = function () {
  100732. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  100733. };
  100734. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100735. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100736. return UtilityLayerRenderer;
  100737. }());
  100738. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  100739. })(BABYLON || (BABYLON = {}));
  100740. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  100741. //# sourceMappingURL=babylon.behavior.js.map
  100742. var BABYLON;
  100743. (function (BABYLON) {
  100744. /**
  100745. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100746. */
  100747. var PointerDragBehavior = /** @class */ (function () {
  100748. /**
  100749. * Creates a pointer drag behavior that can be attached to a mesh
  100750. * @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)
  100751. */
  100752. function PointerDragBehavior(options) {
  100753. /**
  100754. * 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)
  100755. */
  100756. this.maxDragAngle = 0;
  100757. /**
  100758. * @hidden
  100759. */
  100760. this._useAlternatePickedPointAboveMaxDragAngle = false;
  100761. /**
  100762. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100763. */
  100764. this.currentDraggingPointerID = -1;
  100765. /**
  100766. * If the behavior is currently in a dragging state
  100767. */
  100768. this.dragging = false;
  100769. /**
  100770. * 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)
  100771. */
  100772. this.dragDeltaRatio = 0.2;
  100773. /**
  100774. * If the drag plane orientation should be updated during the dragging (Default: true)
  100775. */
  100776. this.updateDragPlane = true;
  100777. // Debug mode will display drag planes to help visualize behavior
  100778. this._debugMode = false;
  100779. this._moving = false;
  100780. /**
  100781. * Fires each time the attached mesh is dragged with the pointer
  100782. * * delta between last drag position and current drag position in world space
  100783. * * dragDistance along the drag axis
  100784. * * dragPlaneNormal normal of the current drag plane used during the drag
  100785. * * dragPlanePoint in world space where the drag intersects the drag plane
  100786. */
  100787. this.onDragObservable = new BABYLON.Observable();
  100788. /**
  100789. * Fires each time a drag begins (eg. mouse down on mesh)
  100790. */
  100791. this.onDragStartObservable = new BABYLON.Observable();
  100792. /**
  100793. * Fires each time a drag ends (eg. mouse release after drag)
  100794. */
  100795. this.onDragEndObservable = new BABYLON.Observable();
  100796. /**
  100797. * If the attached mesh should be moved when dragged
  100798. */
  100799. this.moveAttached = true;
  100800. /**
  100801. * If the drag behavior will react to drag events (Default: true)
  100802. */
  100803. this.enabled = true;
  100804. /**
  100805. * If camera controls should be detached during the drag
  100806. */
  100807. this.detachCameraControls = true;
  100808. /**
  100809. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100810. */
  100811. this.useObjectOrienationForDragging = true;
  100812. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  100813. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  100814. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  100815. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  100816. this._attachedElement = null;
  100817. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100818. this._lastPointerRay = {};
  100819. this._dragDelta = new BABYLON.Vector3();
  100820. // Variables to avoid instantiation in the below method
  100821. this._pointA = new BABYLON.Vector3(0, 0, 0);
  100822. this._pointB = new BABYLON.Vector3(0, 0, 0);
  100823. this._pointC = new BABYLON.Vector3(0, 0, 0);
  100824. this._lineA = new BABYLON.Vector3(0, 0, 0);
  100825. this._lineB = new BABYLON.Vector3(0, 0, 0);
  100826. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  100827. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  100828. this._options = options ? options : {};
  100829. var optionCount = 0;
  100830. if (this._options.dragAxis) {
  100831. optionCount++;
  100832. }
  100833. if (this._options.dragPlaneNormal) {
  100834. optionCount++;
  100835. }
  100836. if (optionCount > 1) {
  100837. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  100838. }
  100839. }
  100840. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  100841. /**
  100842. * The name of the behavior
  100843. */
  100844. get: function () {
  100845. return "PointerDrag";
  100846. },
  100847. enumerable: true,
  100848. configurable: true
  100849. });
  100850. /**
  100851. * Initializes the behavior
  100852. */
  100853. PointerDragBehavior.prototype.init = function () { };
  100854. /**
  100855. * Attaches the drag behavior the passed in mesh
  100856. * @param ownerNode The mesh that will be dragged around once attached
  100857. */
  100858. PointerDragBehavior.prototype.attach = function (ownerNode) {
  100859. var _this = this;
  100860. this._scene = ownerNode.getScene();
  100861. this._attachedNode = ownerNode;
  100862. // Initialize drag plane to not interfere with existing scene
  100863. if (!PointerDragBehavior._planeScene) {
  100864. if (this._debugMode) {
  100865. PointerDragBehavior._planeScene = this._scene;
  100866. }
  100867. else {
  100868. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  100869. PointerDragBehavior._planeScene.detachControl();
  100870. this._scene.getEngine().scenes.pop();
  100871. this._scene.onDisposeObservable.addOnce(function () {
  100872. PointerDragBehavior._planeScene.dispose();
  100873. PointerDragBehavior._planeScene = null;
  100874. });
  100875. }
  100876. }
  100877. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  100878. // State of the drag
  100879. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  100880. var pickPredicate = function (m) {
  100881. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  100882. };
  100883. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  100884. if (!_this.enabled) {
  100885. return;
  100886. }
  100887. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  100888. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  100889. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  100890. }
  100891. }
  100892. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  100893. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  100894. _this.releaseDrag();
  100895. }
  100896. }
  100897. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  100898. var pointerId = pointerInfo.event.pointerId;
  100899. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  100900. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  100901. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  100902. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  100903. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  100904. }
  100905. _this.currentDraggingPointerID = pointerId;
  100906. }
  100907. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  100908. if (!_this._lastPointerRay[pointerId]) {
  100909. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100910. }
  100911. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  100912. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  100913. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  100914. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  100915. _this._moveDrag(pointerInfo.pickInfo.ray);
  100916. }
  100917. }
  100918. }
  100919. });
  100920. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  100921. if (_this._moving && _this.moveAttached) {
  100922. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  100923. // Slowly move mesh to avoid jitter
  100924. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  100925. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  100926. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  100927. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  100928. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  100929. }
  100930. });
  100931. };
  100932. /**
  100933. * Force relase the drag action by code.
  100934. */
  100935. PointerDragBehavior.prototype.releaseDrag = function () {
  100936. this.dragging = false;
  100937. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  100938. this.currentDraggingPointerID = -1;
  100939. this._moving = false;
  100940. // Reattach camera controls
  100941. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100942. this._scene.activeCamera.attachControl(this._attachedElement, true);
  100943. }
  100944. };
  100945. /**
  100946. * Simulates the start of a pointer drag event on the behavior
  100947. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  100948. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  100949. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  100950. */
  100951. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  100952. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  100953. this._startDrag(pointerId, fromRay, startPickedPoint);
  100954. var lastRay = this._lastPointerRay[pointerId];
  100955. if (pointerId === PointerDragBehavior._AnyMouseID) {
  100956. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  100957. }
  100958. if (lastRay) {
  100959. // if there was a last pointer ray drag the object there
  100960. this._moveDrag(lastRay);
  100961. }
  100962. };
  100963. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  100964. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  100965. return;
  100966. }
  100967. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  100968. // Create start ray from the camera to the object
  100969. if (fromRay) {
  100970. this._startDragRay.direction.copyFrom(fromRay.direction);
  100971. this._startDragRay.origin.copyFrom(fromRay.origin);
  100972. }
  100973. else {
  100974. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  100975. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  100976. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  100977. }
  100978. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  100979. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  100980. if (pickedPoint) {
  100981. this.dragging = true;
  100982. this.currentDraggingPointerID = pointerId;
  100983. this.lastDragPosition.copyFrom(pickedPoint);
  100984. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  100985. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  100986. // Detatch camera controls
  100987. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  100988. if (this._scene.activeCamera.inputs.attachedElement) {
  100989. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  100990. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  100991. }
  100992. else {
  100993. this._attachedElement = null;
  100994. }
  100995. }
  100996. }
  100997. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  100998. };
  100999. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101000. this._moving = true;
  101001. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101002. if (pickedPoint) {
  101003. if (this.updateDragPlane) {
  101004. this._updateDragPlanePosition(ray, pickedPoint);
  101005. }
  101006. var dragLength = 0;
  101007. // depending on the drag mode option drag accordingly
  101008. if (this._options.dragAxis) {
  101009. // Convert local drag axis to world
  101010. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101011. // Project delta drag from the drag plane onto the drag axis
  101012. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101013. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101014. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101015. }
  101016. else {
  101017. dragLength = this._dragDelta.length();
  101018. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101019. }
  101020. this._targetPosition.addInPlace(this._dragDelta);
  101021. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101022. this.lastDragPosition.copyFrom(pickedPoint);
  101023. }
  101024. };
  101025. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101026. var _this = this;
  101027. if (!ray) {
  101028. return null;
  101029. }
  101030. // Calculate angle between plane normal and ray
  101031. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101032. // Correct if ray is casted from oposite side
  101033. if (angle > Math.PI / 2) {
  101034. angle = Math.PI - angle;
  101035. }
  101036. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101037. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101038. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101039. // Invert ray direction along the towards object axis
  101040. this._tmpVector.copyFrom(ray.direction);
  101041. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101042. this._alternatePickedPoint.normalize();
  101043. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101044. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101045. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101046. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101047. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101048. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101049. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101050. return this._alternatePickedPoint;
  101051. }
  101052. else {
  101053. return null;
  101054. }
  101055. }
  101056. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101057. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101058. return pickResult.pickedPoint;
  101059. }
  101060. else {
  101061. return null;
  101062. }
  101063. };
  101064. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101065. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101066. this._pointA.copyFrom(dragPlanePosition);
  101067. if (this._options.dragAxis) {
  101068. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101069. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101070. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101071. ray.origin.subtractToRef(this._pointA, this._pointC);
  101072. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101073. // Get perpendicular line from direction to camera and drag axis
  101074. this._pointB.subtractToRef(this._pointA, this._lineA);
  101075. this._pointC.subtractToRef(this._pointA, this._lineB);
  101076. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101077. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101078. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101079. this._lookAt.normalize();
  101080. this._dragPlane.position.copyFrom(this._pointA);
  101081. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101082. this._dragPlane.lookAt(this._lookAt);
  101083. }
  101084. else if (this._options.dragPlaneNormal) {
  101085. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101086. this._dragPlane.position.copyFrom(this._pointA);
  101087. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101088. this._dragPlane.lookAt(this._lookAt);
  101089. }
  101090. else {
  101091. this._dragPlane.position.copyFrom(this._pointA);
  101092. this._dragPlane.lookAt(ray.origin);
  101093. }
  101094. this._dragPlane.computeWorldMatrix(true);
  101095. };
  101096. /**
  101097. * Detaches the behavior from the mesh
  101098. */
  101099. PointerDragBehavior.prototype.detach = function () {
  101100. if (this._pointerObserver) {
  101101. this._scene.onPointerObservable.remove(this._pointerObserver);
  101102. }
  101103. if (this._beforeRenderObserver) {
  101104. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101105. }
  101106. };
  101107. PointerDragBehavior._AnyMouseID = -2;
  101108. return PointerDragBehavior;
  101109. }());
  101110. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101111. })(BABYLON || (BABYLON = {}));
  101112. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101113. var BABYLON;
  101114. (function (BABYLON) {
  101115. /**
  101116. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101117. */
  101118. var MultiPointerScaleBehavior = /** @class */ (function () {
  101119. /**
  101120. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101121. */
  101122. function MultiPointerScaleBehavior() {
  101123. this._startDistance = 0;
  101124. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101125. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101126. this._sceneRenderObserver = null;
  101127. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101128. this._dragBehaviorA.moveAttached = false;
  101129. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101130. this._dragBehaviorB.moveAttached = false;
  101131. }
  101132. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101133. /**
  101134. * The name of the behavior
  101135. */
  101136. get: function () {
  101137. return "MultiPointerScale";
  101138. },
  101139. enumerable: true,
  101140. configurable: true
  101141. });
  101142. /**
  101143. * Initializes the behavior
  101144. */
  101145. MultiPointerScaleBehavior.prototype.init = function () { };
  101146. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101147. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101148. };
  101149. /**
  101150. * Attaches the scale behavior the passed in mesh
  101151. * @param ownerNode The mesh that will be scaled around once attached
  101152. */
  101153. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101154. var _this = this;
  101155. this._ownerNode = ownerNode;
  101156. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101157. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101158. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101159. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101160. _this._dragBehaviorA.releaseDrag();
  101161. }
  101162. else {
  101163. _this._initialScale.copyFrom(ownerNode.scaling);
  101164. _this._startDistance = _this._getCurrentDistance();
  101165. }
  101166. }
  101167. });
  101168. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101169. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101170. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101171. _this._dragBehaviorB.releaseDrag();
  101172. }
  101173. else {
  101174. _this._initialScale.copyFrom(ownerNode.scaling);
  101175. _this._startDistance = _this._getCurrentDistance();
  101176. }
  101177. }
  101178. });
  101179. // Once both drag behaviors are active scale based on the distance between the two pointers
  101180. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101181. behavior.onDragObservable.add(function () {
  101182. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101183. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101184. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101185. }
  101186. });
  101187. });
  101188. ownerNode.addBehavior(this._dragBehaviorA);
  101189. ownerNode.addBehavior(this._dragBehaviorB);
  101190. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101191. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101192. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101193. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101194. if (change.length() > 0.01) {
  101195. ownerNode.scaling.addInPlace(change);
  101196. }
  101197. }
  101198. });
  101199. };
  101200. /**
  101201. * Detaches the behavior from the mesh
  101202. */
  101203. MultiPointerScaleBehavior.prototype.detach = function () {
  101204. var _this = this;
  101205. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101206. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101207. behavior.onDragStartObservable.clear();
  101208. behavior.onDragObservable.clear();
  101209. _this._ownerNode.removeBehavior(behavior);
  101210. });
  101211. };
  101212. return MultiPointerScaleBehavior;
  101213. }());
  101214. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101215. })(BABYLON || (BABYLON = {}));
  101216. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101217. var BABYLON;
  101218. (function (BABYLON) {
  101219. /**
  101220. * 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
  101221. */
  101222. var SixDofDragBehavior = /** @class */ (function () {
  101223. /**
  101224. * 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
  101225. */
  101226. function SixDofDragBehavior() {
  101227. this._sceneRenderObserver = null;
  101228. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101229. this._moving = false;
  101230. this._startingOrientation = new BABYLON.Quaternion();
  101231. /**
  101232. * 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)
  101233. */
  101234. this.zDragFactor = 3;
  101235. /**
  101236. * If the behavior is currently in a dragging state
  101237. */
  101238. this.dragging = false;
  101239. /**
  101240. * 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)
  101241. */
  101242. this.dragDeltaRatio = 0.2;
  101243. /**
  101244. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101245. */
  101246. this.currentDraggingPointerID = -1;
  101247. /**
  101248. * If camera controls should be detached during the drag
  101249. */
  101250. this.detachCameraControls = true;
  101251. /**
  101252. * Fires each time a drag starts
  101253. */
  101254. this.onDragStartObservable = new BABYLON.Observable();
  101255. /**
  101256. * Fires each time a drag ends (eg. mouse release after drag)
  101257. */
  101258. this.onDragEndObservable = new BABYLON.Observable();
  101259. }
  101260. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101261. /**
  101262. * The name of the behavior
  101263. */
  101264. get: function () {
  101265. return "SixDofDrag";
  101266. },
  101267. enumerable: true,
  101268. configurable: true
  101269. });
  101270. /**
  101271. * Initializes the behavior
  101272. */
  101273. SixDofDragBehavior.prototype.init = function () { };
  101274. /**
  101275. * Attaches the scale behavior the passed in mesh
  101276. * @param ownerNode The mesh that will be scaled around once attached
  101277. */
  101278. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101279. var _this = this;
  101280. this._ownerNode = ownerNode;
  101281. this._scene = this._ownerNode.getScene();
  101282. if (!SixDofDragBehavior._virtualScene) {
  101283. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101284. SixDofDragBehavior._virtualScene.detachControl();
  101285. this._scene.getEngine().scenes.pop();
  101286. }
  101287. var pickedMesh = null;
  101288. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101289. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101290. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101291. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101292. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101293. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101294. var pickPredicate = function (m) {
  101295. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101296. };
  101297. var attachedElement = null;
  101298. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101299. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101300. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101301. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101302. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101303. }
  101304. pickedMesh = _this._ownerNode;
  101305. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101306. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101307. // Set position and orientation of the controller
  101308. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101309. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101310. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101311. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101312. pickedMesh.computeWorldMatrix();
  101313. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101314. if (!pickedMesh.rotationQuaternion) {
  101315. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101316. }
  101317. var oldParent = pickedMesh.parent;
  101318. pickedMesh.setParent(null);
  101319. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101320. pickedMesh.setParent(oldParent);
  101321. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101322. // Update state
  101323. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101324. _this.dragging = true;
  101325. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101326. // Detatch camera controls
  101327. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101328. if (_this._scene.activeCamera.inputs.attachedElement) {
  101329. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101330. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101331. }
  101332. else {
  101333. attachedElement = null;
  101334. }
  101335. }
  101336. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101337. _this.onDragStartObservable.notifyObservers({});
  101338. }
  101339. }
  101340. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101341. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101342. _this.dragging = false;
  101343. _this._moving = false;
  101344. _this.currentDraggingPointerID = -1;
  101345. pickedMesh = null;
  101346. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101347. // Reattach camera controls
  101348. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101349. _this._scene.activeCamera.attachControl(attachedElement, true);
  101350. }
  101351. _this.onDragEndObservable.notifyObservers({});
  101352. }
  101353. }
  101354. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101355. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101356. var zDragFactor = _this.zDragFactor;
  101357. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101358. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101359. zDragFactor = 0;
  101360. }
  101361. // Calculate controller drag distance in controller space
  101362. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101363. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101364. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101365. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101366. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101367. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101368. if (_this._virtualDragMesh.position.z < 0) {
  101369. _this._virtualDragMesh.position.z = 0;
  101370. }
  101371. // Update the controller position
  101372. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101373. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101374. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101375. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101376. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101377. if (pickedMesh.parent) {
  101378. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101379. }
  101380. if (!_this._moving) {
  101381. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101382. }
  101383. _this._moving = true;
  101384. }
  101385. }
  101386. });
  101387. var tmpQuaternion = new BABYLON.Quaternion();
  101388. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101389. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101390. if (_this.dragging && _this._moving && pickedMesh) {
  101391. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101392. // Slowly move mesh to avoid jitter
  101393. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101394. // Get change in rotation
  101395. tmpQuaternion.copyFrom(_this._startingOrientation);
  101396. tmpQuaternion.x = -tmpQuaternion.x;
  101397. tmpQuaternion.y = -tmpQuaternion.y;
  101398. tmpQuaternion.z = -tmpQuaternion.z;
  101399. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101400. // Convert change in rotation to only y axis rotation
  101401. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101402. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101403. // Slowly move mesh to avoid jitter
  101404. var oldParent = pickedMesh.parent;
  101405. pickedMesh.setParent(null);
  101406. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101407. pickedMesh.setParent(oldParent);
  101408. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101409. }
  101410. });
  101411. };
  101412. /**
  101413. * Detaches the behavior from the mesh
  101414. */
  101415. SixDofDragBehavior.prototype.detach = function () {
  101416. if (this._scene) {
  101417. this._scene.onPointerObservable.remove(this._pointerObserver);
  101418. }
  101419. if (this._ownerNode) {
  101420. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101421. }
  101422. if (this._virtualOriginMesh) {
  101423. this._virtualOriginMesh.dispose();
  101424. }
  101425. if (this._virtualDragMesh) {
  101426. this._virtualDragMesh.dispose();
  101427. }
  101428. this.onDragEndObservable.clear();
  101429. this.onDragStartObservable.clear();
  101430. };
  101431. return SixDofDragBehavior;
  101432. }());
  101433. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101434. })(BABYLON || (BABYLON = {}));
  101435. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101436. var BABYLON;
  101437. (function (BABYLON) {
  101438. /**
  101439. * @hidden
  101440. */
  101441. var FaceDirectionInfo = /** @class */ (function () {
  101442. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101443. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101444. if (diff === void 0) { diff = 0; }
  101445. if (ignore === void 0) { ignore = false; }
  101446. this.direction = direction;
  101447. this.rotatedDirection = rotatedDirection;
  101448. this.diff = diff;
  101449. this.ignore = ignore;
  101450. }
  101451. return FaceDirectionInfo;
  101452. }());
  101453. /**
  101454. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101455. */
  101456. var AttachToBoxBehavior = /** @class */ (function () {
  101457. /**
  101458. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101459. * @param ui The transform node that should be attched to the mesh
  101460. */
  101461. function AttachToBoxBehavior(ui) {
  101462. this.ui = ui;
  101463. /**
  101464. * The name of the behavior
  101465. */
  101466. this.name = "AttachToBoxBehavior";
  101467. /**
  101468. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101469. */
  101470. this.distanceAwayFromFace = 0.15;
  101471. /**
  101472. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101473. */
  101474. this.distanceAwayFromBottomOfFace = 0.15;
  101475. 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))];
  101476. this._tmpMatrix = new BABYLON.Matrix();
  101477. this._tmpVector = new BABYLON.Vector3();
  101478. this._zeroVector = BABYLON.Vector3.Zero();
  101479. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101480. /* Does nothing */
  101481. }
  101482. /**
  101483. * Initializes the behavior
  101484. */
  101485. AttachToBoxBehavior.prototype.init = function () {
  101486. /* Does nothing */
  101487. };
  101488. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101489. var _this = this;
  101490. // Go over each face and calculate the angle between the face's normal and targetDirection
  101491. this._faceVectors.forEach(function (v) {
  101492. if (!_this._target.rotationQuaternion) {
  101493. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101494. }
  101495. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101496. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101497. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101498. });
  101499. // Return the face information of the one with the normal closeset to target direction
  101500. return this._faceVectors.reduce(function (min, p) {
  101501. if (min.ignore) {
  101502. return p;
  101503. }
  101504. else if (p.ignore) {
  101505. return min;
  101506. }
  101507. else {
  101508. return min.diff < p.diff ? min : p;
  101509. }
  101510. }, this._faceVectors[0]);
  101511. };
  101512. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101513. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101514. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101515. this._lookAtTmpMatrix.invert();
  101516. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101517. };
  101518. /**
  101519. * Attaches the AttachToBoxBehavior to the passed in mesh
  101520. * @param target The mesh that the specified node will be attached to
  101521. */
  101522. AttachToBoxBehavior.prototype.attach = function (target) {
  101523. var _this = this;
  101524. this._target = target;
  101525. this._scene = this._target.getScene();
  101526. // Every frame, update the app bars position
  101527. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101528. if (!_this._scene.activeCamera) {
  101529. return;
  101530. }
  101531. // Find the face closest to the cameras position
  101532. var cameraPos = _this._scene.activeCamera.position;
  101533. if (_this._scene.activeCamera.devicePosition) {
  101534. cameraPos = _this._scene.activeCamera.devicePosition;
  101535. }
  101536. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101537. if (_this._scene.activeCamera.leftCamera) {
  101538. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101539. }
  101540. else {
  101541. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101542. }
  101543. // Get camera up direction
  101544. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101545. // Ignore faces to not select a parrelel face for the up vector of the UI
  101546. _this._faceVectors.forEach(function (v) {
  101547. if (facing.direction.x && v.direction.x) {
  101548. v.ignore = true;
  101549. }
  101550. if (facing.direction.y && v.direction.y) {
  101551. v.ignore = true;
  101552. }
  101553. if (facing.direction.z && v.direction.z) {
  101554. v.ignore = true;
  101555. }
  101556. });
  101557. var facingUp = _this._closestFace(_this._tmpVector);
  101558. // Unignore faces
  101559. _this._faceVectors.forEach(function (v) {
  101560. v.ignore = false;
  101561. });
  101562. // Position the app bar on that face
  101563. _this.ui.position.copyFrom(target.position);
  101564. if (facing.direction.x) {
  101565. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101566. _this.ui.position.addInPlace(_this._tmpVector);
  101567. }
  101568. if (facing.direction.y) {
  101569. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101570. _this.ui.position.addInPlace(_this._tmpVector);
  101571. }
  101572. if (facing.direction.z) {
  101573. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101574. _this.ui.position.addInPlace(_this._tmpVector);
  101575. }
  101576. // Rotate to be oriented properly to the camera
  101577. if (!_this.ui.rotationQuaternion) {
  101578. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101579. }
  101580. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101581. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101582. // Place ui the correct distance from the bottom of the mesh
  101583. if (facingUp.direction.x) {
  101584. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101585. }
  101586. if (facingUp.direction.y) {
  101587. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101588. }
  101589. if (facingUp.direction.z) {
  101590. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101591. }
  101592. _this.ui.position.addInPlace(_this._tmpVector);
  101593. });
  101594. };
  101595. /**
  101596. * Detaches the behavior from the mesh
  101597. */
  101598. AttachToBoxBehavior.prototype.detach = function () {
  101599. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101600. };
  101601. return AttachToBoxBehavior;
  101602. }());
  101603. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101604. })(BABYLON || (BABYLON = {}));
  101605. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101606. var BABYLON;
  101607. (function (BABYLON) {
  101608. /**
  101609. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101610. */
  101611. var FadeInOutBehavior = /** @class */ (function () {
  101612. /**
  101613. * Instatiates the FadeInOutBehavior
  101614. */
  101615. function FadeInOutBehavior() {
  101616. var _this = this;
  101617. /**
  101618. * Time in milliseconds to delay before fading in (Default: 0)
  101619. */
  101620. this.delay = 0;
  101621. /**
  101622. * Time in milliseconds for the mesh to fade in (Default: 300)
  101623. */
  101624. this.fadeInTime = 300;
  101625. this._millisecondsPerFrame = 1000 / 60;
  101626. this._hovered = false;
  101627. this._hoverValue = 0;
  101628. this._ownerNode = null;
  101629. this._update = function () {
  101630. if (_this._ownerNode) {
  101631. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101632. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101633. if (_this._ownerNode.visibility > 1) {
  101634. _this._setAllVisibility(_this._ownerNode, 1);
  101635. _this._hoverValue = _this.fadeInTime + _this.delay;
  101636. return;
  101637. }
  101638. else if (_this._ownerNode.visibility < 0) {
  101639. _this._setAllVisibility(_this._ownerNode, 0);
  101640. if (_this._hoverValue < 0) {
  101641. _this._hoverValue = 0;
  101642. return;
  101643. }
  101644. }
  101645. setTimeout(_this._update, _this._millisecondsPerFrame);
  101646. }
  101647. };
  101648. }
  101649. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101650. /**
  101651. * The name of the behavior
  101652. */
  101653. get: function () {
  101654. return "FadeInOut";
  101655. },
  101656. enumerable: true,
  101657. configurable: true
  101658. });
  101659. /**
  101660. * Initializes the behavior
  101661. */
  101662. FadeInOutBehavior.prototype.init = function () {
  101663. };
  101664. /**
  101665. * Attaches the fade behavior on the passed in mesh
  101666. * @param ownerNode The mesh that will be faded in/out once attached
  101667. */
  101668. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101669. this._ownerNode = ownerNode;
  101670. this._setAllVisibility(this._ownerNode, 0);
  101671. };
  101672. /**
  101673. * Detaches the behavior from the mesh
  101674. */
  101675. FadeInOutBehavior.prototype.detach = function () {
  101676. this._ownerNode = null;
  101677. };
  101678. /**
  101679. * Triggers the mesh to begin fading in or out
  101680. * @param value if the object should fade in or out (true to fade in)
  101681. */
  101682. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101683. this._hovered = value;
  101684. this._update();
  101685. };
  101686. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101687. var _this = this;
  101688. mesh.visibility = value;
  101689. mesh.getChildMeshes().forEach(function (c) {
  101690. _this._setAllVisibility(c, value);
  101691. });
  101692. };
  101693. return FadeInOutBehavior;
  101694. }());
  101695. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101696. })(BABYLON || (BABYLON = {}));
  101697. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101698. var BABYLON;
  101699. (function (BABYLON) {
  101700. /**
  101701. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  101702. */
  101703. var Gizmo = /** @class */ (function () {
  101704. /**
  101705. * Creates a gizmo
  101706. * @param gizmoLayer The utility layer the gizmo will be added to
  101707. */
  101708. function Gizmo(
  101709. /** The utility layer the gizmo will be added to */
  101710. gizmoLayer) {
  101711. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101712. var _this = this;
  101713. this.gizmoLayer = gizmoLayer;
  101714. /**
  101715. * Ratio for the scale of the gizmo (Default: 1)
  101716. */
  101717. this.scaleRatio = 1;
  101718. this._tmpMatrix = new BABYLON.Matrix();
  101719. /**
  101720. * If a custom mesh has been set (Default: false)
  101721. */
  101722. this._customMeshSet = false;
  101723. /**
  101724. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  101725. */
  101726. this.updateGizmoRotationToMatchAttachedMesh = true;
  101727. /**
  101728. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  101729. */
  101730. this.updateGizmoPositionToMatchAttachedMesh = true;
  101731. /**
  101732. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  101733. */
  101734. this._updateScale = true;
  101735. this._interactionsEnabled = true;
  101736. this._tempVector = new BABYLON.Vector3();
  101737. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  101738. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  101739. _this._update();
  101740. });
  101741. this.attachedMesh = null;
  101742. }
  101743. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  101744. /**
  101745. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  101746. * * When set, interactions will be enabled
  101747. */
  101748. get: function () {
  101749. return this._attachedMesh;
  101750. },
  101751. set: function (value) {
  101752. this._attachedMesh = value;
  101753. this._rootMesh.setEnabled(value ? true : false);
  101754. this._attachedMeshChanged(value);
  101755. },
  101756. enumerable: true,
  101757. configurable: true
  101758. });
  101759. /**
  101760. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101761. * @param mesh The mesh to replace the default mesh of the gizmo
  101762. */
  101763. Gizmo.prototype.setCustomMesh = function (mesh) {
  101764. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  101765. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  101766. }
  101767. this._rootMesh.getChildMeshes().forEach(function (c) {
  101768. c.dispose();
  101769. });
  101770. mesh.parent = this._rootMesh;
  101771. this._customMeshSet = true;
  101772. };
  101773. Gizmo.prototype._attachedMeshChanged = function (value) {
  101774. };
  101775. /**
  101776. * @hidden
  101777. * Updates the gizmo to match the attached mesh's position/rotation
  101778. */
  101779. Gizmo.prototype._update = function () {
  101780. if (this.attachedMesh) {
  101781. if (this.updateGizmoRotationToMatchAttachedMesh) {
  101782. if (!this._rootMesh.rotationQuaternion) {
  101783. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  101784. }
  101785. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  101786. this._tempVector.copyFrom(this.attachedMesh.scaling);
  101787. if (this.attachedMesh.scaling.x < 0) {
  101788. this.attachedMesh.scaling.x *= -1;
  101789. }
  101790. if (this.attachedMesh.scaling.y < 0) {
  101791. this.attachedMesh.scaling.y *= -1;
  101792. }
  101793. if (this.attachedMesh.scaling.z < 0) {
  101794. this.attachedMesh.scaling.z *= -1;
  101795. }
  101796. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  101797. this.attachedMesh.scaling.copyFrom(this._tempVector);
  101798. this.attachedMesh.computeWorldMatrix();
  101799. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  101800. }
  101801. else if (this._rootMesh.rotationQuaternion) {
  101802. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  101803. }
  101804. if (this.updateGizmoPositionToMatchAttachedMesh) {
  101805. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  101806. }
  101807. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  101808. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.position;
  101809. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  101810. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  101811. }
  101812. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  101813. var dist = this._tempVector.length() * this.scaleRatio;
  101814. this._rootMesh.scaling.set(dist, dist, dist);
  101815. }
  101816. }
  101817. };
  101818. /**
  101819. * Disposes of the gizmo
  101820. */
  101821. Gizmo.prototype.dispose = function () {
  101822. this._rootMesh.dispose();
  101823. if (this._beforeRenderObserver) {
  101824. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101825. }
  101826. };
  101827. return Gizmo;
  101828. }());
  101829. BABYLON.Gizmo = Gizmo;
  101830. })(BABYLON || (BABYLON = {}));
  101831. //# sourceMappingURL=babylon.gizmo.js.map
  101832. var BABYLON;
  101833. (function (BABYLON) {
  101834. /**
  101835. * Single axis drag gizmo
  101836. */
  101837. var AxisDragGizmo = /** @class */ (function (_super) {
  101838. __extends(AxisDragGizmo, _super);
  101839. /**
  101840. * Creates an AxisDragGizmo
  101841. * @param gizmoLayer The utility layer the gizmo will be added to
  101842. * @param dragAxis The axis which the gizmo will be able to drag on
  101843. * @param color The color of the gizmo
  101844. */
  101845. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  101846. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101847. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101848. var _this = _super.call(this, gizmoLayer) || this;
  101849. _this._pointerObserver = null;
  101850. /**
  101851. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101852. */
  101853. _this.snapDistance = 0;
  101854. /**
  101855. * Event that fires each time the gizmo snaps to a new location.
  101856. * * snapDistance is the the change in distance
  101857. */
  101858. _this.onSnapObservable = new BABYLON.Observable();
  101859. // Create Material
  101860. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101861. coloredMaterial.disableLighting = true;
  101862. coloredMaterial.emissiveColor = color;
  101863. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101864. hoverMaterial.disableLighting = true;
  101865. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101866. // Build mesh on root node
  101867. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101868. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  101869. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101870. arrowTail.color = coloredMaterial.emissiveColor;
  101871. arrow.addChild(arrowMesh);
  101872. arrow.addChild(arrowTail);
  101873. // Position arrow pointing in its drag axis
  101874. arrowMesh.scaling.scaleInPlace(0.05);
  101875. arrowMesh.material = coloredMaterial;
  101876. arrowMesh.rotation.x = Math.PI / 2;
  101877. arrowMesh.position.z += 0.3;
  101878. arrowTail.scaling.scaleInPlace(0.26);
  101879. arrowTail.rotation.x = Math.PI / 2;
  101880. arrowTail.material = coloredMaterial;
  101881. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  101882. arrow.scaling.scaleInPlace(1 / 3);
  101883. _this._rootMesh.addChild(arrow);
  101884. var currentSnapDragDistance = 0;
  101885. var tmpVector = new BABYLON.Vector3();
  101886. var tmpSnapEvent = { snapDistance: 0 };
  101887. // Add drag behavior to handle events when the gizmo is dragged
  101888. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  101889. _this.dragBehavior.moveAttached = false;
  101890. _this._rootMesh.addBehavior(_this.dragBehavior);
  101891. var localDelta = new BABYLON.Vector3();
  101892. var tmpMatrix = new BABYLON.Matrix();
  101893. _this.dragBehavior.onDragObservable.add(function (event) {
  101894. if (_this.attachedMesh) {
  101895. // Convert delta to local translation if it has a parent
  101896. if (_this.attachedMesh.parent) {
  101897. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  101898. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  101899. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  101900. }
  101901. else {
  101902. localDelta.copyFrom(event.delta);
  101903. }
  101904. // Snapping logic
  101905. if (_this.snapDistance == 0) {
  101906. _this.attachedMesh.position.addInPlace(localDelta);
  101907. }
  101908. else {
  101909. currentSnapDragDistance += event.dragDistance;
  101910. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  101911. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  101912. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  101913. localDelta.normalizeToRef(tmpVector);
  101914. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  101915. _this.attachedMesh.position.addInPlace(tmpVector);
  101916. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  101917. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  101918. }
  101919. }
  101920. }
  101921. });
  101922. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  101923. if (_this._customMeshSet) {
  101924. return;
  101925. }
  101926. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  101927. var material = isHovered ? hoverMaterial : coloredMaterial;
  101928. _this._rootMesh.getChildMeshes().forEach(function (m) {
  101929. m.material = material;
  101930. if (m.color) {
  101931. m.color = material.emissiveColor;
  101932. }
  101933. });
  101934. });
  101935. return _this;
  101936. }
  101937. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  101938. if (this.dragBehavior) {
  101939. this.dragBehavior.enabled = value ? true : false;
  101940. }
  101941. };
  101942. /**
  101943. * Disposes of the gizmo
  101944. */
  101945. AxisDragGizmo.prototype.dispose = function () {
  101946. this.onSnapObservable.clear();
  101947. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  101948. this.dragBehavior.detach();
  101949. _super.prototype.dispose.call(this);
  101950. };
  101951. return AxisDragGizmo;
  101952. }(BABYLON.Gizmo));
  101953. BABYLON.AxisDragGizmo = AxisDragGizmo;
  101954. })(BABYLON || (BABYLON = {}));
  101955. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  101956. var BABYLON;
  101957. (function (BABYLON) {
  101958. /**
  101959. * Single axis scale gizmo
  101960. */
  101961. var AxisScaleGizmo = /** @class */ (function (_super) {
  101962. __extends(AxisScaleGizmo, _super);
  101963. /**
  101964. * Creates an AxisScaleGizmo
  101965. * @param gizmoLayer The utility layer the gizmo will be added to
  101966. * @param dragAxis The axis which the gizmo will be able to scale on
  101967. * @param color The color of the gizmo
  101968. */
  101969. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  101970. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  101971. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101972. var _this = _super.call(this, gizmoLayer) || this;
  101973. _this._pointerObserver = null;
  101974. /**
  101975. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  101976. */
  101977. _this.snapDistance = 0;
  101978. /**
  101979. * Event that fires each time the gizmo snaps to a new location.
  101980. * * snapDistance is the the change in distance
  101981. */
  101982. _this.onSnapObservable = new BABYLON.Observable();
  101983. /**
  101984. * If the scaling operation should be done on all axis (default: false)
  101985. */
  101986. _this.uniformScaling = false;
  101987. // Create Material
  101988. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101989. _this._coloredMaterial.disableLighting = true;
  101990. _this._coloredMaterial.emissiveColor = color;
  101991. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  101992. hoverMaterial.disableLighting = true;
  101993. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  101994. // Build mesh on root node
  101995. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  101996. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  101997. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  101998. arrowTail.color = _this._coloredMaterial.emissiveColor;
  101999. arrow.addChild(arrowMesh);
  102000. arrow.addChild(arrowTail);
  102001. // Position arrow pointing in its drag axis
  102002. arrowMesh.scaling.scaleInPlace(0.1);
  102003. arrowMesh.material = _this._coloredMaterial;
  102004. arrowMesh.rotation.x = Math.PI / 2;
  102005. arrowMesh.position.z += 0.3;
  102006. arrowTail.scaling.scaleInPlace(0.26);
  102007. arrowTail.rotation.x = Math.PI / 2;
  102008. arrowTail.material = _this._coloredMaterial;
  102009. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102010. _this._rootMesh.addChild(arrow);
  102011. arrow.scaling.scaleInPlace(1 / 3);
  102012. // Add drag behavior to handle events when the gizmo is dragged
  102013. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102014. _this.dragBehavior.moveAttached = false;
  102015. _this._rootMesh.addBehavior(_this.dragBehavior);
  102016. var currentSnapDragDistance = 0;
  102017. var tmpVector = new BABYLON.Vector3();
  102018. var tmpSnapEvent = { snapDistance: 0 };
  102019. _this.dragBehavior.onDragObservable.add(function (event) {
  102020. if (_this.attachedMesh) {
  102021. // Snapping logic
  102022. var snapped = false;
  102023. var dragSteps = 0;
  102024. if (_this.uniformScaling) {
  102025. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102026. if (tmpVector.y < 0) {
  102027. tmpVector.scaleInPlace(-1);
  102028. }
  102029. }
  102030. else {
  102031. tmpVector.copyFrom(dragAxis);
  102032. }
  102033. if (_this.snapDistance == 0) {
  102034. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102035. }
  102036. else {
  102037. currentSnapDragDistance += event.dragDistance;
  102038. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102039. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102040. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102041. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102042. snapped = true;
  102043. }
  102044. else {
  102045. tmpVector.scaleInPlace(0);
  102046. }
  102047. }
  102048. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102049. if (snapped) {
  102050. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102051. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102052. }
  102053. }
  102054. });
  102055. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102056. if (_this._customMeshSet) {
  102057. return;
  102058. }
  102059. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102060. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102061. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102062. m.material = material;
  102063. if (m.color) {
  102064. m.color = material.emissiveColor;
  102065. }
  102066. });
  102067. });
  102068. return _this;
  102069. }
  102070. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102071. if (this.dragBehavior) {
  102072. this.dragBehavior.enabled = value ? true : false;
  102073. }
  102074. };
  102075. /**
  102076. * Disposes of the gizmo
  102077. */
  102078. AxisScaleGizmo.prototype.dispose = function () {
  102079. this.onSnapObservable.clear();
  102080. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102081. this.dragBehavior.detach();
  102082. _super.prototype.dispose.call(this);
  102083. };
  102084. /**
  102085. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102086. * @param mesh The mesh to replace the default mesh of the gizmo
  102087. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102088. */
  102089. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102090. var _this = this;
  102091. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102092. _super.prototype.setCustomMesh.call(this, mesh);
  102093. if (useGizmoMaterial) {
  102094. this._rootMesh.getChildMeshes().forEach(function (m) {
  102095. m.material = _this._coloredMaterial;
  102096. if (m.color) {
  102097. m.color = _this._coloredMaterial.emissiveColor;
  102098. }
  102099. });
  102100. this._customMeshSet = false;
  102101. }
  102102. };
  102103. return AxisScaleGizmo;
  102104. }(BABYLON.Gizmo));
  102105. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102106. })(BABYLON || (BABYLON = {}));
  102107. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102108. var BABYLON;
  102109. (function (BABYLON) {
  102110. /**
  102111. * Single plane rotation gizmo
  102112. */
  102113. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102114. __extends(PlaneRotationGizmo, _super);
  102115. /**
  102116. * Creates a PlaneRotationGizmo
  102117. * @param gizmoLayer The utility layer the gizmo will be added to
  102118. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102119. * @param color The color of the gizmo
  102120. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102121. */
  102122. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102123. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102124. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102125. if (tessellation === void 0) { tessellation = 32; }
  102126. var _this = _super.call(this, gizmoLayer) || this;
  102127. _this._pointerObserver = null;
  102128. /**
  102129. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102130. */
  102131. _this.snapDistance = 0;
  102132. /**
  102133. * Event that fires each time the gizmo snaps to a new location.
  102134. * * snapDistance is the the change in distance
  102135. */
  102136. _this.onSnapObservable = new BABYLON.Observable();
  102137. // Create Material
  102138. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102139. coloredMaterial.disableLighting = true;
  102140. coloredMaterial.emissiveColor = color;
  102141. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102142. hoverMaterial.disableLighting = true;
  102143. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102144. // Build mesh on root node
  102145. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102146. // Create circle out of lines
  102147. var radius = 0.8;
  102148. var points = new Array();
  102149. for (var i = 0; i < tessellation; i++) {
  102150. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102151. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102152. }
  102153. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102154. rotationMesh.color = coloredMaterial.emissiveColor;
  102155. // Position arrow pointing in its drag axis
  102156. rotationMesh.scaling.scaleInPlace(0.26);
  102157. rotationMesh.material = coloredMaterial;
  102158. rotationMesh.rotation.x = Math.PI / 2;
  102159. parentMesh.addChild(rotationMesh);
  102160. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102161. _this._rootMesh.addChild(parentMesh);
  102162. parentMesh.scaling.scaleInPlace(1 / 3);
  102163. // Add drag behavior to handle events when the gizmo is dragged
  102164. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102165. _this.dragBehavior.moveAttached = false;
  102166. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102167. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102168. _this._rootMesh.addBehavior(_this.dragBehavior);
  102169. var lastDragPosition = new BABYLON.Vector3();
  102170. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102171. if (_this.attachedMesh) {
  102172. lastDragPosition.copyFrom(e.dragPlanePoint);
  102173. }
  102174. });
  102175. var rotationMatrix = new BABYLON.Matrix();
  102176. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102177. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102178. var tmpSnapEvent = { snapDistance: 0 };
  102179. var currentSnapDragDistance = 0;
  102180. var tmpMatrix = new BABYLON.Matrix();
  102181. var tmpVector = new BABYLON.Vector3();
  102182. var amountToRotate = new BABYLON.Quaternion();
  102183. _this.dragBehavior.onDragObservable.add(function (event) {
  102184. if (_this.attachedMesh) {
  102185. if (!_this.attachedMesh.rotationQuaternion) {
  102186. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102187. }
  102188. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102189. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102190. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102191. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102192. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102193. var angle = Math.atan2(cross.length(), dot);
  102194. planeNormalTowardsCamera.copyFrom(planeNormal);
  102195. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102196. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102197. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102198. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102199. }
  102200. // Flip up vector depending on which side the camera is on
  102201. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102202. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102203. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102204. planeNormalTowardsCamera.scaleInPlace(-1);
  102205. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102206. }
  102207. }
  102208. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102209. if (halfCircleSide) {
  102210. angle = -angle;
  102211. }
  102212. // Snapping logic
  102213. var snapped = false;
  102214. if (_this.snapDistance != 0) {
  102215. currentSnapDragDistance += angle;
  102216. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102217. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102218. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102219. angle = _this.snapDistance * dragSteps;
  102220. snapped = true;
  102221. }
  102222. else {
  102223. angle = 0;
  102224. }
  102225. }
  102226. // If the mesh has a parent, convert needed world rotation to local rotation
  102227. tmpMatrix.reset();
  102228. if (_this.attachedMesh.parent) {
  102229. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102230. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102231. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102232. }
  102233. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102234. var quaternionCoefficient = Math.sin(angle / 2);
  102235. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102236. // 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
  102237. if (tmpMatrix.determinant() > 0) {
  102238. amountToRotate.toEulerAnglesToRef(tmpVector);
  102239. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102240. }
  102241. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102242. // Rotate selected mesh quaternion over fixed axis
  102243. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102244. }
  102245. else {
  102246. // Rotate selected mesh quaternion over rotated axis
  102247. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102248. }
  102249. lastDragPosition.copyFrom(event.dragPlanePoint);
  102250. if (snapped) {
  102251. tmpSnapEvent.snapDistance = angle;
  102252. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102253. }
  102254. }
  102255. });
  102256. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102257. if (_this._customMeshSet) {
  102258. return;
  102259. }
  102260. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102261. var material = isHovered ? hoverMaterial : coloredMaterial;
  102262. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102263. m.material = material;
  102264. if (m.color) {
  102265. m.color = material.emissiveColor;
  102266. }
  102267. });
  102268. });
  102269. return _this;
  102270. }
  102271. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102272. if (this.dragBehavior) {
  102273. this.dragBehavior.enabled = value ? true : false;
  102274. }
  102275. };
  102276. /**
  102277. * Disposes of the gizmo
  102278. */
  102279. PlaneRotationGizmo.prototype.dispose = function () {
  102280. this.onSnapObservable.clear();
  102281. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102282. this.dragBehavior.detach();
  102283. _super.prototype.dispose.call(this);
  102284. };
  102285. return PlaneRotationGizmo;
  102286. }(BABYLON.Gizmo));
  102287. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102288. })(BABYLON || (BABYLON = {}));
  102289. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102290. var BABYLON;
  102291. (function (BABYLON) {
  102292. /**
  102293. * Gizmo that enables dragging a mesh along 3 axis
  102294. */
  102295. var PositionGizmo = /** @class */ (function (_super) {
  102296. __extends(PositionGizmo, _super);
  102297. /**
  102298. * Creates a PositionGizmo
  102299. * @param gizmoLayer The utility layer the gizmo will be added to
  102300. */
  102301. function PositionGizmo(gizmoLayer) {
  102302. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102303. var _this = _super.call(this, gizmoLayer) || this;
  102304. /** Fires an event when any of it's sub gizmos are dragged */
  102305. _this.onDragStartObservable = new BABYLON.Observable();
  102306. /** Fires an event when any of it's sub gizmos are released from dragging */
  102307. _this.onDragEndObservable = new BABYLON.Observable();
  102308. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102309. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102310. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102311. // Relay drag events
  102312. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102313. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102314. _this.onDragStartObservable.notifyObservers({});
  102315. });
  102316. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102317. _this.onDragEndObservable.notifyObservers({});
  102318. });
  102319. });
  102320. _this.attachedMesh = null;
  102321. return _this;
  102322. }
  102323. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102324. set: function (mesh) {
  102325. if (this.xGizmo) {
  102326. this.xGizmo.attachedMesh = mesh;
  102327. this.yGizmo.attachedMesh = mesh;
  102328. this.zGizmo.attachedMesh = mesh;
  102329. }
  102330. },
  102331. enumerable: true,
  102332. configurable: true
  102333. });
  102334. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102335. get: function () {
  102336. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102337. },
  102338. set: function (value) {
  102339. if (this.xGizmo) {
  102340. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102341. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102342. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102343. }
  102344. },
  102345. enumerable: true,
  102346. configurable: true
  102347. });
  102348. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102349. get: function () {
  102350. return this.xGizmo.snapDistance;
  102351. },
  102352. /**
  102353. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102354. */
  102355. set: function (value) {
  102356. if (this.xGizmo) {
  102357. this.xGizmo.snapDistance = value;
  102358. this.yGizmo.snapDistance = value;
  102359. this.zGizmo.snapDistance = value;
  102360. }
  102361. },
  102362. enumerable: true,
  102363. configurable: true
  102364. });
  102365. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102366. get: function () {
  102367. return this.xGizmo.scaleRatio;
  102368. },
  102369. /**
  102370. * Ratio for the scale of the gizmo (Default: 1)
  102371. */
  102372. set: function (value) {
  102373. if (this.xGizmo) {
  102374. this.xGizmo.scaleRatio = value;
  102375. this.yGizmo.scaleRatio = value;
  102376. this.zGizmo.scaleRatio = value;
  102377. }
  102378. },
  102379. enumerable: true,
  102380. configurable: true
  102381. });
  102382. /**
  102383. * Disposes of the gizmo
  102384. */
  102385. PositionGizmo.prototype.dispose = function () {
  102386. this.xGizmo.dispose();
  102387. this.yGizmo.dispose();
  102388. this.zGizmo.dispose();
  102389. this.onDragStartObservable.clear();
  102390. this.onDragEndObservable.clear();
  102391. };
  102392. /**
  102393. * CustomMeshes are not supported by this gizmo
  102394. * @param mesh The mesh to replace the default mesh of the gizmo
  102395. */
  102396. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102397. 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)");
  102398. };
  102399. return PositionGizmo;
  102400. }(BABYLON.Gizmo));
  102401. BABYLON.PositionGizmo = PositionGizmo;
  102402. })(BABYLON || (BABYLON = {}));
  102403. //# sourceMappingURL=babylon.positionGizmo.js.map
  102404. var BABYLON;
  102405. (function (BABYLON) {
  102406. /**
  102407. * Gizmo that enables rotating a mesh along 3 axis
  102408. */
  102409. var RotationGizmo = /** @class */ (function (_super) {
  102410. __extends(RotationGizmo, _super);
  102411. /**
  102412. * Creates a RotationGizmo
  102413. * @param gizmoLayer The utility layer the gizmo will be added to
  102414. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102415. */
  102416. function RotationGizmo(gizmoLayer, tessellation) {
  102417. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102418. if (tessellation === void 0) { tessellation = 32; }
  102419. var _this = _super.call(this, gizmoLayer) || this;
  102420. /** Fires an event when any of it's sub gizmos are dragged */
  102421. _this.onDragStartObservable = new BABYLON.Observable();
  102422. /** Fires an event when any of it's sub gizmos are released from dragging */
  102423. _this.onDragEndObservable = new BABYLON.Observable();
  102424. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102425. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102426. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102427. // Relay drag events
  102428. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102429. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102430. _this.onDragStartObservable.notifyObservers({});
  102431. });
  102432. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102433. _this.onDragEndObservable.notifyObservers({});
  102434. });
  102435. });
  102436. _this.attachedMesh = null;
  102437. return _this;
  102438. }
  102439. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102440. set: function (mesh) {
  102441. if (this.xGizmo) {
  102442. this.xGizmo.attachedMesh = mesh;
  102443. this.yGizmo.attachedMesh = mesh;
  102444. this.zGizmo.attachedMesh = mesh;
  102445. }
  102446. },
  102447. enumerable: true,
  102448. configurable: true
  102449. });
  102450. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102451. get: function () {
  102452. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102453. },
  102454. set: function (value) {
  102455. if (this.xGizmo) {
  102456. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102457. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102458. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102459. }
  102460. },
  102461. enumerable: true,
  102462. configurable: true
  102463. });
  102464. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102465. get: function () {
  102466. return this.xGizmo.snapDistance;
  102467. },
  102468. /**
  102469. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102470. */
  102471. set: function (value) {
  102472. if (this.xGizmo) {
  102473. this.xGizmo.snapDistance = value;
  102474. this.yGizmo.snapDistance = value;
  102475. this.zGizmo.snapDistance = value;
  102476. }
  102477. },
  102478. enumerable: true,
  102479. configurable: true
  102480. });
  102481. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102482. get: function () {
  102483. return this.xGizmo.scaleRatio;
  102484. },
  102485. /**
  102486. * Ratio for the scale of the gizmo (Default: 1)
  102487. */
  102488. set: function (value) {
  102489. if (this.xGizmo) {
  102490. this.xGizmo.scaleRatio = value;
  102491. this.yGizmo.scaleRatio = value;
  102492. this.zGizmo.scaleRatio = value;
  102493. }
  102494. },
  102495. enumerable: true,
  102496. configurable: true
  102497. });
  102498. /**
  102499. * Disposes of the gizmo
  102500. */
  102501. RotationGizmo.prototype.dispose = function () {
  102502. this.xGizmo.dispose();
  102503. this.yGizmo.dispose();
  102504. this.zGizmo.dispose();
  102505. this.onDragStartObservable.clear();
  102506. this.onDragEndObservable.clear();
  102507. };
  102508. /**
  102509. * CustomMeshes are not supported by this gizmo
  102510. * @param mesh The mesh to replace the default mesh of the gizmo
  102511. */
  102512. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102513. 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)");
  102514. };
  102515. return RotationGizmo;
  102516. }(BABYLON.Gizmo));
  102517. BABYLON.RotationGizmo = RotationGizmo;
  102518. })(BABYLON || (BABYLON = {}));
  102519. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102520. var BABYLON;
  102521. (function (BABYLON) {
  102522. /**
  102523. * Gizmo that enables scaling a mesh along 3 axis
  102524. */
  102525. var ScaleGizmo = /** @class */ (function (_super) {
  102526. __extends(ScaleGizmo, _super);
  102527. /**
  102528. * Creates a ScaleGizmo
  102529. * @param gizmoLayer The utility layer the gizmo will be added to
  102530. */
  102531. function ScaleGizmo(gizmoLayer) {
  102532. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102533. var _this = _super.call(this, gizmoLayer) || this;
  102534. /** Fires an event when any of it's sub gizmos are dragged */
  102535. _this.onDragStartObservable = new BABYLON.Observable();
  102536. /** Fires an event when any of it's sub gizmos are released from dragging */
  102537. _this.onDragEndObservable = new BABYLON.Observable();
  102538. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102539. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102540. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102541. // Create uniform scale gizmo
  102542. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102543. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102544. _this.uniformScaleGizmo.uniformScaling = true;
  102545. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102546. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102547. uniformScalingMesh.visibility = 0;
  102548. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102549. octahedron.scaling.scaleInPlace(0.007);
  102550. uniformScalingMesh.addChild(octahedron);
  102551. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102552. // Relay drag events
  102553. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102554. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102555. _this.onDragStartObservable.notifyObservers({});
  102556. });
  102557. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102558. _this.onDragEndObservable.notifyObservers({});
  102559. });
  102560. });
  102561. _this.attachedMesh = null;
  102562. return _this;
  102563. }
  102564. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102565. set: function (mesh) {
  102566. if (this.xGizmo) {
  102567. this.xGizmo.attachedMesh = mesh;
  102568. this.yGizmo.attachedMesh = mesh;
  102569. this.zGizmo.attachedMesh = mesh;
  102570. this.uniformScaleGizmo.attachedMesh = mesh;
  102571. }
  102572. },
  102573. enumerable: true,
  102574. configurable: true
  102575. });
  102576. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102577. get: function () {
  102578. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102579. },
  102580. set: function (value) {
  102581. if (!value) {
  102582. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102583. }
  102584. if (this.xGizmo) {
  102585. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102586. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102587. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102588. }
  102589. },
  102590. enumerable: true,
  102591. configurable: true
  102592. });
  102593. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102594. get: function () {
  102595. return this.xGizmo.snapDistance;
  102596. },
  102597. /**
  102598. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102599. */
  102600. set: function (value) {
  102601. if (this.xGizmo) {
  102602. this.xGizmo.snapDistance = value;
  102603. this.yGizmo.snapDistance = value;
  102604. this.zGizmo.snapDistance = value;
  102605. this.uniformScaleGizmo.snapDistance = value;
  102606. }
  102607. },
  102608. enumerable: true,
  102609. configurable: true
  102610. });
  102611. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102612. get: function () {
  102613. return this.xGizmo.scaleRatio;
  102614. },
  102615. /**
  102616. * Ratio for the scale of the gizmo (Default: 1)
  102617. */
  102618. set: function (value) {
  102619. if (this.xGizmo) {
  102620. this.xGizmo.scaleRatio = value;
  102621. this.yGizmo.scaleRatio = value;
  102622. this.zGizmo.scaleRatio = value;
  102623. this.uniformScaleGizmo.scaleRatio = value;
  102624. }
  102625. },
  102626. enumerable: true,
  102627. configurable: true
  102628. });
  102629. /**
  102630. * Disposes of the gizmo
  102631. */
  102632. ScaleGizmo.prototype.dispose = function () {
  102633. this.xGizmo.dispose();
  102634. this.yGizmo.dispose();
  102635. this.zGizmo.dispose();
  102636. this.uniformScaleGizmo.dispose();
  102637. this.onDragStartObservable.clear();
  102638. this.onDragEndObservable.clear();
  102639. };
  102640. return ScaleGizmo;
  102641. }(BABYLON.Gizmo));
  102642. BABYLON.ScaleGizmo = ScaleGizmo;
  102643. })(BABYLON || (BABYLON = {}));
  102644. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102645. var BABYLON;
  102646. (function (BABYLON) {
  102647. /**
  102648. * Bounding box gizmo
  102649. */
  102650. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102651. __extends(BoundingBoxGizmo, _super);
  102652. /**
  102653. * Creates an BoundingBoxGizmo
  102654. * @param gizmoLayer The utility layer the gizmo will be added to
  102655. * @param color The color of the gizmo
  102656. */
  102657. function BoundingBoxGizmo(color, gizmoLayer) {
  102658. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102659. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102660. var _this = _super.call(this, gizmoLayer) || this;
  102661. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102662. _this._renderObserver = null;
  102663. _this._pointerObserver = null;
  102664. _this._scaleDragSpeed = 0.2;
  102665. _this._tmpQuaternion = new BABYLON.Quaternion();
  102666. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102667. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102668. /**
  102669. * 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)
  102670. */
  102671. _this.ignoreChildren = false;
  102672. /**
  102673. * 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)
  102674. */
  102675. _this.includeChildPredicate = null;
  102676. /**
  102677. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102678. */
  102679. _this.rotationSphereSize = 0.1;
  102680. /**
  102681. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102682. */
  102683. _this.scaleBoxSize = 0.1;
  102684. /**
  102685. * 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)
  102686. */
  102687. _this.fixedDragMeshScreenSize = false;
  102688. /**
  102689. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102690. */
  102691. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102692. /**
  102693. * Fired when a rotation sphere or scale box is dragged
  102694. */
  102695. _this.onDragStartObservable = new BABYLON.Observable();
  102696. /**
  102697. * Fired when a scale box is dragged
  102698. */
  102699. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  102700. /**
  102701. * Fired when a scale box drag is ended
  102702. */
  102703. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  102704. /**
  102705. * Fired when a rotation sphere is dragged
  102706. */
  102707. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  102708. /**
  102709. * Fired when a rotation sphere drag is ended
  102710. */
  102711. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  102712. /**
  102713. * 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)
  102714. */
  102715. _this.scalePivot = null;
  102716. _this._existingMeshScale = new BABYLON.Vector3();
  102717. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  102718. _this._updateScale = false;
  102719. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  102720. // Create Materials
  102721. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102722. coloredMaterial.disableLighting = true;
  102723. coloredMaterial.emissiveColor = color;
  102724. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102725. hoverColoredMaterial.disableLighting = true;
  102726. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102727. // Build bounding box out of lines
  102728. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102729. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  102730. var lines = [];
  102731. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  102732. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102733. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102734. 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));
  102735. 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));
  102736. 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));
  102737. 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));
  102738. 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));
  102739. 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));
  102740. 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));
  102741. 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));
  102742. 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));
  102743. lines.forEach(function (l) {
  102744. l.color = color;
  102745. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  102746. l.isPickable = false;
  102747. _this._lineBoundingBox.addChild(l);
  102748. });
  102749. _this._rootMesh.addChild(_this._lineBoundingBox);
  102750. // Create rotation spheres
  102751. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102752. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  102753. var _loop_1 = function (i_1) {
  102754. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  102755. sphere.rotationQuaternion = new BABYLON.Quaternion();
  102756. sphere.material = coloredMaterial;
  102757. // Drag behavior
  102758. _dragBehavior = new BABYLON.PointerDragBehavior({});
  102759. _dragBehavior.moveAttached = false;
  102760. _dragBehavior.updateDragPlane = false;
  102761. sphere.addBehavior(_dragBehavior);
  102762. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  102763. var totalTurnAmountOfDrag = 0;
  102764. _dragBehavior.onDragStartObservable.add(function (event) {
  102765. startingTurnDirection.copyFrom(sphere.forward);
  102766. totalTurnAmountOfDrag = 0;
  102767. });
  102768. _dragBehavior.onDragObservable.add(function (event) {
  102769. _this.onRotationSphereDragObservable.notifyObservers({});
  102770. if (_this.attachedMesh) {
  102771. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102772. var worldDragDirection = startingTurnDirection;
  102773. // Project the world right on to the drag plane
  102774. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  102775. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  102776. // project drag delta on to the resulting drag axis and rotate based on that
  102777. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  102778. // Make rotation relative to size of mesh.
  102779. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102780. // Rotate based on axis
  102781. if (!_this.attachedMesh.rotationQuaternion) {
  102782. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102783. }
  102784. if (!_this._anchorMesh.rotationQuaternion) {
  102785. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  102786. }
  102787. // Do not allow the object to turn more than a full circle
  102788. totalTurnAmountOfDrag += projectDist;
  102789. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  102790. if (i_1 >= 8) {
  102791. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  102792. }
  102793. else if (i_1 >= 4) {
  102794. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  102795. }
  102796. else {
  102797. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  102798. }
  102799. // Rotate around center of bounding box
  102800. _this._anchorMesh.addChild(_this.attachedMesh);
  102801. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  102802. _this._anchorMesh.removeChild(_this.attachedMesh);
  102803. }
  102804. _this.updateBoundingBox();
  102805. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102806. }
  102807. });
  102808. // Selection/deselection
  102809. _dragBehavior.onDragStartObservable.add(function () {
  102810. _this.onDragStartObservable.notifyObservers({});
  102811. _this._selectNode(sphere);
  102812. });
  102813. _dragBehavior.onDragEndObservable.add(function () {
  102814. _this.onRotationSphereDragEndObservable.notifyObservers({});
  102815. _this._selectNode(null);
  102816. });
  102817. this_1._rotateSpheresParent.addChild(sphere);
  102818. };
  102819. var this_1 = this, _dragBehavior;
  102820. for (var i_1 = 0; i_1 < 12; i_1++) {
  102821. _loop_1(i_1);
  102822. }
  102823. _this._rootMesh.addChild(_this._rotateSpheresParent);
  102824. // Create scale cubes
  102825. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102826. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  102827. for (var i = 0; i < 2; i++) {
  102828. for (var j = 0; j < 2; j++) {
  102829. var _loop_2 = function () {
  102830. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  102831. box.material = coloredMaterial;
  102832. // Dragging logic
  102833. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  102834. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102835. _dragBehavior.moveAttached = false;
  102836. box.addBehavior(_dragBehavior);
  102837. _dragBehavior.onDragObservable.add(function (event) {
  102838. _this.onScaleBoxDragObservable.notifyObservers({});
  102839. if (_this.attachedMesh) {
  102840. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102841. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102842. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  102843. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  102844. _this.updateBoundingBox();
  102845. if (_this.scalePivot) {
  102846. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  102847. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  102848. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  102849. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102850. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102851. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  102852. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  102853. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  102854. }
  102855. else {
  102856. // Scale from the position of the opposite corner
  102857. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  102858. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  102859. }
  102860. _this._anchorMesh.addChild(_this.attachedMesh);
  102861. _this._anchorMesh.scaling.addInPlace(deltaScale);
  102862. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  102863. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  102864. }
  102865. _this._anchorMesh.removeChild(_this.attachedMesh);
  102866. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102867. }
  102868. });
  102869. // Selection/deselection
  102870. _dragBehavior.onDragStartObservable.add(function () {
  102871. _this.onDragStartObservable.notifyObservers({});
  102872. _this._selectNode(box);
  102873. });
  102874. _dragBehavior.onDragEndObservable.add(function () {
  102875. _this.onScaleBoxDragEndObservable.notifyObservers({});
  102876. _this._selectNode(null);
  102877. });
  102878. this_2._scaleBoxesParent.addChild(box);
  102879. };
  102880. var this_2 = this, _dragBehavior;
  102881. for (var k = 0; k < 2; k++) {
  102882. _loop_2();
  102883. }
  102884. }
  102885. }
  102886. _this._rootMesh.addChild(_this._scaleBoxesParent);
  102887. // Hover color change
  102888. var pointerIds = new Array();
  102889. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102890. if (!pointerIds[pointerInfo.event.pointerId]) {
  102891. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  102892. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  102893. pointerIds[pointerInfo.event.pointerId] = mesh;
  102894. mesh.material = hoverColoredMaterial;
  102895. }
  102896. });
  102897. }
  102898. else {
  102899. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  102900. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  102901. delete pointerIds[pointerInfo.event.pointerId];
  102902. }
  102903. }
  102904. });
  102905. // Update bounding box positions
  102906. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  102907. // Only update the bouding box if scaling has changed
  102908. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  102909. _this.updateBoundingBox();
  102910. }
  102911. });
  102912. _this.updateBoundingBox();
  102913. return _this;
  102914. }
  102915. /** @hidden */
  102916. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  102917. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  102918. // Save old pivot and set pivot to 0,0,0
  102919. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  102920. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  102921. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  102922. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  102923. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102924. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102925. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102926. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  102927. }
  102928. }
  102929. BoundingBoxGizmo._PivotCached++;
  102930. };
  102931. /** @hidden */
  102932. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  102933. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  102934. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  102935. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  102936. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  102937. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  102938. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  102939. }
  102940. this._PivotCached--;
  102941. };
  102942. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  102943. if (value) {
  102944. // Reset anchor mesh to match attached mesh's scale
  102945. // This is needed to avoid invalid box/sphere position on first drag
  102946. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  102947. this._anchorMesh.addChild(value);
  102948. this._anchorMesh.removeChild(value);
  102949. BoundingBoxGizmo._RestorePivotPoint(value);
  102950. this.updateBoundingBox();
  102951. }
  102952. };
  102953. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  102954. this._rotateSpheresParent.getChildMeshes()
  102955. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  102956. m.isVisible = (!selectedMesh || m == selectedMesh);
  102957. });
  102958. };
  102959. /**
  102960. * Updates the bounding box information for the Gizmo
  102961. */
  102962. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  102963. if (this.attachedMesh) {
  102964. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  102965. this._update();
  102966. // Rotate based on axis
  102967. if (!this.attachedMesh.rotationQuaternion) {
  102968. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  102969. }
  102970. if (!this._anchorMesh.rotationQuaternion) {
  102971. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  102972. }
  102973. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102974. // Store original position and reset mesh to origin before computing the bounding box
  102975. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  102976. this._tmpVector.copyFrom(this.attachedMesh.position);
  102977. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  102978. this.attachedMesh.position.set(0, 0, 0);
  102979. // Update bounding dimensions/positions
  102980. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  102981. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  102982. // Update gizmo to match bounding box scaling and rotation
  102983. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  102984. 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);
  102985. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  102986. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  102987. this._lineBoundingBox.computeWorldMatrix();
  102988. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  102989. // restore position/rotation values
  102990. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  102991. this.attachedMesh.position.copyFrom(this._tmpVector);
  102992. }
  102993. // Update rotation sphere locations
  102994. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  102995. for (var i = 0; i < 3; i++) {
  102996. for (var j = 0; j < 2; j++) {
  102997. for (var k = 0; k < 2; k++) {
  102998. var index = ((i * 4) + (j * 2)) + k;
  102999. if (i == 0) {
  103000. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103001. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103002. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103003. }
  103004. if (i == 1) {
  103005. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103006. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103007. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103008. }
  103009. if (i == 2) {
  103010. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103011. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103012. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103013. }
  103014. if (this.fixedDragMeshScreenSize) {
  103015. this._rootMesh.computeWorldMatrix();
  103016. this._rotateSpheresParent.computeWorldMatrix();
  103017. rotateSpheres[index].computeWorldMatrix();
  103018. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103019. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103020. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103021. }
  103022. else {
  103023. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103024. }
  103025. }
  103026. }
  103027. }
  103028. // Update scale box locations
  103029. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103030. for (var i = 0; i < 2; i++) {
  103031. for (var j = 0; j < 2; j++) {
  103032. for (var k = 0; k < 2; k++) {
  103033. var index = ((i * 4) + (j * 2)) + k;
  103034. if (scaleBoxes[index]) {
  103035. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103036. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103037. if (this.fixedDragMeshScreenSize) {
  103038. this._rootMesh.computeWorldMatrix();
  103039. this._scaleBoxesParent.computeWorldMatrix();
  103040. scaleBoxes[index].computeWorldMatrix();
  103041. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103042. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103043. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103044. }
  103045. else {
  103046. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103047. }
  103048. }
  103049. }
  103050. }
  103051. }
  103052. if (this.attachedMesh) {
  103053. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103054. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103055. }
  103056. };
  103057. /**
  103058. * Enables rotation on the specified axis and disables rotation on the others
  103059. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103060. */
  103061. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103062. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103063. if (i < 4) {
  103064. m.setEnabled(axis.indexOf("x") != -1);
  103065. }
  103066. else if (i < 8) {
  103067. m.setEnabled(axis.indexOf("y") != -1);
  103068. }
  103069. else {
  103070. m.setEnabled(axis.indexOf("z") != -1);
  103071. }
  103072. });
  103073. };
  103074. /**
  103075. * Disposes of the gizmo
  103076. */
  103077. BoundingBoxGizmo.prototype.dispose = function () {
  103078. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103079. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103080. this._lineBoundingBox.dispose();
  103081. this._rotateSpheresParent.dispose();
  103082. this._scaleBoxesParent.dispose();
  103083. _super.prototype.dispose.call(this);
  103084. };
  103085. /**
  103086. * 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)
  103087. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103088. * @returns the bounding box mesh with the passed in mesh as a child
  103089. */
  103090. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103091. var makeNotPickable = function (root) {
  103092. root.isPickable = false;
  103093. root.getChildMeshes().forEach(function (c) {
  103094. makeNotPickable(c);
  103095. });
  103096. };
  103097. makeNotPickable(mesh);
  103098. // Reset position to get boudning box from origin with no rotation
  103099. if (!mesh.rotationQuaternion) {
  103100. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103101. }
  103102. var oldPos = mesh.position.clone();
  103103. var oldRot = mesh.rotationQuaternion.clone();
  103104. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103105. mesh.position.set(0, 0, 0);
  103106. // Update bounding dimensions/positions
  103107. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103108. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103109. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103110. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103111. // Restore original positions
  103112. mesh.addChild(box);
  103113. mesh.rotationQuaternion.copyFrom(oldRot);
  103114. mesh.position.copyFrom(oldPos);
  103115. // Reverse parenting
  103116. mesh.removeChild(box);
  103117. box.addChild(mesh);
  103118. box.visibility = 0;
  103119. return box;
  103120. };
  103121. /**
  103122. * CustomMeshes are not supported by this gizmo
  103123. * @param mesh The mesh to replace the default mesh of the gizmo
  103124. */
  103125. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103126. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103127. };
  103128. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103129. // store/remove pivot point should only be applied during their outermost calls
  103130. BoundingBoxGizmo._PivotCached = 0;
  103131. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103132. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103133. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103134. return BoundingBoxGizmo;
  103135. }(BABYLON.Gizmo));
  103136. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103137. })(BABYLON || (BABYLON = {}));
  103138. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103139. var BABYLON;
  103140. (function (BABYLON) {
  103141. /**
  103142. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103143. */
  103144. var GizmoManager = /** @class */ (function () {
  103145. /**
  103146. * Instatiates a gizmo manager
  103147. * @param scene the scene to overlay the gizmos on top of
  103148. */
  103149. function GizmoManager(scene) {
  103150. var _this = this;
  103151. this.scene = scene;
  103152. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103153. this._pointerObserver = null;
  103154. this._attachedMesh = null;
  103155. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103156. /**
  103157. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103158. */
  103159. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103160. /**
  103161. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103162. */
  103163. this.attachableMeshes = null;
  103164. /**
  103165. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103166. */
  103167. this.usePointerToAttachGizmos = true;
  103168. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103169. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103170. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103171. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103172. // Instatiate/dispose gizmos based on pointer actions
  103173. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103174. if (!_this.usePointerToAttachGizmos) {
  103175. return;
  103176. }
  103177. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103178. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103179. var node = pointerInfo.pickInfo.pickedMesh;
  103180. if (_this.attachableMeshes == null) {
  103181. // Attach to the most parent node
  103182. while (node && node.parent != null) {
  103183. node = node.parent;
  103184. }
  103185. }
  103186. else {
  103187. // Attach to the parent node that is an attachableMesh
  103188. var found = false;
  103189. _this.attachableMeshes.forEach(function (mesh) {
  103190. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103191. node = mesh;
  103192. found = true;
  103193. }
  103194. });
  103195. if (!found) {
  103196. node = null;
  103197. }
  103198. }
  103199. if (node instanceof BABYLON.AbstractMesh) {
  103200. if (_this._attachedMesh != node) {
  103201. _this.attachToMesh(node);
  103202. }
  103203. }
  103204. else {
  103205. _this.attachToMesh(null);
  103206. }
  103207. }
  103208. else {
  103209. _this.attachToMesh(null);
  103210. }
  103211. }
  103212. });
  103213. }
  103214. /**
  103215. * Attaches a set of gizmos to the specified mesh
  103216. * @param mesh The mesh the gizmo's should be attached to
  103217. */
  103218. GizmoManager.prototype.attachToMesh = function (mesh) {
  103219. if (this._attachedMesh) {
  103220. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103221. }
  103222. this._attachedMesh = mesh;
  103223. for (var key in this.gizmos) {
  103224. var gizmo = (this.gizmos[key]);
  103225. if (gizmo && this._gizmosEnabled[key]) {
  103226. gizmo.attachedMesh = mesh;
  103227. }
  103228. }
  103229. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103230. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103231. }
  103232. };
  103233. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103234. get: function () {
  103235. return this._gizmosEnabled.positionGizmo;
  103236. },
  103237. /**
  103238. * If the position gizmo is enabled
  103239. */
  103240. set: function (value) {
  103241. if (value) {
  103242. if (!this.gizmos.positionGizmo) {
  103243. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103244. }
  103245. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103246. }
  103247. else if (this.gizmos.positionGizmo) {
  103248. this.gizmos.positionGizmo.attachedMesh = null;
  103249. }
  103250. this._gizmosEnabled.positionGizmo = value;
  103251. },
  103252. enumerable: true,
  103253. configurable: true
  103254. });
  103255. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103256. get: function () {
  103257. return this._gizmosEnabled.rotationGizmo;
  103258. },
  103259. /**
  103260. * If the rotation gizmo is enabled
  103261. */
  103262. set: function (value) {
  103263. if (value) {
  103264. if (!this.gizmos.rotationGizmo) {
  103265. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103266. }
  103267. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103268. }
  103269. else if (this.gizmos.rotationGizmo) {
  103270. this.gizmos.rotationGizmo.attachedMesh = null;
  103271. }
  103272. this._gizmosEnabled.rotationGizmo = value;
  103273. },
  103274. enumerable: true,
  103275. configurable: true
  103276. });
  103277. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103278. get: function () {
  103279. return this._gizmosEnabled.scaleGizmo;
  103280. },
  103281. /**
  103282. * If the scale gizmo is enabled
  103283. */
  103284. set: function (value) {
  103285. if (value) {
  103286. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103287. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103288. }
  103289. else if (this.gizmos.scaleGizmo) {
  103290. this.gizmos.scaleGizmo.attachedMesh = null;
  103291. }
  103292. this._gizmosEnabled.scaleGizmo = value;
  103293. },
  103294. enumerable: true,
  103295. configurable: true
  103296. });
  103297. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103298. get: function () {
  103299. return this._gizmosEnabled.boundingBoxGizmo;
  103300. },
  103301. /**
  103302. * If the boundingBox gizmo is enabled
  103303. */
  103304. set: function (value) {
  103305. if (value) {
  103306. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103307. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103308. if (this._attachedMesh) {
  103309. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103310. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103311. }
  103312. }
  103313. else if (this.gizmos.boundingBoxGizmo) {
  103314. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103315. }
  103316. this._gizmosEnabled.boundingBoxGizmo = value;
  103317. },
  103318. enumerable: true,
  103319. configurable: true
  103320. });
  103321. /**
  103322. * Disposes of the gizmo manager
  103323. */
  103324. GizmoManager.prototype.dispose = function () {
  103325. this.scene.onPointerObservable.remove(this._pointerObserver);
  103326. for (var key in this.gizmos) {
  103327. var gizmo = (this.gizmos[key]);
  103328. if (gizmo) {
  103329. gizmo.dispose();
  103330. }
  103331. }
  103332. this._defaultKeepDepthUtilityLayer.dispose();
  103333. this._defaultUtilityLayer.dispose();
  103334. this.boundingBoxDragBehavior.detach();
  103335. };
  103336. return GizmoManager;
  103337. }());
  103338. BABYLON.GizmoManager = GizmoManager;
  103339. })(BABYLON || (BABYLON = {}));
  103340. //# sourceMappingURL=babylon.gizmoManager.js.map
  103341. var BABYLON;
  103342. (function (BABYLON) {
  103343. /**
  103344. * Defines a target to use with MorphTargetManager
  103345. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103346. */
  103347. var MorphTarget = /** @class */ (function () {
  103348. /**
  103349. * Creates a new MorphTarget
  103350. * @param name defines the name of the target
  103351. * @param influence defines the influence to use
  103352. */
  103353. function MorphTarget(
  103354. /** defines the name of the target */
  103355. name, influence, scene) {
  103356. if (influence === void 0) { influence = 0; }
  103357. if (scene === void 0) { scene = null; }
  103358. this.name = name;
  103359. /**
  103360. * Gets or sets the list of animations
  103361. */
  103362. this.animations = new Array();
  103363. this._positions = null;
  103364. this._normals = null;
  103365. this._tangents = null;
  103366. /**
  103367. * Observable raised when the influence changes
  103368. */
  103369. this.onInfluenceChanged = new BABYLON.Observable();
  103370. /** @hidden */
  103371. this._onDataLayoutChanged = new BABYLON.Observable();
  103372. this._animationPropertiesOverride = null;
  103373. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103374. this.influence = influence;
  103375. }
  103376. Object.defineProperty(MorphTarget.prototype, "influence", {
  103377. /**
  103378. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103379. */
  103380. get: function () {
  103381. return this._influence;
  103382. },
  103383. set: function (influence) {
  103384. if (this._influence === influence) {
  103385. return;
  103386. }
  103387. var previous = this._influence;
  103388. this._influence = influence;
  103389. if (this.onInfluenceChanged.hasObservers) {
  103390. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103391. }
  103392. },
  103393. enumerable: true,
  103394. configurable: true
  103395. });
  103396. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103397. /**
  103398. * Gets or sets the animation properties override
  103399. */
  103400. get: function () {
  103401. if (!this._animationPropertiesOverride && this._scene) {
  103402. return this._scene.animationPropertiesOverride;
  103403. }
  103404. return this._animationPropertiesOverride;
  103405. },
  103406. set: function (value) {
  103407. this._animationPropertiesOverride = value;
  103408. },
  103409. enumerable: true,
  103410. configurable: true
  103411. });
  103412. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103413. /**
  103414. * Gets a boolean defining if the target contains position data
  103415. */
  103416. get: function () {
  103417. return !!this._positions;
  103418. },
  103419. enumerable: true,
  103420. configurable: true
  103421. });
  103422. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103423. /**
  103424. * Gets a boolean defining if the target contains normal data
  103425. */
  103426. get: function () {
  103427. return !!this._normals;
  103428. },
  103429. enumerable: true,
  103430. configurable: true
  103431. });
  103432. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103433. /**
  103434. * Gets a boolean defining if the target contains tangent data
  103435. */
  103436. get: function () {
  103437. return !!this._tangents;
  103438. },
  103439. enumerable: true,
  103440. configurable: true
  103441. });
  103442. /**
  103443. * Affects position data to this target
  103444. * @param data defines the position data to use
  103445. */
  103446. MorphTarget.prototype.setPositions = function (data) {
  103447. var hadPositions = this.hasPositions;
  103448. this._positions = data;
  103449. if (hadPositions !== this.hasPositions) {
  103450. this._onDataLayoutChanged.notifyObservers(undefined);
  103451. }
  103452. };
  103453. /**
  103454. * Gets the position data stored in this target
  103455. * @returns a FloatArray containing the position data (or null if not present)
  103456. */
  103457. MorphTarget.prototype.getPositions = function () {
  103458. return this._positions;
  103459. };
  103460. /**
  103461. * Affects normal data to this target
  103462. * @param data defines the normal data to use
  103463. */
  103464. MorphTarget.prototype.setNormals = function (data) {
  103465. var hadNormals = this.hasNormals;
  103466. this._normals = data;
  103467. if (hadNormals !== this.hasNormals) {
  103468. this._onDataLayoutChanged.notifyObservers(undefined);
  103469. }
  103470. };
  103471. /**
  103472. * Gets the normal data stored in this target
  103473. * @returns a FloatArray containing the normal data (or null if not present)
  103474. */
  103475. MorphTarget.prototype.getNormals = function () {
  103476. return this._normals;
  103477. };
  103478. /**
  103479. * Affects tangent data to this target
  103480. * @param data defines the tangent data to use
  103481. */
  103482. MorphTarget.prototype.setTangents = function (data) {
  103483. var hadTangents = this.hasTangents;
  103484. this._tangents = data;
  103485. if (hadTangents !== this.hasTangents) {
  103486. this._onDataLayoutChanged.notifyObservers(undefined);
  103487. }
  103488. };
  103489. /**
  103490. * Gets the tangent data stored in this target
  103491. * @returns a FloatArray containing the tangent data (or null if not present)
  103492. */
  103493. MorphTarget.prototype.getTangents = function () {
  103494. return this._tangents;
  103495. };
  103496. /**
  103497. * Serializes the current target into a Serialization object
  103498. * @returns the serialized object
  103499. */
  103500. MorphTarget.prototype.serialize = function () {
  103501. var serializationObject = {};
  103502. serializationObject.name = this.name;
  103503. serializationObject.influence = this.influence;
  103504. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103505. if (this.hasNormals) {
  103506. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103507. }
  103508. if (this.hasTangents) {
  103509. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103510. }
  103511. // Animations
  103512. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103513. return serializationObject;
  103514. };
  103515. // Statics
  103516. /**
  103517. * Creates a new target from serialized data
  103518. * @param serializationObject defines the serialized data to use
  103519. * @returns a new MorphTarget
  103520. */
  103521. MorphTarget.Parse = function (serializationObject) {
  103522. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103523. result.setPositions(serializationObject.positions);
  103524. if (serializationObject.normals) {
  103525. result.setNormals(serializationObject.normals);
  103526. }
  103527. if (serializationObject.tangents) {
  103528. result.setTangents(serializationObject.tangents);
  103529. }
  103530. // Animations
  103531. if (serializationObject.animations) {
  103532. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103533. var parsedAnimation = serializationObject.animations[animationIndex];
  103534. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103535. }
  103536. }
  103537. return result;
  103538. };
  103539. /**
  103540. * Creates a MorphTarget from mesh data
  103541. * @param mesh defines the source mesh
  103542. * @param name defines the name to use for the new target
  103543. * @param influence defines the influence to attach to the target
  103544. * @returns a new MorphTarget
  103545. */
  103546. MorphTarget.FromMesh = function (mesh, name, influence) {
  103547. if (!name) {
  103548. name = mesh.name;
  103549. }
  103550. var result = new MorphTarget(name, influence, mesh.getScene());
  103551. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103552. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103553. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103554. }
  103555. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103556. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103557. }
  103558. return result;
  103559. };
  103560. return MorphTarget;
  103561. }());
  103562. BABYLON.MorphTarget = MorphTarget;
  103563. })(BABYLON || (BABYLON = {}));
  103564. //# sourceMappingURL=babylon.morphTarget.js.map
  103565. var BABYLON;
  103566. (function (BABYLON) {
  103567. /**
  103568. * This class is used to deform meshes using morphing between different targets
  103569. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103570. */
  103571. var MorphTargetManager = /** @class */ (function () {
  103572. /**
  103573. * Creates a new MorphTargetManager
  103574. * @param scene defines the current scene
  103575. */
  103576. function MorphTargetManager(scene) {
  103577. if (scene === void 0) { scene = null; }
  103578. this._targets = new Array();
  103579. this._targetInfluenceChangedObservers = new Array();
  103580. this._targetDataLayoutChangedObservers = new Array();
  103581. this._activeTargets = new BABYLON.SmartArray(16);
  103582. this._supportsNormals = false;
  103583. this._supportsTangents = false;
  103584. this._vertexCount = 0;
  103585. this._uniqueId = 0;
  103586. this._tempInfluences = new Array();
  103587. if (!scene) {
  103588. scene = BABYLON.Engine.LastCreatedScene;
  103589. }
  103590. this._scene = scene;
  103591. if (this._scene) {
  103592. this._scene.morphTargetManagers.push(this);
  103593. this._uniqueId = this._scene.getUniqueId();
  103594. }
  103595. }
  103596. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103597. /**
  103598. * Gets the unique ID of this manager
  103599. */
  103600. get: function () {
  103601. return this._uniqueId;
  103602. },
  103603. enumerable: true,
  103604. configurable: true
  103605. });
  103606. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103607. /**
  103608. * Gets the number of vertices handled by this manager
  103609. */
  103610. get: function () {
  103611. return this._vertexCount;
  103612. },
  103613. enumerable: true,
  103614. configurable: true
  103615. });
  103616. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103617. /**
  103618. * Gets a boolean indicating if this manager supports morphing of normals
  103619. */
  103620. get: function () {
  103621. return this._supportsNormals;
  103622. },
  103623. enumerable: true,
  103624. configurable: true
  103625. });
  103626. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103627. /**
  103628. * Gets a boolean indicating if this manager supports morphing of tangents
  103629. */
  103630. get: function () {
  103631. return this._supportsTangents;
  103632. },
  103633. enumerable: true,
  103634. configurable: true
  103635. });
  103636. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103637. /**
  103638. * Gets the number of targets stored in this manager
  103639. */
  103640. get: function () {
  103641. return this._targets.length;
  103642. },
  103643. enumerable: true,
  103644. configurable: true
  103645. });
  103646. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103647. /**
  103648. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103649. */
  103650. get: function () {
  103651. return this._activeTargets.length;
  103652. },
  103653. enumerable: true,
  103654. configurable: true
  103655. });
  103656. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103657. /**
  103658. * Gets the list of influences (one per target)
  103659. */
  103660. get: function () {
  103661. return this._influences;
  103662. },
  103663. enumerable: true,
  103664. configurable: true
  103665. });
  103666. /**
  103667. * Gets the active target at specified index. An active target is a target with an influence > 0
  103668. * @param index defines the index to check
  103669. * @returns the requested target
  103670. */
  103671. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103672. return this._activeTargets.data[index];
  103673. };
  103674. /**
  103675. * Gets the target at specified index
  103676. * @param index defines the index to check
  103677. * @returns the requested target
  103678. */
  103679. MorphTargetManager.prototype.getTarget = function (index) {
  103680. return this._targets[index];
  103681. };
  103682. /**
  103683. * Add a new target to this manager
  103684. * @param target defines the target to add
  103685. */
  103686. MorphTargetManager.prototype.addTarget = function (target) {
  103687. var _this = this;
  103688. this._targets.push(target);
  103689. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103690. _this._syncActiveTargets(needUpdate);
  103691. }));
  103692. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103693. _this._syncActiveTargets(true);
  103694. }));
  103695. this._syncActiveTargets(true);
  103696. };
  103697. /**
  103698. * Removes a target from the manager
  103699. * @param target defines the target to remove
  103700. */
  103701. MorphTargetManager.prototype.removeTarget = function (target) {
  103702. var index = this._targets.indexOf(target);
  103703. if (index >= 0) {
  103704. this._targets.splice(index, 1);
  103705. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  103706. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  103707. this._syncActiveTargets(true);
  103708. }
  103709. };
  103710. /**
  103711. * Serializes the current manager into a Serialization object
  103712. * @returns the serialized object
  103713. */
  103714. MorphTargetManager.prototype.serialize = function () {
  103715. var serializationObject = {};
  103716. serializationObject.id = this.uniqueId;
  103717. serializationObject.targets = [];
  103718. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103719. var target = _a[_i];
  103720. serializationObject.targets.push(target.serialize());
  103721. }
  103722. return serializationObject;
  103723. };
  103724. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  103725. var influenceCount = 0;
  103726. this._activeTargets.reset();
  103727. this._supportsNormals = true;
  103728. this._supportsTangents = true;
  103729. this._vertexCount = 0;
  103730. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103731. var target = _a[_i];
  103732. if (target.influence === 0) {
  103733. continue;
  103734. }
  103735. this._activeTargets.push(target);
  103736. this._tempInfluences[influenceCount++] = target.influence;
  103737. this._supportsNormals = this._supportsNormals && target.hasNormals;
  103738. this._supportsTangents = this._supportsTangents && target.hasTangents;
  103739. var positions = target.getPositions();
  103740. if (positions) {
  103741. var vertexCount = positions.length / 3;
  103742. if (this._vertexCount === 0) {
  103743. this._vertexCount = vertexCount;
  103744. }
  103745. else if (this._vertexCount !== vertexCount) {
  103746. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  103747. return;
  103748. }
  103749. }
  103750. }
  103751. if (!this._influences || this._influences.length !== influenceCount) {
  103752. this._influences = new Float32Array(influenceCount);
  103753. }
  103754. for (var index = 0; index < influenceCount; index++) {
  103755. this._influences[index] = this._tempInfluences[index];
  103756. }
  103757. if (needUpdate) {
  103758. this.synchronize();
  103759. }
  103760. };
  103761. /**
  103762. * Syncrhonize the targets with all the meshes using this morph target manager
  103763. */
  103764. MorphTargetManager.prototype.synchronize = function () {
  103765. if (!this._scene) {
  103766. return;
  103767. }
  103768. // Flag meshes as dirty to resync with the active targets
  103769. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  103770. var mesh = _a[_i];
  103771. if (mesh.morphTargetManager === this) {
  103772. mesh._syncGeometryWithMorphTargetManager();
  103773. }
  103774. }
  103775. };
  103776. // Statics
  103777. /**
  103778. * Creates a new MorphTargetManager from serialized data
  103779. * @param serializationObject defines the serialized data
  103780. * @param scene defines the hosting scene
  103781. * @returns the new MorphTargetManager
  103782. */
  103783. MorphTargetManager.Parse = function (serializationObject, scene) {
  103784. var result = new MorphTargetManager(scene);
  103785. result._uniqueId = serializationObject.id;
  103786. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  103787. var targetData = _a[_i];
  103788. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  103789. }
  103790. return result;
  103791. };
  103792. return MorphTargetManager;
  103793. }());
  103794. BABYLON.MorphTargetManager = MorphTargetManager;
  103795. })(BABYLON || (BABYLON = {}));
  103796. //# sourceMappingURL=babylon.morphTargetManager.js.map
  103797. var BABYLON;
  103798. (function (BABYLON) {
  103799. /**
  103800. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  103801. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103802. */
  103803. var Octree = /** @class */ (function () {
  103804. /**
  103805. * Creates a octree
  103806. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103807. * @param creationFunc function to be used to instatiate the octree
  103808. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  103809. * @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.)
  103810. */
  103811. function Octree(creationFunc, maxBlockCapacity,
  103812. /** 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.) */
  103813. maxDepth) {
  103814. if (maxDepth === void 0) { maxDepth = 2; }
  103815. this.maxDepth = maxDepth;
  103816. /**
  103817. * Content stored in the octree
  103818. */
  103819. this.dynamicContent = new Array();
  103820. this._maxBlockCapacity = maxBlockCapacity || 64;
  103821. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  103822. this._creationFunc = creationFunc;
  103823. }
  103824. // Methods
  103825. /**
  103826. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  103827. * @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);
  103828. * @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);
  103829. * @param entries meshes to be added to the octree blocks
  103830. */
  103831. Octree.prototype.update = function (worldMin, worldMax, entries) {
  103832. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  103833. };
  103834. /**
  103835. * Adds a mesh to the octree
  103836. * @param entry Mesh to add to the octree
  103837. */
  103838. Octree.prototype.addMesh = function (entry) {
  103839. for (var index = 0; index < this.blocks.length; index++) {
  103840. var block = this.blocks[index];
  103841. block.addEntry(entry);
  103842. }
  103843. };
  103844. /**
  103845. * Selects an array of meshes within the frustum
  103846. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  103847. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  103848. * @returns array of meshes within the frustum
  103849. */
  103850. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  103851. this._selectionContent.reset();
  103852. for (var index = 0; index < this.blocks.length; index++) {
  103853. var block = this.blocks[index];
  103854. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  103855. }
  103856. if (allowDuplicate) {
  103857. this._selectionContent.concat(this.dynamicContent);
  103858. }
  103859. else {
  103860. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103861. }
  103862. return this._selectionContent;
  103863. };
  103864. /**
  103865. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  103866. * @param sphereCenter defines the bounding sphere center
  103867. * @param sphereRadius defines the bounding sphere radius
  103868. * @param allowDuplicate defines if the selection array can contains duplicated entries
  103869. * @returns an array of objects that intersect the sphere
  103870. */
  103871. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  103872. this._selectionContent.reset();
  103873. for (var index = 0; index < this.blocks.length; index++) {
  103874. var block = this.blocks[index];
  103875. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  103876. }
  103877. if (allowDuplicate) {
  103878. this._selectionContent.concat(this.dynamicContent);
  103879. }
  103880. else {
  103881. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103882. }
  103883. return this._selectionContent;
  103884. };
  103885. /**
  103886. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  103887. * @param ray defines the ray to test with
  103888. * @returns array of intersected objects
  103889. */
  103890. Octree.prototype.intersectsRay = function (ray) {
  103891. this._selectionContent.reset();
  103892. for (var index = 0; index < this.blocks.length; index++) {
  103893. var block = this.blocks[index];
  103894. block.intersectsRay(ray, this._selectionContent);
  103895. }
  103896. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  103897. return this._selectionContent;
  103898. };
  103899. /**
  103900. * @hidden
  103901. */
  103902. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  103903. target.blocks = new Array();
  103904. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  103905. // Segmenting space
  103906. for (var x = 0; x < 2; x++) {
  103907. for (var y = 0; y < 2; y++) {
  103908. for (var z = 0; z < 2; z++) {
  103909. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  103910. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  103911. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  103912. block.addEntries(entries);
  103913. target.blocks.push(block);
  103914. }
  103915. }
  103916. }
  103917. };
  103918. /**
  103919. * Adds a mesh into the octree block if it intersects the block
  103920. */
  103921. Octree.CreationFuncForMeshes = function (entry, block) {
  103922. var boundingInfo = entry.getBoundingInfo();
  103923. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103924. block.entries.push(entry);
  103925. }
  103926. };
  103927. /**
  103928. * Adds a submesh into the octree block if it intersects the block
  103929. */
  103930. Octree.CreationFuncForSubMeshes = function (entry, block) {
  103931. var boundingInfo = entry.getBoundingInfo();
  103932. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  103933. block.entries.push(entry);
  103934. }
  103935. };
  103936. return Octree;
  103937. }());
  103938. BABYLON.Octree = Octree;
  103939. })(BABYLON || (BABYLON = {}));
  103940. //# sourceMappingURL=babylon.octree.js.map
  103941. var BABYLON;
  103942. (function (BABYLON) {
  103943. /**
  103944. * Class used to store a cell in an octree
  103945. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103946. */
  103947. var OctreeBlock = /** @class */ (function () {
  103948. /**
  103949. * Creates a new block
  103950. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  103951. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  103952. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103953. * @param depth defines the current depth of this block in the octree
  103954. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  103955. * @param creationFunc defines a callback to call when an element is added to the block
  103956. */
  103957. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  103958. /**
  103959. * Gets the content of the current block
  103960. */
  103961. this.entries = new Array();
  103962. this._boundingVectors = new Array();
  103963. this._capacity = capacity;
  103964. this._depth = depth;
  103965. this._maxDepth = maxDepth;
  103966. this._creationFunc = creationFunc;
  103967. this._minPoint = minPoint;
  103968. this._maxPoint = maxPoint;
  103969. this._boundingVectors.push(minPoint.clone());
  103970. this._boundingVectors.push(maxPoint.clone());
  103971. this._boundingVectors.push(minPoint.clone());
  103972. this._boundingVectors[2].x = maxPoint.x;
  103973. this._boundingVectors.push(minPoint.clone());
  103974. this._boundingVectors[3].y = maxPoint.y;
  103975. this._boundingVectors.push(minPoint.clone());
  103976. this._boundingVectors[4].z = maxPoint.z;
  103977. this._boundingVectors.push(maxPoint.clone());
  103978. this._boundingVectors[5].z = minPoint.z;
  103979. this._boundingVectors.push(maxPoint.clone());
  103980. this._boundingVectors[6].x = minPoint.x;
  103981. this._boundingVectors.push(maxPoint.clone());
  103982. this._boundingVectors[7].y = minPoint.y;
  103983. }
  103984. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  103985. // Property
  103986. /**
  103987. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  103988. */
  103989. get: function () {
  103990. return this._capacity;
  103991. },
  103992. enumerable: true,
  103993. configurable: true
  103994. });
  103995. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  103996. /**
  103997. * Gets the minimum vector (in world space) of the block's bounding box
  103998. */
  103999. get: function () {
  104000. return this._minPoint;
  104001. },
  104002. enumerable: true,
  104003. configurable: true
  104004. });
  104005. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104006. /**
  104007. * Gets the maximum vector (in world space) of the block's bounding box
  104008. */
  104009. get: function () {
  104010. return this._maxPoint;
  104011. },
  104012. enumerable: true,
  104013. configurable: true
  104014. });
  104015. // Methods
  104016. /**
  104017. * Add a new element to this block
  104018. * @param entry defines the element to add
  104019. */
  104020. OctreeBlock.prototype.addEntry = function (entry) {
  104021. if (this.blocks) {
  104022. for (var index = 0; index < this.blocks.length; index++) {
  104023. var block = this.blocks[index];
  104024. block.addEntry(entry);
  104025. }
  104026. return;
  104027. }
  104028. this._creationFunc(entry, this);
  104029. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104030. this.createInnerBlocks();
  104031. }
  104032. };
  104033. /**
  104034. * Add an array of elements to this block
  104035. * @param entries defines the array of elements to add
  104036. */
  104037. OctreeBlock.prototype.addEntries = function (entries) {
  104038. for (var index = 0; index < entries.length; index++) {
  104039. var mesh = entries[index];
  104040. this.addEntry(mesh);
  104041. }
  104042. };
  104043. /**
  104044. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104045. * @param frustumPlanes defines the frustum planes to test
  104046. * @param selection defines the array to store current content if selection is positive
  104047. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104048. */
  104049. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104050. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104051. if (this.blocks) {
  104052. for (var index = 0; index < this.blocks.length; index++) {
  104053. var block = this.blocks[index];
  104054. block.select(frustumPlanes, selection, allowDuplicate);
  104055. }
  104056. return;
  104057. }
  104058. if (allowDuplicate) {
  104059. selection.concat(this.entries);
  104060. }
  104061. else {
  104062. selection.concatWithNoDuplicate(this.entries);
  104063. }
  104064. }
  104065. };
  104066. /**
  104067. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104068. * @param sphereCenter defines the bounding sphere center
  104069. * @param sphereRadius defines the bounding sphere radius
  104070. * @param selection defines the array to store current content if selection is positive
  104071. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104072. */
  104073. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104074. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104075. if (this.blocks) {
  104076. for (var index = 0; index < this.blocks.length; index++) {
  104077. var block = this.blocks[index];
  104078. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104079. }
  104080. return;
  104081. }
  104082. if (allowDuplicate) {
  104083. selection.concat(this.entries);
  104084. }
  104085. else {
  104086. selection.concatWithNoDuplicate(this.entries);
  104087. }
  104088. }
  104089. };
  104090. /**
  104091. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104092. * @param ray defines the ray to test with
  104093. * @param selection defines the array to store current content if selection is positive
  104094. */
  104095. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104096. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104097. if (this.blocks) {
  104098. for (var index = 0; index < this.blocks.length; index++) {
  104099. var block = this.blocks[index];
  104100. block.intersectsRay(ray, selection);
  104101. }
  104102. return;
  104103. }
  104104. selection.concatWithNoDuplicate(this.entries);
  104105. }
  104106. };
  104107. /**
  104108. * Subdivide the content into child blocks (this block will then be empty)
  104109. */
  104110. OctreeBlock.prototype.createInnerBlocks = function () {
  104111. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104112. };
  104113. return OctreeBlock;
  104114. }());
  104115. BABYLON.OctreeBlock = OctreeBlock;
  104116. })(BABYLON || (BABYLON = {}));
  104117. //# sourceMappingURL=babylon.octreeBlock.js.map
  104118. var BABYLON;
  104119. (function (BABYLON) {
  104120. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104121. if (maxCapacity === void 0) { maxCapacity = 64; }
  104122. if (maxDepth === void 0) { maxDepth = 2; }
  104123. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104124. if (!component) {
  104125. component = new OctreeSceneComponent(this);
  104126. this._addComponent(component);
  104127. }
  104128. if (!this._selectionOctree) {
  104129. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104130. }
  104131. var worldExtends = this.getWorldExtends();
  104132. // Update octree
  104133. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104134. return this._selectionOctree;
  104135. };
  104136. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104137. get: function () {
  104138. return this._selectionOctree;
  104139. },
  104140. enumerable: true,
  104141. configurable: true
  104142. });
  104143. /**
  104144. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104145. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104146. * @param maxCapacity defines the maximum size of each block (64 by default)
  104147. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104148. * @returns the new octree
  104149. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104150. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104151. */
  104152. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104153. if (maxCapacity === void 0) { maxCapacity = 64; }
  104154. if (maxDepth === void 0) { maxDepth = 2; }
  104155. var scene = this.getScene();
  104156. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104157. if (!component) {
  104158. component = new OctreeSceneComponent(scene);
  104159. scene._addComponent(component);
  104160. }
  104161. if (!this._submeshesOctree) {
  104162. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104163. }
  104164. this.computeWorldMatrix(true);
  104165. var boundingInfo = this.getBoundingInfo();
  104166. // Update octree
  104167. var bbox = boundingInfo.boundingBox;
  104168. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104169. return this._submeshesOctree;
  104170. };
  104171. /**
  104172. * Defines the octree scene component responsible to manage any octrees
  104173. * in a given scene.
  104174. */
  104175. var OctreeSceneComponent = /** @class */ (function () {
  104176. /**
  104177. * Creates a new instance of the component for the given scene
  104178. * @param scene Defines the scene to register the component in
  104179. */
  104180. function OctreeSceneComponent(scene) {
  104181. /**
  104182. * The component name helpfull to identify the component in the list of scene components.
  104183. */
  104184. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104185. /**
  104186. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104187. */
  104188. this.checksIsEnabled = true;
  104189. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104190. this.scene = scene;
  104191. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104192. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104193. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104194. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104195. }
  104196. /**
  104197. * Registers the component in a given scene
  104198. */
  104199. OctreeSceneComponent.prototype.register = function () {
  104200. var _this = this;
  104201. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104202. var sceneOctree = _this.scene.selectionOctree;
  104203. if (sceneOctree !== undefined && sceneOctree !== null) {
  104204. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104205. if (index !== -1) {
  104206. sceneOctree.dynamicContent.splice(index, 1);
  104207. }
  104208. }
  104209. });
  104210. this.scene.onMeshImportedObservable.add(function (mesh) {
  104211. var sceneOctree = _this.scene.selectionOctree;
  104212. if (sceneOctree !== undefined && sceneOctree !== null) {
  104213. sceneOctree.addMesh(mesh);
  104214. }
  104215. });
  104216. };
  104217. /**
  104218. * Return the list of active meshes
  104219. * @returns the list of active meshes
  104220. */
  104221. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104222. if (this.scene._selectionOctree) {
  104223. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104224. return selection;
  104225. }
  104226. return this.scene._getDefaultMeshCandidates();
  104227. };
  104228. /**
  104229. * Return the list of active sub meshes
  104230. * @param mesh The mesh to get the candidates sub meshes from
  104231. * @returns the list of active sub meshes
  104232. */
  104233. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104234. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104235. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104236. return intersections;
  104237. }
  104238. return this.scene._getDefaultSubMeshCandidates(mesh);
  104239. };
  104240. /**
  104241. * Return the list of sub meshes intersecting with a given local ray
  104242. * @param mesh defines the mesh to find the submesh for
  104243. * @param localRay defines the ray in local space
  104244. * @returns the list of intersecting sub meshes
  104245. */
  104246. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104247. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104248. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104249. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104250. return intersections;
  104251. }
  104252. return this.scene._getDefaultSubMeshCandidates(mesh);
  104253. };
  104254. /**
  104255. * Return the list of sub meshes colliding with a collider
  104256. * @param mesh defines the mesh to find the submesh for
  104257. * @param collider defines the collider to evaluate the collision against
  104258. * @returns the list of colliding sub meshes
  104259. */
  104260. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104261. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104262. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104263. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104264. return intersections;
  104265. }
  104266. return this.scene._getDefaultSubMeshCandidates(mesh);
  104267. };
  104268. /**
  104269. * Rebuilds the elements related to this component in case of
  104270. * context lost for instance.
  104271. */
  104272. OctreeSceneComponent.prototype.rebuild = function () {
  104273. // Nothing to do here.
  104274. };
  104275. /**
  104276. * Disposes the component and the associated ressources.
  104277. */
  104278. OctreeSceneComponent.prototype.dispose = function () {
  104279. // Nothing to do here.
  104280. };
  104281. return OctreeSceneComponent;
  104282. }());
  104283. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104284. })(BABYLON || (BABYLON = {}));
  104285. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104286. var BABYLON;
  104287. (function (BABYLON) {
  104288. /**
  104289. * Postprocess used to generate anaglyphic rendering
  104290. */
  104291. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104292. __extends(AnaglyphPostProcess, _super);
  104293. /**
  104294. * Creates a new AnaglyphPostProcess
  104295. * @param name defines postprocess name
  104296. * @param options defines creation options or target ratio scale
  104297. * @param rigCameras defines cameras using this postprocess
  104298. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104299. * @param engine defines hosting engine
  104300. * @param reusable defines if the postprocess will be reused multiple times per frame
  104301. */
  104302. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104303. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104304. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104305. _this.onApplyObservable.add(function (effect) {
  104306. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104307. });
  104308. return _this;
  104309. }
  104310. return AnaglyphPostProcess;
  104311. }(BABYLON.PostProcess));
  104312. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104313. })(BABYLON || (BABYLON = {}));
  104314. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104315. var BABYLON;
  104316. (function (BABYLON) {
  104317. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104318. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104319. });
  104320. /**
  104321. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104322. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104323. */
  104324. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104325. __extends(AnaglyphArcRotateCamera, _super);
  104326. /**
  104327. * Creates a new AnaglyphArcRotateCamera
  104328. * @param name defines camera name
  104329. * @param alpha defines alpha angle (in radians)
  104330. * @param beta defines beta angle (in radians)
  104331. * @param radius defines radius
  104332. * @param target defines camera target
  104333. * @param interaxialDistance defines distance between each color axis
  104334. * @param scene defines the hosting scene
  104335. */
  104336. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104337. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104338. _this.interaxialDistance = interaxialDistance;
  104339. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104340. return _this;
  104341. }
  104342. /**
  104343. * Gets camera class name
  104344. * @returns AnaglyphArcRotateCamera
  104345. */
  104346. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104347. return "AnaglyphArcRotateCamera";
  104348. };
  104349. return AnaglyphArcRotateCamera;
  104350. }(BABYLON.ArcRotateCamera));
  104351. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104352. })(BABYLON || (BABYLON = {}));
  104353. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104354. var BABYLON;
  104355. (function (BABYLON) {
  104356. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104357. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104358. });
  104359. /**
  104360. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104361. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104362. */
  104363. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104364. __extends(AnaglyphFreeCamera, _super);
  104365. /**
  104366. * Creates a new AnaglyphFreeCamera
  104367. * @param name defines camera name
  104368. * @param position defines initial position
  104369. * @param interaxialDistance defines distance between each color axis
  104370. * @param scene defines the hosting scene
  104371. */
  104372. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104373. var _this = _super.call(this, name, position, scene) || this;
  104374. _this.interaxialDistance = interaxialDistance;
  104375. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104376. return _this;
  104377. }
  104378. /**
  104379. * Gets camera class name
  104380. * @returns AnaglyphFreeCamera
  104381. */
  104382. AnaglyphFreeCamera.prototype.getClassName = function () {
  104383. return "AnaglyphFreeCamera";
  104384. };
  104385. return AnaglyphFreeCamera;
  104386. }(BABYLON.FreeCamera));
  104387. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104388. })(BABYLON || (BABYLON = {}));
  104389. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104390. var BABYLON;
  104391. (function (BABYLON) {
  104392. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104393. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104394. });
  104395. /**
  104396. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104397. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104398. */
  104399. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104400. __extends(AnaglyphGamepadCamera, _super);
  104401. /**
  104402. * Creates a new AnaglyphGamepadCamera
  104403. * @param name defines camera name
  104404. * @param position defines initial position
  104405. * @param interaxialDistance defines distance between each color axis
  104406. * @param scene defines the hosting scene
  104407. */
  104408. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104409. var _this = _super.call(this, name, position, scene) || this;
  104410. _this.interaxialDistance = interaxialDistance;
  104411. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104412. return _this;
  104413. }
  104414. /**
  104415. * Gets camera class name
  104416. * @returns AnaglyphGamepadCamera
  104417. */
  104418. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104419. return "AnaglyphGamepadCamera";
  104420. };
  104421. return AnaglyphGamepadCamera;
  104422. }(BABYLON.GamepadCamera));
  104423. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104424. })(BABYLON || (BABYLON = {}));
  104425. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104426. var BABYLON;
  104427. (function (BABYLON) {
  104428. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104429. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104430. });
  104431. /**
  104432. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104433. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104434. */
  104435. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104436. __extends(AnaglyphUniversalCamera, _super);
  104437. /**
  104438. * Creates a new AnaglyphUniversalCamera
  104439. * @param name defines camera name
  104440. * @param position defines initial position
  104441. * @param interaxialDistance defines distance between each color axis
  104442. * @param scene defines the hosting scene
  104443. */
  104444. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104445. var _this = _super.call(this, name, position, scene) || this;
  104446. _this.interaxialDistance = interaxialDistance;
  104447. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104448. return _this;
  104449. }
  104450. /**
  104451. * Gets camera class name
  104452. * @returns AnaglyphUniversalCamera
  104453. */
  104454. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104455. return "AnaglyphUniversalCamera";
  104456. };
  104457. return AnaglyphUniversalCamera;
  104458. }(BABYLON.UniversalCamera));
  104459. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104460. })(BABYLON || (BABYLON = {}));
  104461. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104462. var BABYLON;
  104463. (function (BABYLON) {
  104464. /**
  104465. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104466. */
  104467. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104468. __extends(StereoscopicInterlacePostProcess, _super);
  104469. /**
  104470. * Initializes a StereoscopicInterlacePostProcess
  104471. * @param name The name of the effect.
  104472. * @param rigCameras The rig cameras to be appled to the post process
  104473. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104474. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104475. * @param engine The engine which the post process will be applied. (default: current engine)
  104476. * @param reusable If the post process can be reused on the same frame. (default: false)
  104477. */
  104478. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104479. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104480. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104481. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104482. _this.onSizeChangedObservable.add(function () {
  104483. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104484. });
  104485. _this.onApplyObservable.add(function (effect) {
  104486. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104487. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104488. });
  104489. return _this;
  104490. }
  104491. return StereoscopicInterlacePostProcess;
  104492. }(BABYLON.PostProcess));
  104493. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104494. })(BABYLON || (BABYLON = {}));
  104495. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104496. var BABYLON;
  104497. (function (BABYLON) {
  104498. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104499. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104500. });
  104501. /**
  104502. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104503. * @see http://doc.babylonjs.com/features/cameras
  104504. */
  104505. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104506. __extends(StereoscopicArcRotateCamera, _super);
  104507. /**
  104508. * Creates a new StereoscopicArcRotateCamera
  104509. * @param name defines camera name
  104510. * @param alpha defines alpha angle (in radians)
  104511. * @param beta defines beta angle (in radians)
  104512. * @param radius defines radius
  104513. * @param target defines camera target
  104514. * @param interaxialDistance defines distance between each color axis
  104515. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104516. * @param scene defines the hosting scene
  104517. */
  104518. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104519. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104520. _this.interaxialDistance = interaxialDistance;
  104521. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104522. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104523. return _this;
  104524. }
  104525. /**
  104526. * Gets camera class name
  104527. * @returns StereoscopicArcRotateCamera
  104528. */
  104529. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104530. return "StereoscopicArcRotateCamera";
  104531. };
  104532. return StereoscopicArcRotateCamera;
  104533. }(BABYLON.ArcRotateCamera));
  104534. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104535. })(BABYLON || (BABYLON = {}));
  104536. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104537. var BABYLON;
  104538. (function (BABYLON) {
  104539. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104540. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104541. });
  104542. /**
  104543. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104544. * @see http://doc.babylonjs.com/features/cameras
  104545. */
  104546. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104547. __extends(StereoscopicFreeCamera, _super);
  104548. /**
  104549. * Creates a new StereoscopicFreeCamera
  104550. * @param name defines camera name
  104551. * @param position defines initial position
  104552. * @param interaxialDistance defines distance between each color axis
  104553. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104554. * @param scene defines the hosting scene
  104555. */
  104556. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104557. var _this = _super.call(this, name, position, scene) || this;
  104558. _this.interaxialDistance = interaxialDistance;
  104559. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104560. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104561. return _this;
  104562. }
  104563. /**
  104564. * Gets camera class name
  104565. * @returns StereoscopicFreeCamera
  104566. */
  104567. StereoscopicFreeCamera.prototype.getClassName = function () {
  104568. return "StereoscopicFreeCamera";
  104569. };
  104570. return StereoscopicFreeCamera;
  104571. }(BABYLON.FreeCamera));
  104572. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104573. })(BABYLON || (BABYLON = {}));
  104574. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104575. var BABYLON;
  104576. (function (BABYLON) {
  104577. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104578. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104579. });
  104580. /**
  104581. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104582. * @see http://doc.babylonjs.com/features/cameras
  104583. */
  104584. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104585. __extends(StereoscopicGamepadCamera, _super);
  104586. /**
  104587. * Creates a new StereoscopicGamepadCamera
  104588. * @param name defines camera name
  104589. * @param position defines initial position
  104590. * @param interaxialDistance defines distance between each color axis
  104591. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104592. * @param scene defines the hosting scene
  104593. */
  104594. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104595. var _this = _super.call(this, name, position, scene) || this;
  104596. _this.interaxialDistance = interaxialDistance;
  104597. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104598. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104599. return _this;
  104600. }
  104601. /**
  104602. * Gets camera class name
  104603. * @returns StereoscopicGamepadCamera
  104604. */
  104605. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104606. return "StereoscopicGamepadCamera";
  104607. };
  104608. return StereoscopicGamepadCamera;
  104609. }(BABYLON.GamepadCamera));
  104610. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104611. })(BABYLON || (BABYLON = {}));
  104612. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104613. var BABYLON;
  104614. (function (BABYLON) {
  104615. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104616. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104617. });
  104618. /**
  104619. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104620. * @see http://doc.babylonjs.com/features/cameras
  104621. */
  104622. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104623. __extends(StereoscopicUniversalCamera, _super);
  104624. /**
  104625. * Creates a new StereoscopicUniversalCamera
  104626. * @param name defines camera name
  104627. * @param position defines initial position
  104628. * @param interaxialDistance defines distance between each color axis
  104629. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104630. * @param scene defines the hosting scene
  104631. */
  104632. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104633. var _this = _super.call(this, name, position, scene) || this;
  104634. _this.interaxialDistance = interaxialDistance;
  104635. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104636. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104637. return _this;
  104638. }
  104639. /**
  104640. * Gets camera class name
  104641. * @returns StereoscopicUniversalCamera
  104642. */
  104643. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104644. return "StereoscopicUniversalCamera";
  104645. };
  104646. return StereoscopicUniversalCamera;
  104647. }(BABYLON.UniversalCamera));
  104648. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104649. })(BABYLON || (BABYLON = {}));
  104650. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104651. var BABYLON;
  104652. (function (BABYLON) {
  104653. /**
  104654. * VRDistortionCorrectionPostProcess used for mobile VR
  104655. */
  104656. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104657. __extends(VRDistortionCorrectionPostProcess, _super);
  104658. /**
  104659. * Initializes the VRDistortionCorrectionPostProcess
  104660. * @param name The name of the effect.
  104661. * @param camera The camera to apply the render pass to.
  104662. * @param isRightEye If this is for the right eye distortion
  104663. * @param vrMetrics All the required metrics for the VR camera
  104664. */
  104665. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104666. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104667. 'LensCenter',
  104668. 'Scale',
  104669. 'ScaleIn',
  104670. 'HmdWarpParam'
  104671. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104672. _this._isRightEye = isRightEye;
  104673. _this._distortionFactors = vrMetrics.distortionK;
  104674. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104675. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104676. _this.adaptScaleToCurrentViewport = true;
  104677. _this.onSizeChangedObservable.add(function () {
  104678. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104679. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104680. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104681. });
  104682. _this.onApplyObservable.add(function (effect) {
  104683. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104684. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104685. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104686. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104687. });
  104688. return _this;
  104689. }
  104690. return VRDistortionCorrectionPostProcess;
  104691. }(BABYLON.PostProcess));
  104692. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104693. })(BABYLON || (BABYLON = {}));
  104694. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104695. var BABYLON;
  104696. (function (BABYLON) {
  104697. /**
  104698. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  104699. * Screen rotation is taken into account.
  104700. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104701. */
  104702. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  104703. /**
  104704. * Instantiates a new input
  104705. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104706. */
  104707. function FreeCameraDeviceOrientationInput() {
  104708. var _this = this;
  104709. this._screenOrientationAngle = 0;
  104710. this._screenQuaternion = new BABYLON.Quaternion();
  104711. this._alpha = 0;
  104712. this._beta = 0;
  104713. this._gamma = 0;
  104714. this._orientationChanged = function () {
  104715. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  104716. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  104717. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  104718. };
  104719. this._deviceOrientation = function (evt) {
  104720. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  104721. _this._beta = evt.beta !== null ? evt.beta : 0;
  104722. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  104723. };
  104724. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  104725. this._orientationChanged();
  104726. }
  104727. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  104728. /**
  104729. * Define the camera controlled by the input.
  104730. */
  104731. get: function () {
  104732. return this._camera;
  104733. },
  104734. set: function (camera) {
  104735. this._camera = camera;
  104736. if (this._camera != null && !this._camera.rotationQuaternion) {
  104737. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  104738. }
  104739. },
  104740. enumerable: true,
  104741. configurable: true
  104742. });
  104743. /**
  104744. * Attach the input controls to a specific dom element to get the input from.
  104745. * @param element Defines the element the controls should be listened from
  104746. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104747. */
  104748. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104749. window.addEventListener("orientationchange", this._orientationChanged);
  104750. window.addEventListener("deviceorientation", this._deviceOrientation);
  104751. //In certain cases, the attach control is called AFTER orientation was changed,
  104752. //So this is needed.
  104753. this._orientationChanged();
  104754. };
  104755. /**
  104756. * Detach the current controls from the specified dom element.
  104757. * @param element Defines the element to stop listening the inputs from
  104758. */
  104759. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  104760. window.removeEventListener("orientationchange", this._orientationChanged);
  104761. window.removeEventListener("deviceorientation", this._deviceOrientation);
  104762. };
  104763. /**
  104764. * Update the current camera state depending on the inputs that have been used this frame.
  104765. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104766. */
  104767. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  104768. //if no device orientation provided, don't update the rotation.
  104769. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  104770. if (!this._alpha) {
  104771. return;
  104772. }
  104773. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  104774. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  104775. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  104776. //Mirror on XY Plane
  104777. this._camera.rotationQuaternion.z *= -1;
  104778. this._camera.rotationQuaternion.w *= -1;
  104779. };
  104780. /**
  104781. * Gets the class name of the current intput.
  104782. * @returns the class name
  104783. */
  104784. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  104785. return "FreeCameraDeviceOrientationInput";
  104786. };
  104787. /**
  104788. * Get the friendly name associated with the input class.
  104789. * @returns the input friendly name
  104790. */
  104791. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  104792. return "deviceOrientation";
  104793. };
  104794. return FreeCameraDeviceOrientationInput;
  104795. }());
  104796. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  104797. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  104798. })(BABYLON || (BABYLON = {}));
  104799. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  104800. var BABYLON;
  104801. (function (BABYLON) {
  104802. /**
  104803. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104804. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104805. */
  104806. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  104807. /**
  104808. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  104809. */
  104810. function ArcRotateCameraVRDeviceOrientationInput() {
  104811. /**
  104812. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104813. */
  104814. this.alphaCorrection = 1;
  104815. /**
  104816. * Defines a correction factor applied on the beta value retrieved from the orientation events.
  104817. */
  104818. this.betaCorrection = 1;
  104819. /**
  104820. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104821. */
  104822. this.gammaCorrection = 1;
  104823. this._alpha = 0;
  104824. this._gamma = 0;
  104825. this._dirty = false;
  104826. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  104827. }
  104828. /**
  104829. * Attach the input controls to a specific dom element to get the input from.
  104830. * @param element Defines the element the controls should be listened from
  104831. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104832. */
  104833. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104834. this.camera.attachControl(element, noPreventDefault);
  104835. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  104836. };
  104837. /** @hidden */
  104838. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  104839. if (evt.alpha !== null) {
  104840. this._alpha = +evt.alpha | 0;
  104841. }
  104842. if (evt.gamma !== null) {
  104843. this._gamma = +evt.gamma | 0;
  104844. }
  104845. this._dirty = true;
  104846. };
  104847. /**
  104848. * Update the current camera state depending on the inputs that have been used this frame.
  104849. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104850. */
  104851. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  104852. if (this._dirty) {
  104853. this._dirty = false;
  104854. if (this._gamma < 0) {
  104855. this._gamma = 180 + this._gamma;
  104856. }
  104857. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  104858. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  104859. }
  104860. };
  104861. /**
  104862. * Detach the current controls from the specified dom element.
  104863. * @param element Defines the element to stop listening the inputs from
  104864. */
  104865. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  104866. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  104867. };
  104868. /**
  104869. * Gets the class name of the current intput.
  104870. * @returns the class name
  104871. */
  104872. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  104873. return "ArcRotateCameraVRDeviceOrientationInput";
  104874. };
  104875. /**
  104876. * Get the friendly name associated with the input class.
  104877. * @returns the input friendly name
  104878. */
  104879. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  104880. return "VRDeviceOrientation";
  104881. };
  104882. return ArcRotateCameraVRDeviceOrientationInput;
  104883. }());
  104884. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  104885. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  104886. })(BABYLON || (BABYLON = {}));
  104887. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  104888. var BABYLON;
  104889. (function (BABYLON) {
  104890. /**
  104891. * This represents all the required metrics to create a VR camera.
  104892. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  104893. */
  104894. var VRCameraMetrics = /** @class */ (function () {
  104895. function VRCameraMetrics() {
  104896. /**
  104897. * Define if the current vr camera should compensate the distortion of the lense or not.
  104898. */
  104899. this.compensateDistortion = true;
  104900. }
  104901. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  104902. /**
  104903. * Gets the rendering aspect ratio based on the provided resolutions.
  104904. */
  104905. get: function () {
  104906. return this.hResolution / (2 * this.vResolution);
  104907. },
  104908. enumerable: true,
  104909. configurable: true
  104910. });
  104911. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  104912. /**
  104913. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  104914. */
  104915. get: function () {
  104916. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  104917. },
  104918. enumerable: true,
  104919. configurable: true
  104920. });
  104921. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  104922. /**
  104923. * @hidden
  104924. */
  104925. get: function () {
  104926. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104927. var h = (4 * meters) / this.hScreenSize;
  104928. return BABYLON.Matrix.Translation(h, 0, 0);
  104929. },
  104930. enumerable: true,
  104931. configurable: true
  104932. });
  104933. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  104934. /**
  104935. * @hidden
  104936. */
  104937. get: function () {
  104938. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  104939. var h = (4 * meters) / this.hScreenSize;
  104940. return BABYLON.Matrix.Translation(-h, 0, 0);
  104941. },
  104942. enumerable: true,
  104943. configurable: true
  104944. });
  104945. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  104946. /**
  104947. * @hidden
  104948. */
  104949. get: function () {
  104950. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  104951. },
  104952. enumerable: true,
  104953. configurable: true
  104954. });
  104955. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  104956. /**
  104957. * @hidden
  104958. */
  104959. get: function () {
  104960. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  104961. },
  104962. enumerable: true,
  104963. configurable: true
  104964. });
  104965. /**
  104966. * Get the default VRMetrics based on the most generic setup.
  104967. * @returns the default vr metrics
  104968. */
  104969. VRCameraMetrics.GetDefault = function () {
  104970. var result = new VRCameraMetrics();
  104971. result.hResolution = 1280;
  104972. result.vResolution = 800;
  104973. result.hScreenSize = 0.149759993;
  104974. result.vScreenSize = 0.0935999975;
  104975. result.vScreenCenter = 0.0467999987;
  104976. result.eyeToScreenDistance = 0.0410000011;
  104977. result.lensSeparationDistance = 0.0635000020;
  104978. result.interpupillaryDistance = 0.0640000030;
  104979. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  104980. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  104981. result.postProcessScaleFactor = 1.714605507808412;
  104982. result.lensCenterOffset = 0.151976421;
  104983. return result;
  104984. };
  104985. return VRCameraMetrics;
  104986. }());
  104987. BABYLON.VRCameraMetrics = VRCameraMetrics;
  104988. })(BABYLON || (BABYLON = {}));
  104989. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  104990. var BABYLON;
  104991. (function (BABYLON) {
  104992. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  104993. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104994. });
  104995. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  104996. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  104997. });
  104998. /**
  104999. * This represents a WebVR camera.
  105000. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105001. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105002. */
  105003. var WebVRFreeCamera = /** @class */ (function (_super) {
  105004. __extends(WebVRFreeCamera, _super);
  105005. /**
  105006. * Instantiates a WebVRFreeCamera.
  105007. * @param name The name of the WebVRFreeCamera
  105008. * @param position The starting anchor position for the camera
  105009. * @param scene The scene the camera belongs to
  105010. * @param webVROptions a set of customizable options for the webVRCamera
  105011. */
  105012. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105013. if (webVROptions === void 0) { webVROptions = {}; }
  105014. var _this = _super.call(this, name, position, scene) || this;
  105015. _this.webVROptions = webVROptions;
  105016. /**
  105017. * @hidden
  105018. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105019. */
  105020. _this._vrDevice = null;
  105021. /**
  105022. * The rawPose of the vrDevice.
  105023. */
  105024. _this.rawPose = null;
  105025. _this._specsVersion = "1.1";
  105026. _this._attached = false;
  105027. _this._descendants = [];
  105028. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105029. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105030. /** @hidden */
  105031. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105032. _this._standingMatrix = null;
  105033. /**
  105034. * Represents device position in babylon space.
  105035. */
  105036. _this.devicePosition = BABYLON.Vector3.Zero();
  105037. /**
  105038. * Represents device rotation in babylon space.
  105039. */
  105040. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105041. /**
  105042. * The scale of the device to be used when translating from device space to babylon space.
  105043. */
  105044. _this.deviceScaleFactor = 1;
  105045. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105046. _this._worldToDevice = BABYLON.Matrix.Identity();
  105047. /**
  105048. * References to the webVR controllers for the vrDevice.
  105049. */
  105050. _this.controllers = [];
  105051. /**
  105052. * Emits an event when a controller is attached.
  105053. */
  105054. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105055. /**
  105056. * Emits an event when a controller's mesh has been loaded;
  105057. */
  105058. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105059. /**
  105060. * Emits an event when the HMD's pose has been updated.
  105061. */
  105062. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105063. _this._poseSet = false;
  105064. /**
  105065. * If the rig cameras be used as parent instead of this camera.
  105066. */
  105067. _this.rigParenting = true;
  105068. _this._defaultHeight = undefined;
  105069. _this._htmlElementAttached = null;
  105070. _this._detachIfAttached = function () {
  105071. var vrDisplay = _this.getEngine().getVRDevice();
  105072. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105073. _this.detachControl(_this._htmlElementAttached);
  105074. }
  105075. };
  105076. _this._workingVector = BABYLON.Vector3.Zero();
  105077. _this._oneVector = BABYLON.Vector3.One();
  105078. _this._workingMatrix = BABYLON.Matrix.Identity();
  105079. _this._tmpMatrix = new BABYLON.Matrix();
  105080. _this._cache.position = BABYLON.Vector3.Zero();
  105081. if (webVROptions.defaultHeight) {
  105082. _this._defaultHeight = webVROptions.defaultHeight;
  105083. _this.position.y = _this._defaultHeight;
  105084. }
  105085. _this.minZ = 0.1;
  105086. //legacy support - the compensation boolean was removed.
  105087. if (arguments.length === 5) {
  105088. _this.webVROptions = arguments[4];
  105089. }
  105090. // default webVR options
  105091. if (_this.webVROptions.trackPosition == undefined) {
  105092. _this.webVROptions.trackPosition = true;
  105093. }
  105094. if (_this.webVROptions.controllerMeshes == undefined) {
  105095. _this.webVROptions.controllerMeshes = true;
  105096. }
  105097. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105098. _this.webVROptions.defaultLightingOnControllers = true;
  105099. }
  105100. _this.rotationQuaternion = new BABYLON.Quaternion();
  105101. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105102. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105103. }
  105104. //enable VR
  105105. var engine = _this.getEngine();
  105106. _this._onVREnabled = function (success) { if (success) {
  105107. _this.initControllers();
  105108. } };
  105109. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105110. engine.initWebVR().add(function (event) {
  105111. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105112. return;
  105113. }
  105114. _this._vrDevice = event.vrDisplay;
  105115. //reset the rig parameters.
  105116. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105117. if (_this._attached) {
  105118. _this.getEngine().enableVR();
  105119. }
  105120. });
  105121. if (typeof (VRFrameData) !== "undefined") {
  105122. _this._frameData = new VRFrameData();
  105123. }
  105124. /**
  105125. * The idea behind the following lines:
  105126. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105127. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105128. * the second will not show it correctly.
  105129. *
  105130. * To solve this - each object that has the camera as parent will be added to a protected array.
  105131. * When the rig camera renders, it will take this array and set all of those to be its children.
  105132. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105133. * Amazing!
  105134. */
  105135. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105136. if (camera.parent === _this && _this.rigParenting) {
  105137. _this._descendants = _this.getDescendants(true, function (n) {
  105138. // don't take the cameras or the controllers!
  105139. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105140. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105141. return !isController && !isRigCamera;
  105142. });
  105143. _this._descendants.forEach(function (node) {
  105144. node.parent = camera;
  105145. });
  105146. }
  105147. });
  105148. scene.onAfterCameraRenderObservable.add(function (camera) {
  105149. if (camera.parent === _this && _this.rigParenting) {
  105150. _this._descendants.forEach(function (node) {
  105151. node.parent = _this;
  105152. });
  105153. }
  105154. });
  105155. return _this;
  105156. }
  105157. /**
  105158. * Gets the device distance from the ground in meters.
  105159. * @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.
  105160. */
  105161. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105162. if (this._standingMatrix) {
  105163. // Add standing matrix offset to get real offset from ground in room
  105164. this._standingMatrix.getTranslationToRef(this._workingVector);
  105165. return this._deviceRoomPosition.y + this._workingVector.y;
  105166. }
  105167. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105168. return this._defaultHeight || 0;
  105169. };
  105170. /**
  105171. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105172. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105173. */
  105174. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105175. var _this = this;
  105176. if (callback === void 0) { callback = function (bool) { }; }
  105177. // Use standing matrix if available
  105178. this.getEngine().initWebVRAsync().then(function (result) {
  105179. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105180. callback(false);
  105181. }
  105182. else {
  105183. _this._standingMatrix = new BABYLON.Matrix();
  105184. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105185. if (!_this.getScene().useRightHandedSystem) {
  105186. [2, 6, 8, 9, 14].forEach(function (num) {
  105187. if (_this._standingMatrix) {
  105188. _this._standingMatrix.m[num] *= -1;
  105189. }
  105190. });
  105191. }
  105192. callback(true);
  105193. }
  105194. });
  105195. };
  105196. /**
  105197. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105198. * @returns A promise with a boolean set to if the standing matrix is supported.
  105199. */
  105200. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105201. var _this = this;
  105202. return new Promise(function (res, rej) {
  105203. _this.useStandingMatrix(function (supported) {
  105204. res(supported);
  105205. });
  105206. });
  105207. };
  105208. /**
  105209. * Disposes the camera
  105210. */
  105211. WebVRFreeCamera.prototype.dispose = function () {
  105212. this._detachIfAttached();
  105213. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105214. if (this._updateCacheWhenTrackingDisabledObserver) {
  105215. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105216. }
  105217. _super.prototype.dispose.call(this);
  105218. };
  105219. /**
  105220. * Gets a vrController by name.
  105221. * @param name The name of the controller to retreive
  105222. * @returns the controller matching the name specified or null if not found
  105223. */
  105224. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105225. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105226. var gp = _a[_i];
  105227. if (gp.hand === name) {
  105228. return gp;
  105229. }
  105230. }
  105231. return null;
  105232. };
  105233. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105234. /**
  105235. * The controller corrisponding to the users left hand.
  105236. */
  105237. get: function () {
  105238. if (!this._leftController) {
  105239. this._leftController = this.getControllerByName("left");
  105240. }
  105241. return this._leftController;
  105242. },
  105243. enumerable: true,
  105244. configurable: true
  105245. });
  105246. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105247. /**
  105248. * The controller corrisponding to the users right hand.
  105249. */
  105250. get: function () {
  105251. if (!this._rightController) {
  105252. this._rightController = this.getControllerByName("right");
  105253. }
  105254. return this._rightController;
  105255. },
  105256. enumerable: true,
  105257. configurable: true
  105258. });
  105259. /**
  105260. * Casts a ray forward from the vrCamera's gaze.
  105261. * @param length Length of the ray (default: 100)
  105262. * @returns the ray corrisponding to the gaze
  105263. */
  105264. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105265. if (length === void 0) { length = 100; }
  105266. if (this.leftCamera) {
  105267. // Use left eye to avoid computation to compute center on every call
  105268. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105269. }
  105270. else {
  105271. return _super.prototype.getForwardRay.call(this, length);
  105272. }
  105273. };
  105274. /**
  105275. * @hidden
  105276. * Updates the camera based on device's frame data
  105277. */
  105278. WebVRFreeCamera.prototype._checkInputs = function () {
  105279. if (this._vrDevice && this._vrDevice.isPresenting) {
  105280. this._vrDevice.getFrameData(this._frameData);
  105281. this.updateFromDevice(this._frameData.pose);
  105282. }
  105283. _super.prototype._checkInputs.call(this);
  105284. };
  105285. /**
  105286. * Updates the poseControlled values based on the input device pose.
  105287. * @param poseData Pose coming from the device
  105288. */
  105289. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105290. if (poseData && poseData.orientation) {
  105291. this.rawPose = poseData;
  105292. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105293. if (this.getScene().useRightHandedSystem) {
  105294. this._deviceRoomRotationQuaternion.z *= -1;
  105295. this._deviceRoomRotationQuaternion.w *= -1;
  105296. }
  105297. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105298. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105299. if (this.getScene().useRightHandedSystem) {
  105300. this._deviceRoomPosition.z *= -1;
  105301. }
  105302. }
  105303. this._poseSet = true;
  105304. }
  105305. };
  105306. /**
  105307. * WebVR's attach control will start broadcasting frames to the device.
  105308. * Note that in certain browsers (chrome for example) this function must be called
  105309. * within a user-interaction callback. Example:
  105310. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105311. *
  105312. * @param element html element to attach the vrDevice to
  105313. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105314. */
  105315. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105316. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105317. this._attached = true;
  105318. this._htmlElementAttached = element;
  105319. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105320. if (this._vrDevice) {
  105321. this.getEngine().enableVR();
  105322. }
  105323. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105324. };
  105325. /**
  105326. * Detaches the camera from the html element and disables VR
  105327. *
  105328. * @param element html element to detach from
  105329. */
  105330. WebVRFreeCamera.prototype.detachControl = function (element) {
  105331. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105332. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105333. _super.prototype.detachControl.call(this, element);
  105334. this._attached = false;
  105335. this.getEngine().disableVR();
  105336. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105337. };
  105338. /**
  105339. * @returns the name of this class
  105340. */
  105341. WebVRFreeCamera.prototype.getClassName = function () {
  105342. return "WebVRFreeCamera";
  105343. };
  105344. /**
  105345. * Calls resetPose on the vrDisplay
  105346. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105347. */
  105348. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105349. //uses the vrDisplay's "resetPose()".
  105350. //pitch and roll won't be affected.
  105351. this._vrDevice.resetPose();
  105352. };
  105353. /**
  105354. * @hidden
  105355. * Updates the rig cameras (left and right eye)
  105356. */
  105357. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105358. var camLeft = this._rigCameras[0];
  105359. var camRight = this._rigCameras[1];
  105360. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105361. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105362. camLeft.position.copyFrom(this._deviceRoomPosition);
  105363. camRight.position.copyFrom(this._deviceRoomPosition);
  105364. };
  105365. // Remove translation from 6dof headset if trackposition is set to false
  105366. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105367. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105368. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105369. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105370. if (!isViewMatrix) {
  105371. this._tmpMatrix.invert();
  105372. }
  105373. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105374. }
  105375. };
  105376. /**
  105377. * @hidden
  105378. * Updates the cached values of the camera
  105379. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105380. */
  105381. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105382. var _this = this;
  105383. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105384. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105385. if (!this.updateCacheCalled) {
  105386. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105387. this.updateCacheCalled = true;
  105388. this.update();
  105389. }
  105390. // Set working vector to the device position in room space rotated by the new rotation
  105391. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105392. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105393. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105394. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105395. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105396. // Add translation from anchor position
  105397. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105398. this._workingVector.addInPlace(this.position);
  105399. this._workingVector.subtractInPlace(this._cache.position);
  105400. this._deviceToWorld.setTranslation(this._workingVector);
  105401. // Set an inverted matrix to be used when updating the camera
  105402. this._deviceToWorld.invertToRef(this._worldToDevice);
  105403. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105404. this.controllers.forEach(function (controller) {
  105405. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105406. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105407. controller.update();
  105408. });
  105409. }
  105410. if (!ignoreParentClass) {
  105411. _super.prototype._updateCache.call(this);
  105412. }
  105413. this.updateCacheCalled = false;
  105414. };
  105415. /**
  105416. * @hidden
  105417. * Get current device position in babylon world
  105418. */
  105419. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105420. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105421. };
  105422. /**
  105423. * Updates the current device position and rotation in the babylon world
  105424. */
  105425. WebVRFreeCamera.prototype.update = function () {
  105426. this._computeDevicePosition();
  105427. // Get current device rotation in babylon world
  105428. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105429. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105430. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105431. if (this._poseSet) {
  105432. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105433. }
  105434. _super.prototype.update.call(this);
  105435. };
  105436. /**
  105437. * @hidden
  105438. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105439. * @returns an identity matrix
  105440. */
  105441. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105442. return BABYLON.Matrix.Identity();
  105443. };
  105444. /**
  105445. * This function is called by the two RIG cameras.
  105446. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105447. */
  105448. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105449. var _this = this;
  105450. // Update the parent camera prior to using a child camera to avoid desynchronization
  105451. var parentCamera = this._cameraRigParams["parentCamera"];
  105452. parentCamera._updateCache();
  105453. //WebVR 1.1
  105454. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105455. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105456. if (!this.getScene().useRightHandedSystem) {
  105457. [2, 6, 8, 9, 14].forEach(function (num) {
  105458. _this._webvrViewMatrix.m[num] *= -1;
  105459. });
  105460. }
  105461. // update the camera rotation matrix
  105462. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105463. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105464. // Computing target and final matrix
  105465. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105466. // should the view matrix be updated with scale and position offset?
  105467. if (parentCamera.deviceScaleFactor !== 1) {
  105468. this._webvrViewMatrix.invert();
  105469. // scale the position, if set
  105470. if (parentCamera.deviceScaleFactor) {
  105471. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  105472. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  105473. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  105474. }
  105475. this._webvrViewMatrix.invert();
  105476. }
  105477. // Remove translation from 6dof headset if trackposition is set to false
  105478. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105479. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105480. // Compute global position
  105481. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105482. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105483. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105484. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105485. this._markSyncedWithParent();
  105486. return this._webvrViewMatrix;
  105487. };
  105488. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105489. var _this = this;
  105490. var parentCamera = this.parent;
  105491. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105492. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105493. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105494. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105495. //babylon compatible matrix
  105496. if (!this.getScene().useRightHandedSystem) {
  105497. [8, 9, 10, 11].forEach(function (num) {
  105498. _this._projectionMatrix.m[num] *= -1;
  105499. });
  105500. }
  105501. return this._projectionMatrix;
  105502. };
  105503. /**
  105504. * Initializes the controllers and their meshes
  105505. */
  105506. WebVRFreeCamera.prototype.initControllers = function () {
  105507. var _this = this;
  105508. this.controllers = [];
  105509. var manager = this.getScene().gamepadManager;
  105510. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105511. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105512. var webVrController = gamepad;
  105513. if (webVrController.defaultModel) {
  105514. webVrController.defaultModel.setEnabled(false);
  105515. }
  105516. if (webVrController.hand === "right") {
  105517. _this._rightController = null;
  105518. }
  105519. if (webVrController.hand === "left") {
  105520. _this._leftController = null;
  105521. }
  105522. var controllerIndex = _this.controllers.indexOf(webVrController);
  105523. if (controllerIndex !== -1) {
  105524. _this.controllers.splice(controllerIndex, 1);
  105525. }
  105526. }
  105527. });
  105528. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105529. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105530. var webVrController_1 = gamepad;
  105531. if (!_this.webVROptions.trackPosition) {
  105532. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105533. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105534. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105535. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105536. _this._updateCache();
  105537. });
  105538. }
  105539. }
  105540. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105541. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105542. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105543. if (_this.webVROptions.controllerMeshes) {
  105544. if (webVrController_1.defaultModel) {
  105545. webVrController_1.defaultModel.setEnabled(true);
  105546. }
  105547. else {
  105548. // Load the meshes
  105549. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105550. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105551. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105552. if (_this.webVROptions.defaultLightingOnControllers) {
  105553. if (!_this._lightOnControllers) {
  105554. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105555. }
  105556. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105557. var children = mesh.getChildren();
  105558. if (children && children.length !== 0) {
  105559. children.forEach(function (mesh) {
  105560. light.includedOnlyMeshes.push(mesh);
  105561. activateLightOnSubMeshes_1(mesh, light);
  105562. });
  105563. }
  105564. };
  105565. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105566. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105567. }
  105568. });
  105569. }
  105570. }
  105571. webVrController_1.attachToPoseControlledCamera(_this);
  105572. // since this is async - sanity check. Is the controller already stored?
  105573. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105574. //add to the controllers array
  105575. _this.controllers.push(webVrController_1);
  105576. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105577. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105578. // So we're overriding setting left & right manually to be sure
  105579. var firstViveWandDetected = false;
  105580. for (var i = 0; i < _this.controllers.length; i++) {
  105581. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105582. if (!firstViveWandDetected) {
  105583. firstViveWandDetected = true;
  105584. _this.controllers[i].hand = "left";
  105585. }
  105586. else {
  105587. _this.controllers[i].hand = "right";
  105588. }
  105589. }
  105590. }
  105591. //did we find enough controllers? Great! let the developer know.
  105592. if (_this.controllers.length >= 2) {
  105593. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105594. }
  105595. }
  105596. }
  105597. });
  105598. };
  105599. return WebVRFreeCamera;
  105600. }(BABYLON.FreeCamera));
  105601. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105602. })(BABYLON || (BABYLON = {}));
  105603. //# sourceMappingURL=babylon.webVRCamera.js.map
  105604. var BABYLON;
  105605. (function (BABYLON) {
  105606. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105607. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105608. });
  105609. // We're mainly based on the logic defined into the FreeCamera code
  105610. /**
  105611. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105612. * being tilted forward or back and left or right.
  105613. */
  105614. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105615. __extends(DeviceOrientationCamera, _super);
  105616. /**
  105617. * Creates a new device orientation camera
  105618. * @param name The name of the camera
  105619. * @param position The start position camera
  105620. * @param scene The scene the camera belongs to
  105621. */
  105622. function DeviceOrientationCamera(name, position, scene) {
  105623. var _this = _super.call(this, name, position, scene) || this;
  105624. _this._quaternionCache = new BABYLON.Quaternion();
  105625. _this.inputs.addDeviceOrientation();
  105626. return _this;
  105627. }
  105628. /**
  105629. * Gets the current instance class name ("DeviceOrientationCamera").
  105630. * This helps avoiding instanceof at run time.
  105631. * @returns the class name
  105632. */
  105633. DeviceOrientationCamera.prototype.getClassName = function () {
  105634. return "DeviceOrientationCamera";
  105635. };
  105636. /**
  105637. * @hidden
  105638. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105639. */
  105640. DeviceOrientationCamera.prototype._checkInputs = function () {
  105641. _super.prototype._checkInputs.call(this);
  105642. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105643. if (this._initialQuaternion) {
  105644. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105645. }
  105646. };
  105647. /**
  105648. * Reset the camera to its default orientation on the specified axis only.
  105649. * @param axis The axis to reset
  105650. */
  105651. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105652. var _this = this;
  105653. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105654. //can only work if this camera has a rotation quaternion already.
  105655. if (!this.rotationQuaternion) {
  105656. return;
  105657. }
  105658. if (!this._initialQuaternion) {
  105659. this._initialQuaternion = new BABYLON.Quaternion();
  105660. }
  105661. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105662. ['x', 'y', 'z'].forEach(function (axisName) {
  105663. if (!axis[axisName]) {
  105664. _this._initialQuaternion[axisName] = 0;
  105665. }
  105666. else {
  105667. _this._initialQuaternion[axisName] *= -1;
  105668. }
  105669. });
  105670. this._initialQuaternion.normalize();
  105671. //force rotation update
  105672. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105673. };
  105674. return DeviceOrientationCamera;
  105675. }(BABYLON.FreeCamera));
  105676. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105677. })(BABYLON || (BABYLON = {}));
  105678. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105679. var BABYLON;
  105680. (function (BABYLON) {
  105681. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105682. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105683. });
  105684. /**
  105685. * Camera used to simulate VR rendering (based on FreeCamera)
  105686. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105687. */
  105688. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105689. __extends(VRDeviceOrientationFreeCamera, _super);
  105690. /**
  105691. * Creates a new VRDeviceOrientationFreeCamera
  105692. * @param name defines camera name
  105693. * @param position defines the start position of the camera
  105694. * @param scene defines the scene the camera belongs to
  105695. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105696. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105697. */
  105698. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105699. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105700. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105701. var _this = _super.call(this, name, position, scene) || this;
  105702. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105703. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105704. return _this;
  105705. }
  105706. /**
  105707. * Gets camera class name
  105708. * @returns VRDeviceOrientationFreeCamera
  105709. */
  105710. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  105711. return "VRDeviceOrientationFreeCamera";
  105712. };
  105713. return VRDeviceOrientationFreeCamera;
  105714. }(BABYLON.DeviceOrientationCamera));
  105715. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  105716. })(BABYLON || (BABYLON = {}));
  105717. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  105718. var BABYLON;
  105719. (function (BABYLON) {
  105720. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105721. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  105722. });
  105723. /**
  105724. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105725. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105726. */
  105727. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  105728. __extends(VRDeviceOrientationArcRotateCamera, _super);
  105729. /**
  105730. * Creates a new VRDeviceOrientationArcRotateCamera
  105731. * @param name defines camera name
  105732. * @param alpha defines the camera rotation along the logitudinal axis
  105733. * @param beta defines the camera rotation along the latitudinal axis
  105734. * @param radius defines the camera distance from its target
  105735. * @param target defines the camera target
  105736. * @param scene defines the scene the camera belongs to
  105737. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105738. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105739. */
  105740. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  105741. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105742. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105743. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105744. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105745. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105746. _this.inputs.addVRDeviceOrientation();
  105747. return _this;
  105748. }
  105749. /**
  105750. * Gets camera class name
  105751. * @returns VRDeviceOrientationArcRotateCamera
  105752. */
  105753. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  105754. return "VRDeviceOrientationArcRotateCamera";
  105755. };
  105756. return VRDeviceOrientationArcRotateCamera;
  105757. }(BABYLON.ArcRotateCamera));
  105758. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  105759. })(BABYLON || (BABYLON = {}));
  105760. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  105761. var BABYLON;
  105762. (function (BABYLON) {
  105763. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  105764. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  105765. });
  105766. /**
  105767. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105768. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105769. */
  105770. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  105771. __extends(VRDeviceOrientationGamepadCamera, _super);
  105772. /**
  105773. * Creates a new VRDeviceOrientationGamepadCamera
  105774. * @param name defines camera name
  105775. * @param position defines the start position of the camera
  105776. * @param scene defines the scene the camera belongs to
  105777. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105778. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105779. */
  105780. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105781. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105782. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105783. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  105784. _this.inputs.addGamepad();
  105785. return _this;
  105786. }
  105787. /**
  105788. * Gets camera class name
  105789. * @returns VRDeviceOrientationGamepadCamera
  105790. */
  105791. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  105792. return "VRDeviceOrientationGamepadCamera";
  105793. };
  105794. return VRDeviceOrientationGamepadCamera;
  105795. }(BABYLON.VRDeviceOrientationFreeCamera));
  105796. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  105797. })(BABYLON || (BABYLON = {}));
  105798. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  105799. var BABYLON;
  105800. (function (BABYLON) {
  105801. var VRExperienceHelperGazer = /** @class */ (function () {
  105802. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  105803. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  105804. this.scene = scene;
  105805. /** @hidden */
  105806. this._pointerDownOnMeshAsked = false;
  105807. /** @hidden */
  105808. this._isActionableMesh = false;
  105809. /** @hidden */
  105810. this._teleportationRequestInitiated = false;
  105811. /** @hidden */
  105812. this._teleportationBackRequestInitiated = false;
  105813. /** @hidden */
  105814. this._rotationRightAsked = false;
  105815. /** @hidden */
  105816. this._rotationLeftAsked = false;
  105817. /** @hidden */
  105818. this._dpadPressed = true;
  105819. /** @hidden */
  105820. this._activePointer = false;
  105821. this._id = VRExperienceHelperGazer._idCounter++;
  105822. // Gaze tracker
  105823. if (!gazeTrackerToClone) {
  105824. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  105825. this._gazeTracker.bakeCurrentTransformIntoVertices();
  105826. this._gazeTracker.isPickable = false;
  105827. this._gazeTracker.isVisible = false;
  105828. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  105829. targetMat.specularColor = BABYLON.Color3.Black();
  105830. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105831. targetMat.backFaceCulling = false;
  105832. this._gazeTracker.material = targetMat;
  105833. }
  105834. else {
  105835. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  105836. }
  105837. }
  105838. /** @hidden */
  105839. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  105840. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  105841. };
  105842. /** @hidden */
  105843. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  105844. this._pointerDownOnMeshAsked = true;
  105845. if (this._currentHit) {
  105846. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  105847. }
  105848. };
  105849. /** @hidden */
  105850. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  105851. if (this._currentHit) {
  105852. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  105853. }
  105854. this._pointerDownOnMeshAsked = false;
  105855. };
  105856. /** @hidden */
  105857. VRExperienceHelperGazer.prototype._activatePointer = function () {
  105858. this._activePointer = true;
  105859. };
  105860. /** @hidden */
  105861. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  105862. this._activePointer = false;
  105863. };
  105864. /** @hidden */
  105865. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  105866. if (distance === void 0) { distance = 100; }
  105867. };
  105868. VRExperienceHelperGazer.prototype.dispose = function () {
  105869. this._interactionsEnabled = false;
  105870. this._teleportationEnabled = false;
  105871. if (this._gazeTracker) {
  105872. this._gazeTracker.dispose();
  105873. }
  105874. };
  105875. VRExperienceHelperGazer._idCounter = 0;
  105876. return VRExperienceHelperGazer;
  105877. }());
  105878. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  105879. __extends(VRExperienceHelperControllerGazer, _super);
  105880. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  105881. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  105882. _this.webVRController = webVRController;
  105883. // Laser pointer
  105884. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  105885. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  105886. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  105887. laserPointerMaterial.alpha = 0.6;
  105888. _this._laserPointer.material = laserPointerMaterial;
  105889. _this._laserPointer.rotation.x = Math.PI / 2;
  105890. _this._laserPointer.position.z = -0.5;
  105891. _this._laserPointer.isVisible = false;
  105892. _this._laserPointer.isPickable = false;
  105893. if (!webVRController.mesh) {
  105894. // Create an empty mesh that is used prior to loading the high quality model
  105895. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  105896. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  105897. preloadPointerPose.rotation.x = -0.7;
  105898. preloadMesh.addChild(preloadPointerPose);
  105899. webVRController.attachToMesh(preloadMesh);
  105900. }
  105901. _this._setLaserPointerParent(webVRController.mesh);
  105902. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  105903. _this._setLaserPointerParent(mesh);
  105904. });
  105905. return _this;
  105906. }
  105907. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  105908. return this.webVRController.getForwardRay(length);
  105909. };
  105910. /** @hidden */
  105911. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  105912. _super.prototype._activatePointer.call(this);
  105913. this._laserPointer.isVisible = true;
  105914. };
  105915. /** @hidden */
  105916. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  105917. _super.prototype._deactivatePointer.call(this);
  105918. this._laserPointer.isVisible = false;
  105919. };
  105920. /** @hidden */
  105921. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  105922. this._laserPointer.material.emissiveColor = color;
  105923. };
  105924. /** @hidden */
  105925. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  105926. var makeNotPick = function (root) {
  105927. root.isPickable = false;
  105928. root.getChildMeshes().forEach(function (c) {
  105929. makeNotPick(c);
  105930. });
  105931. };
  105932. makeNotPick(mesh);
  105933. var childMeshes = mesh.getChildMeshes();
  105934. this.webVRController._pointingPoseNode = null;
  105935. for (var i = 0; i < childMeshes.length; i++) {
  105936. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  105937. mesh = childMeshes[i];
  105938. this.webVRController._pointingPoseNode = mesh;
  105939. break;
  105940. }
  105941. }
  105942. this._laserPointer.parent = mesh;
  105943. };
  105944. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  105945. if (distance === void 0) { distance = 100; }
  105946. this._laserPointer.scaling.y = distance;
  105947. this._laserPointer.position.z = -distance / 2;
  105948. };
  105949. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  105950. _super.prototype.dispose.call(this);
  105951. this._laserPointer.dispose();
  105952. if (this._meshAttachedObserver) {
  105953. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  105954. }
  105955. };
  105956. return VRExperienceHelperControllerGazer;
  105957. }(VRExperienceHelperGazer));
  105958. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  105959. __extends(VRExperienceHelperCameraGazer, _super);
  105960. function VRExperienceHelperCameraGazer(getCamera, scene) {
  105961. var _this = _super.call(this, scene) || this;
  105962. _this.getCamera = getCamera;
  105963. return _this;
  105964. }
  105965. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  105966. var camera = this.getCamera();
  105967. if (camera) {
  105968. return camera.getForwardRay(length);
  105969. }
  105970. else {
  105971. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  105972. }
  105973. };
  105974. return VRExperienceHelperCameraGazer;
  105975. }(VRExperienceHelperGazer));
  105976. /**
  105977. * Helps to quickly add VR support to an existing scene.
  105978. * See http://doc.babylonjs.com/how_to/webvr_helper
  105979. */
  105980. var VRExperienceHelper = /** @class */ (function () {
  105981. /**
  105982. * Instantiates a VRExperienceHelper.
  105983. * Helps to quickly add VR support to an existing scene.
  105984. * @param scene The scene the VRExperienceHelper belongs to.
  105985. * @param webVROptions Options to modify the vr experience helper's behavior.
  105986. */
  105987. function VRExperienceHelper(scene,
  105988. /** Options to modify the vr experience helper's behavior. */
  105989. webVROptions) {
  105990. if (webVROptions === void 0) { webVROptions = {}; }
  105991. var _this = this;
  105992. this.webVROptions = webVROptions;
  105993. // Can the system support WebVR, even if a headset isn't plugged in?
  105994. this._webVRsupported = false;
  105995. // If WebVR is supported, is a headset plugged in and are we ready to present?
  105996. this._webVRready = false;
  105997. // Are we waiting for the requestPresent callback to complete?
  105998. this._webVRrequesting = false;
  105999. // Are we presenting to the headset right now? (this is the vrDevice state)
  106000. this._webVRpresenting = false;
  106001. // Are we presenting in the fullscreen fallback?
  106002. this._fullscreenVRpresenting = false;
  106003. /**
  106004. * Observable raised when entering VR.
  106005. */
  106006. this.onEnteringVRObservable = new BABYLON.Observable();
  106007. /**
  106008. * Observable raised when exiting VR.
  106009. */
  106010. this.onExitingVRObservable = new BABYLON.Observable();
  106011. /**
  106012. * Observable raised when controller mesh is loaded.
  106013. */
  106014. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106015. this._useCustomVRButton = false;
  106016. this._teleportationRequested = false;
  106017. this._teleportActive = false;
  106018. this._floorMeshesCollection = [];
  106019. this._rotationAllowed = true;
  106020. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106021. this._isDefaultTeleportationTarget = true;
  106022. this._teleportationFillColor = "#444444";
  106023. this._teleportationBorderColor = "#FFFFFF";
  106024. this._rotationAngle = 0;
  106025. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106026. this._padSensibilityUp = 0.65;
  106027. this._padSensibilityDown = 0.35;
  106028. this._leftController = null;
  106029. this._rightController = null;
  106030. /**
  106031. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106032. */
  106033. this.onNewMeshSelected = new BABYLON.Observable();
  106034. /**
  106035. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106036. */
  106037. this.onNewMeshPicked = new BABYLON.Observable();
  106038. /**
  106039. * Observable raised before camera teleportation
  106040. */
  106041. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106042. /**
  106043. * Observable raised after camera teleportation
  106044. */
  106045. this.onAfterCameraTeleport = new BABYLON.Observable();
  106046. /**
  106047. * Observable raised when current selected mesh gets unselected
  106048. */
  106049. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106050. /**
  106051. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106052. */
  106053. this.teleportationEnabled = true;
  106054. this._teleportationInitialized = false;
  106055. this._interactionsEnabled = false;
  106056. this._interactionsRequested = false;
  106057. this._displayGaze = true;
  106058. this._displayLaserPointer = true;
  106059. /**
  106060. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106061. */
  106062. this.updateGazeTrackerScale = true;
  106063. this._onResize = function () {
  106064. _this.moveButtonToBottomRight();
  106065. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106066. _this.exitVR();
  106067. }
  106068. };
  106069. this._onFullscreenChange = function () {
  106070. if (document.fullscreen !== undefined) {
  106071. _this._fullscreenVRpresenting = document.fullscreen;
  106072. }
  106073. else if (document.mozFullScreen !== undefined) {
  106074. _this._fullscreenVRpresenting = document.mozFullScreen;
  106075. }
  106076. else if (document.webkitIsFullScreen !== undefined) {
  106077. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106078. }
  106079. else if (document.msIsFullScreen !== undefined) {
  106080. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106081. }
  106082. else if (document.msFullscreenElement !== undefined) {
  106083. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106084. }
  106085. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106086. _this.exitVR();
  106087. if (!_this._useCustomVRButton) {
  106088. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106089. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106090. }
  106091. }
  106092. };
  106093. this.beforeRender = function () {
  106094. if (_this._leftController && _this._leftController._activePointer) {
  106095. _this._castRayAndSelectObject(_this._leftController);
  106096. }
  106097. if (_this._rightController && _this._rightController._activePointer) {
  106098. _this._castRayAndSelectObject(_this._rightController);
  106099. }
  106100. if (_this._noControllerIsActive) {
  106101. _this._castRayAndSelectObject(_this._cameraGazer);
  106102. }
  106103. else {
  106104. _this._cameraGazer._gazeTracker.isVisible = false;
  106105. }
  106106. };
  106107. this._onNewGamepadConnected = function (gamepad) {
  106108. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106109. if (gamepad.leftStick) {
  106110. gamepad.onleftstickchanged(function (stickValues) {
  106111. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106112. // Listening to classic/xbox gamepad only if no VR controller is active
  106113. if ((!_this._leftController && !_this._rightController) ||
  106114. ((_this._leftController && !_this._leftController._activePointer) &&
  106115. (_this._rightController && !_this._rightController._activePointer))) {
  106116. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106117. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106118. }
  106119. }
  106120. });
  106121. }
  106122. if (gamepad.rightStick) {
  106123. gamepad.onrightstickchanged(function (stickValues) {
  106124. if (_this._teleportationInitialized) {
  106125. _this._checkRotate(stickValues, _this._cameraGazer);
  106126. }
  106127. });
  106128. }
  106129. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106130. gamepad.onbuttondown(function (buttonPressed) {
  106131. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106132. _this._cameraGazer._selectionPointerDown();
  106133. }
  106134. });
  106135. gamepad.onbuttonup(function (buttonPressed) {
  106136. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106137. _this._cameraGazer._selectionPointerUp();
  106138. }
  106139. });
  106140. }
  106141. }
  106142. else {
  106143. var webVRController = gamepad;
  106144. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106145. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106146. _this._rightController = controller;
  106147. }
  106148. else {
  106149. _this._leftController = controller;
  106150. }
  106151. _this._tryEnableInteractionOnController(controller);
  106152. }
  106153. };
  106154. // 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
  106155. this._tryEnableInteractionOnController = function (controller) {
  106156. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106157. _this._enableInteractionOnController(controller);
  106158. }
  106159. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106160. _this._enableTeleportationOnController(controller);
  106161. }
  106162. };
  106163. this._onNewGamepadDisconnected = function (gamepad) {
  106164. if (gamepad instanceof BABYLON.WebVRController) {
  106165. if (gamepad.hand === "left" && _this._leftController != null) {
  106166. _this._leftController.dispose();
  106167. _this._leftController = null;
  106168. }
  106169. if (gamepad.hand === "right" && _this._rightController != null) {
  106170. _this._rightController.dispose();
  106171. _this._rightController = null;
  106172. }
  106173. }
  106174. };
  106175. this._workingVector = BABYLON.Vector3.Zero();
  106176. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106177. this._workingMatrix = BABYLON.Matrix.Identity();
  106178. this._scene = scene;
  106179. this._canvas = scene.getEngine().getRenderingCanvas();
  106180. // Parse options
  106181. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106182. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106183. }
  106184. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106185. webVROptions.createDeviceOrientationCamera = true;
  106186. }
  106187. if (webVROptions.laserToggle === undefined) {
  106188. webVROptions.laserToggle = true;
  106189. }
  106190. if (webVROptions.defaultHeight === undefined) {
  106191. webVROptions.defaultHeight = 1.7;
  106192. }
  106193. if (webVROptions.useCustomVRButton) {
  106194. this._useCustomVRButton = true;
  106195. if (webVROptions.customVRButton) {
  106196. this._btnVR = webVROptions.customVRButton;
  106197. }
  106198. }
  106199. if (webVROptions.rayLength) {
  106200. this._rayLength = webVROptions.rayLength;
  106201. }
  106202. this._defaultHeight = webVROptions.defaultHeight;
  106203. if (webVROptions.positionScale) {
  106204. this._rayLength *= webVROptions.positionScale;
  106205. this._defaultHeight *= webVROptions.positionScale;
  106206. }
  106207. this._hasEnteredVR = false;
  106208. // Set position
  106209. if (this._scene.activeCamera) {
  106210. this._position = this._scene.activeCamera.position.clone();
  106211. }
  106212. else {
  106213. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106214. }
  106215. // Set non-vr camera
  106216. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106217. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106218. // Copy data from existing camera
  106219. if (this._scene.activeCamera) {
  106220. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106221. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106222. // Set rotation from previous camera
  106223. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106224. var targetCamera = this._scene.activeCamera;
  106225. if (targetCamera.rotationQuaternion) {
  106226. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106227. }
  106228. else {
  106229. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106230. }
  106231. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106232. }
  106233. }
  106234. this._scene.activeCamera = this._deviceOrientationCamera;
  106235. if (this._canvas) {
  106236. this._scene.activeCamera.attachControl(this._canvas);
  106237. }
  106238. }
  106239. else {
  106240. this._existingCamera = this._scene.activeCamera;
  106241. }
  106242. // Create VR cameras
  106243. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106244. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106245. }
  106246. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106247. this._webVRCamera.useStandingMatrix();
  106248. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106249. // Create default button
  106250. if (!this._useCustomVRButton) {
  106251. this._btnVR = document.createElement("BUTTON");
  106252. this._btnVR.className = "babylonVRicon";
  106253. this._btnVR.id = "babylonVRiconbtn";
  106254. this._btnVR.title = "Click to switch to VR";
  106255. 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) }";
  106256. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106257. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106258. // css += ".babylonVRicon.vrdisplaysupported { }";
  106259. // css += ".babylonVRicon.vrdisplayready { }";
  106260. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106261. var style = document.createElement('style');
  106262. style.appendChild(document.createTextNode(css));
  106263. document.getElementsByTagName('head')[0].appendChild(style);
  106264. this.moveButtonToBottomRight();
  106265. }
  106266. // VR button click event
  106267. if (this._btnVR) {
  106268. this._btnVR.addEventListener("click", function () {
  106269. if (!_this.isInVRMode) {
  106270. _this.enterVR();
  106271. }
  106272. else {
  106273. _this.exitVR();
  106274. }
  106275. });
  106276. }
  106277. // Window events
  106278. window.addEventListener("resize", this._onResize);
  106279. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106280. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106281. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106282. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106283. document.onmsfullscreenchange = this._onFullscreenChange;
  106284. // Display vr button when headset is connected
  106285. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106286. this.displayVRButton();
  106287. }
  106288. else {
  106289. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106290. if (e.vrDisplay) {
  106291. _this.displayVRButton();
  106292. }
  106293. });
  106294. }
  106295. // Exiting VR mode using 'ESC' key on desktop
  106296. this._onKeyDown = function (event) {
  106297. if (event.keyCode === 27 && _this.isInVRMode) {
  106298. _this.exitVR();
  106299. }
  106300. };
  106301. document.addEventListener("keydown", this._onKeyDown);
  106302. // Exiting VR mode double tapping the touch screen
  106303. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106304. if (_this.isInVRMode) {
  106305. _this.exitVR();
  106306. if (_this._fullscreenVRpresenting) {
  106307. _this._scene.getEngine().switchFullscreen(true);
  106308. }
  106309. }
  106310. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106311. // Listen for WebVR display changes
  106312. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106313. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106314. this._onVRRequestPresentStart = function () {
  106315. _this._webVRrequesting = true;
  106316. _this.updateButtonVisibility();
  106317. };
  106318. this._onVRRequestPresentComplete = function (success) {
  106319. _this._webVRrequesting = false;
  106320. _this.updateButtonVisibility();
  106321. };
  106322. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106323. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106324. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106325. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106326. scene.onDisposeObservable.add(function () {
  106327. _this.dispose();
  106328. });
  106329. // Gamepad connection events
  106330. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106331. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106332. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106333. this.updateButtonVisibility();
  106334. //create easing functions
  106335. this._circleEase = new BABYLON.CircleEase();
  106336. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106337. if (this.webVROptions.floorMeshes) {
  106338. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106339. }
  106340. }
  106341. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106342. /** Return this.onEnteringVRObservable
  106343. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106344. */
  106345. get: function () {
  106346. return this.onEnteringVRObservable;
  106347. },
  106348. enumerable: true,
  106349. configurable: true
  106350. });
  106351. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106352. /** Return this.onExitingVRObservable
  106353. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106354. */
  106355. get: function () {
  106356. return this.onExitingVRObservable;
  106357. },
  106358. enumerable: true,
  106359. configurable: true
  106360. });
  106361. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106362. /** Return this.onControllerMeshLoadedObservable
  106363. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106364. */
  106365. get: function () {
  106366. return this.onControllerMeshLoadedObservable;
  106367. },
  106368. enumerable: true,
  106369. configurable: true
  106370. });
  106371. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106372. /**
  106373. * The mesh used to display where the user is going to teleport.
  106374. */
  106375. get: function () {
  106376. return this._teleportationTarget;
  106377. },
  106378. /**
  106379. * Sets the mesh to be used to display where the user is going to teleport.
  106380. */
  106381. set: function (value) {
  106382. if (value) {
  106383. value.name = "teleportationTarget";
  106384. this._isDefaultTeleportationTarget = false;
  106385. this._teleportationTarget = value;
  106386. }
  106387. },
  106388. enumerable: true,
  106389. configurable: true
  106390. });
  106391. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106392. /**
  106393. * 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
  106394. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106395. * See http://doc.babylonjs.com/resources/baking_transformations
  106396. */
  106397. get: function () {
  106398. return this._cameraGazer._gazeTracker;
  106399. },
  106400. set: function (value) {
  106401. if (value) {
  106402. // Dispose of existing meshes
  106403. if (this._cameraGazer._gazeTracker) {
  106404. this._cameraGazer._gazeTracker.dispose();
  106405. }
  106406. if (this._leftController && this._leftController._gazeTracker) {
  106407. this._leftController._gazeTracker.dispose();
  106408. }
  106409. if (this._rightController && this._rightController._gazeTracker) {
  106410. this._rightController._gazeTracker.dispose();
  106411. }
  106412. // Set and create gaze trackers on head and controllers
  106413. this._cameraGazer._gazeTracker = value;
  106414. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106415. this._cameraGazer._gazeTracker.isPickable = false;
  106416. this._cameraGazer._gazeTracker.isVisible = false;
  106417. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106418. if (this._leftController) {
  106419. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106420. }
  106421. if (this._rightController) {
  106422. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106423. }
  106424. }
  106425. },
  106426. enumerable: true,
  106427. configurable: true
  106428. });
  106429. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106430. /**
  106431. * The gaze tracking mesh corresponding to the left controller
  106432. */
  106433. get: function () {
  106434. if (this._leftController) {
  106435. return this._leftController._gazeTracker;
  106436. }
  106437. return null;
  106438. },
  106439. enumerable: true,
  106440. configurable: true
  106441. });
  106442. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106443. /**
  106444. * The gaze tracking mesh corresponding to the right controller
  106445. */
  106446. get: function () {
  106447. if (this._rightController) {
  106448. return this._rightController._gazeTracker;
  106449. }
  106450. return null;
  106451. },
  106452. enumerable: true,
  106453. configurable: true
  106454. });
  106455. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106456. /**
  106457. * If the ray of the gaze should be displayed.
  106458. */
  106459. get: function () {
  106460. return this._displayGaze;
  106461. },
  106462. /**
  106463. * Sets if the ray of the gaze should be displayed.
  106464. */
  106465. set: function (value) {
  106466. this._displayGaze = value;
  106467. if (!value) {
  106468. this._cameraGazer._gazeTracker.isVisible = false;
  106469. if (this._leftController) {
  106470. this._leftController._gazeTracker.isVisible = false;
  106471. }
  106472. if (this._rightController) {
  106473. this._rightController._gazeTracker.isVisible = false;
  106474. }
  106475. }
  106476. },
  106477. enumerable: true,
  106478. configurable: true
  106479. });
  106480. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106481. /**
  106482. * If the ray of the LaserPointer should be displayed.
  106483. */
  106484. get: function () {
  106485. return this._displayLaserPointer;
  106486. },
  106487. /**
  106488. * Sets if the ray of the LaserPointer should be displayed.
  106489. */
  106490. set: function (value) {
  106491. this._displayLaserPointer = value;
  106492. if (!value) {
  106493. if (this._rightController) {
  106494. this._rightController._deactivatePointer();
  106495. this._rightController._gazeTracker.isVisible = false;
  106496. }
  106497. if (this._leftController) {
  106498. this._leftController._deactivatePointer();
  106499. this._leftController._gazeTracker.isVisible = false;
  106500. }
  106501. }
  106502. else {
  106503. if (this._rightController) {
  106504. this._rightController._activatePointer();
  106505. }
  106506. if (this._leftController) {
  106507. this._leftController._activatePointer();
  106508. }
  106509. }
  106510. },
  106511. enumerable: true,
  106512. configurable: true
  106513. });
  106514. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106515. /**
  106516. * The deviceOrientationCamera used as the camera when not in VR.
  106517. */
  106518. get: function () {
  106519. return this._deviceOrientationCamera;
  106520. },
  106521. enumerable: true,
  106522. configurable: true
  106523. });
  106524. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106525. /**
  106526. * Based on the current WebVR support, returns the current VR camera used.
  106527. */
  106528. get: function () {
  106529. if (this._webVRready) {
  106530. return this._webVRCamera;
  106531. }
  106532. else {
  106533. return this._scene.activeCamera;
  106534. }
  106535. },
  106536. enumerable: true,
  106537. configurable: true
  106538. });
  106539. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106540. /**
  106541. * The webVRCamera which is used when in VR.
  106542. */
  106543. get: function () {
  106544. return this._webVRCamera;
  106545. },
  106546. enumerable: true,
  106547. configurable: true
  106548. });
  106549. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106550. /**
  106551. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106552. */
  106553. get: function () {
  106554. return this._vrDeviceOrientationCamera;
  106555. },
  106556. enumerable: true,
  106557. configurable: true
  106558. });
  106559. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106560. get: function () {
  106561. var result = this._cameraGazer._teleportationRequestInitiated
  106562. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106563. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106564. return result;
  106565. },
  106566. enumerable: true,
  106567. configurable: true
  106568. });
  106569. // Raised when one of the controller has loaded successfully its associated default mesh
  106570. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106571. if (this._leftController && this._leftController.webVRController == webVRController) {
  106572. if (webVRController.mesh) {
  106573. this._leftController._setLaserPointerParent(webVRController.mesh);
  106574. }
  106575. }
  106576. if (this._rightController && this._rightController.webVRController == webVRController) {
  106577. if (webVRController.mesh) {
  106578. this._rightController._setLaserPointerParent(webVRController.mesh);
  106579. }
  106580. }
  106581. try {
  106582. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106583. }
  106584. catch (err) {
  106585. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106586. }
  106587. };
  106588. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106589. /**
  106590. * Gets a value indicating if we are currently in VR mode.
  106591. */
  106592. get: function () {
  106593. return this._webVRpresenting || this._fullscreenVRpresenting;
  106594. },
  106595. enumerable: true,
  106596. configurable: true
  106597. });
  106598. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106599. var vrDisplay = this._scene.getEngine().getVRDevice();
  106600. if (vrDisplay) {
  106601. var wasPresenting = this._webVRpresenting;
  106602. this._webVRpresenting = vrDisplay.isPresenting;
  106603. if (wasPresenting && !this._webVRpresenting) {
  106604. this.exitVR();
  106605. }
  106606. }
  106607. else {
  106608. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106609. }
  106610. this.updateButtonVisibility();
  106611. };
  106612. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106613. this._webVRsupported = eventArgs.vrSupported;
  106614. this._webVRready = !!eventArgs.vrDisplay;
  106615. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106616. this.updateButtonVisibility();
  106617. };
  106618. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106619. if (this._canvas && !this._useCustomVRButton) {
  106620. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106621. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106622. }
  106623. };
  106624. VRExperienceHelper.prototype.displayVRButton = function () {
  106625. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106626. document.body.appendChild(this._btnVR);
  106627. this._btnVRDisplayed = true;
  106628. }
  106629. };
  106630. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106631. if (!this._btnVR || this._useCustomVRButton) {
  106632. return;
  106633. }
  106634. this._btnVR.className = "babylonVRicon";
  106635. if (this.isInVRMode) {
  106636. this._btnVR.className += " vrdisplaypresenting";
  106637. }
  106638. else {
  106639. if (this._webVRready) {
  106640. this._btnVR.className += " vrdisplayready";
  106641. }
  106642. if (this._webVRsupported) {
  106643. this._btnVR.className += " vrdisplaysupported";
  106644. }
  106645. if (this._webVRrequesting) {
  106646. this._btnVR.className += " vrdisplayrequesting";
  106647. }
  106648. }
  106649. };
  106650. /**
  106651. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106652. * Otherwise, will use the fullscreen API.
  106653. */
  106654. VRExperienceHelper.prototype.enterVR = function () {
  106655. if (this.onEnteringVRObservable) {
  106656. try {
  106657. this.onEnteringVRObservable.notifyObservers(this);
  106658. }
  106659. catch (err) {
  106660. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106661. }
  106662. }
  106663. if (this._scene.activeCamera) {
  106664. this._position = this._scene.activeCamera.position.clone();
  106665. // make sure that we return to the last active camera
  106666. this._existingCamera = this._scene.activeCamera;
  106667. }
  106668. if (this._webVRrequesting) {
  106669. return;
  106670. }
  106671. // If WebVR is supported and a headset is connected
  106672. if (this._webVRready) {
  106673. if (!this._webVRpresenting) {
  106674. this._webVRCamera.position = this._position;
  106675. this._scene.activeCamera = this._webVRCamera;
  106676. }
  106677. }
  106678. else if (this._vrDeviceOrientationCamera) {
  106679. this._vrDeviceOrientationCamera.position = this._position;
  106680. if (this._scene.activeCamera) {
  106681. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106682. }
  106683. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106684. this._scene.getEngine().switchFullscreen(true);
  106685. this.updateButtonVisibility();
  106686. }
  106687. if (this._scene.activeCamera && this._canvas) {
  106688. this._scene.activeCamera.attachControl(this._canvas);
  106689. }
  106690. if (this._interactionsEnabled) {
  106691. this._scene.registerBeforeRender(this.beforeRender);
  106692. }
  106693. this._hasEnteredVR = true;
  106694. };
  106695. /**
  106696. * Attempt to exit VR, or fullscreen.
  106697. */
  106698. VRExperienceHelper.prototype.exitVR = function () {
  106699. if (this._hasEnteredVR) {
  106700. if (this.onExitingVRObservable) {
  106701. try {
  106702. this.onExitingVRObservable.notifyObservers(this);
  106703. }
  106704. catch (err) {
  106705. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  106706. }
  106707. }
  106708. if (this._webVRpresenting) {
  106709. this._scene.getEngine().disableVR();
  106710. }
  106711. if (this._scene.activeCamera) {
  106712. this._position = this._scene.activeCamera.position.clone();
  106713. }
  106714. if (this._deviceOrientationCamera) {
  106715. this._deviceOrientationCamera.position = this._position;
  106716. this._scene.activeCamera = this._deviceOrientationCamera;
  106717. if (this._canvas) {
  106718. this._scene.activeCamera.attachControl(this._canvas);
  106719. }
  106720. }
  106721. else if (this._existingCamera) {
  106722. this._existingCamera.position = this._position;
  106723. this._scene.activeCamera = this._existingCamera;
  106724. }
  106725. this.updateButtonVisibility();
  106726. if (this._interactionsEnabled) {
  106727. this._scene.unregisterBeforeRender(this.beforeRender);
  106728. this._cameraGazer._gazeTracker.isVisible = false;
  106729. if (this._leftController) {
  106730. this._leftController._gazeTracker.isVisible = false;
  106731. }
  106732. if (this._rightController) {
  106733. this._rightController._gazeTracker.isVisible = false;
  106734. }
  106735. }
  106736. // resize to update width and height when exiting vr exits fullscreen
  106737. this._scene.getEngine().resize();
  106738. this._hasEnteredVR = false;
  106739. }
  106740. };
  106741. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  106742. /**
  106743. * The position of the vr experience helper.
  106744. */
  106745. get: function () {
  106746. return this._position;
  106747. },
  106748. /**
  106749. * Sets the position of the vr experience helper.
  106750. */
  106751. set: function (value) {
  106752. this._position = value;
  106753. if (this._scene.activeCamera) {
  106754. this._scene.activeCamera.position = value;
  106755. }
  106756. },
  106757. enumerable: true,
  106758. configurable: true
  106759. });
  106760. /**
  106761. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106762. */
  106763. VRExperienceHelper.prototype.enableInteractions = function () {
  106764. var _this = this;
  106765. if (!this._interactionsEnabled) {
  106766. this._interactionsRequested = true;
  106767. if (this._leftController) {
  106768. this._enableInteractionOnController(this._leftController);
  106769. }
  106770. if (this._rightController) {
  106771. this._enableInteractionOnController(this._rightController);
  106772. }
  106773. this.raySelectionPredicate = function (mesh) {
  106774. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  106775. };
  106776. this.meshSelectionPredicate = function (mesh) {
  106777. return true;
  106778. };
  106779. this._raySelectionPredicate = function (mesh) {
  106780. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  106781. && mesh.name.indexOf("teleportationTarget") === -1
  106782. && mesh.name.indexOf("torusTeleportation") === -1)) {
  106783. return _this.raySelectionPredicate(mesh);
  106784. }
  106785. return false;
  106786. };
  106787. this._interactionsEnabled = true;
  106788. }
  106789. };
  106790. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  106791. get: function () {
  106792. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  106793. },
  106794. enumerable: true,
  106795. configurable: true
  106796. });
  106797. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  106798. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  106799. if (this._floorMeshesCollection[i].id === mesh.id) {
  106800. return true;
  106801. }
  106802. }
  106803. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  106804. return true;
  106805. }
  106806. return false;
  106807. };
  106808. /**
  106809. * Adds a floor mesh to be used for teleportation.
  106810. * @param floorMesh the mesh to be used for teleportation.
  106811. */
  106812. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  106813. if (!this._floorMeshesCollection) {
  106814. return;
  106815. }
  106816. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  106817. return;
  106818. }
  106819. this._floorMeshesCollection.push(floorMesh);
  106820. };
  106821. /**
  106822. * Removes a floor mesh from being used for teleportation.
  106823. * @param floorMesh the mesh to be removed.
  106824. */
  106825. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  106826. if (!this._floorMeshesCollection) {
  106827. return;
  106828. }
  106829. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  106830. if (meshIndex !== -1) {
  106831. this._floorMeshesCollection.splice(meshIndex, 1);
  106832. }
  106833. };
  106834. /**
  106835. * Enables interactions and teleportation using the VR controllers and gaze.
  106836. * @param vrTeleportationOptions options to modify teleportation behavior.
  106837. */
  106838. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  106839. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  106840. if (!this._teleportationInitialized) {
  106841. this._teleportationRequested = true;
  106842. this.enableInteractions();
  106843. if (vrTeleportationOptions.floorMeshName) {
  106844. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  106845. }
  106846. if (vrTeleportationOptions.floorMeshes) {
  106847. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  106848. }
  106849. if (this._leftController != null) {
  106850. this._enableTeleportationOnController(this._leftController);
  106851. }
  106852. if (this._rightController != null) {
  106853. this._enableTeleportationOnController(this._rightController);
  106854. }
  106855. // Creates an image processing post process for the vignette not relying
  106856. // on the main scene configuration for image processing to reduce setup and spaces
  106857. // (gamma/linear) conflicts.
  106858. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  106859. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  106860. imageProcessingConfiguration.vignetteEnabled = true;
  106861. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  106862. this._webVRCamera.detachPostProcess(this._postProcessMove);
  106863. this._teleportationInitialized = true;
  106864. if (this._isDefaultTeleportationTarget) {
  106865. this._createTeleportationCircles();
  106866. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  106867. }
  106868. }
  106869. };
  106870. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  106871. var _this = this;
  106872. var controllerMesh = controller.webVRController.mesh;
  106873. if (controllerMesh) {
  106874. controller._interactionsEnabled = true;
  106875. controller._activatePointer();
  106876. if (this.webVROptions.laserToggle) {
  106877. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  106878. // Enabling / disabling laserPointer
  106879. if (_this._displayLaserPointer && stateObject.value === 1) {
  106880. if (controller._activePointer) {
  106881. controller._deactivatePointer();
  106882. }
  106883. else {
  106884. controller._activatePointer();
  106885. }
  106886. if (_this.displayGaze) {
  106887. controller._gazeTracker.isVisible = controller._activePointer;
  106888. }
  106889. }
  106890. });
  106891. }
  106892. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  106893. var gazer = controller;
  106894. if (_this._noControllerIsActive) {
  106895. gazer = _this._cameraGazer;
  106896. }
  106897. if (!gazer._pointerDownOnMeshAsked) {
  106898. if (stateObject.value > _this._padSensibilityUp) {
  106899. gazer._selectionPointerDown();
  106900. }
  106901. }
  106902. else if (stateObject.value < _this._padSensibilityDown) {
  106903. gazer._selectionPointerUp();
  106904. }
  106905. });
  106906. }
  106907. };
  106908. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  106909. // Dont teleport if another gaze already requested teleportation
  106910. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  106911. return;
  106912. }
  106913. if (!gazer._teleportationRequestInitiated) {
  106914. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  106915. gazer._activatePointer();
  106916. gazer._teleportationRequestInitiated = true;
  106917. }
  106918. }
  106919. else {
  106920. // Listening to the proper controller values changes to confirm teleportation
  106921. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  106922. if (this._teleportActive) {
  106923. this.teleportCamera(this._haloCenter);
  106924. }
  106925. gazer._teleportationRequestInitiated = false;
  106926. }
  106927. }
  106928. };
  106929. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  106930. // Only rotate when user is not currently selecting a teleportation location
  106931. if (gazer._teleportationRequestInitiated) {
  106932. return;
  106933. }
  106934. if (!gazer._rotationLeftAsked) {
  106935. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  106936. gazer._rotationLeftAsked = true;
  106937. if (this._rotationAllowed) {
  106938. this._rotateCamera(false);
  106939. }
  106940. }
  106941. }
  106942. else {
  106943. if (stateObject.x > -this._padSensibilityDown) {
  106944. gazer._rotationLeftAsked = false;
  106945. }
  106946. }
  106947. if (!gazer._rotationRightAsked) {
  106948. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  106949. gazer._rotationRightAsked = true;
  106950. if (this._rotationAllowed) {
  106951. this._rotateCamera(true);
  106952. }
  106953. }
  106954. }
  106955. else {
  106956. if (stateObject.x < this._padSensibilityDown) {
  106957. gazer._rotationRightAsked = false;
  106958. }
  106959. }
  106960. };
  106961. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  106962. // Only teleport backwards when user is not currently selecting a teleportation location
  106963. if (gazer._teleportationRequestInitiated) {
  106964. return;
  106965. }
  106966. // Teleport backwards
  106967. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  106968. if (!gazer._teleportationBackRequestInitiated) {
  106969. if (!this.currentVRCamera) {
  106970. return;
  106971. }
  106972. // Get rotation and position of the current camera
  106973. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  106974. var position = this.currentVRCamera.position;
  106975. // If the camera has device position, use that instead
  106976. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  106977. rotation = this.currentVRCamera.deviceRotationQuaternion;
  106978. position = this.currentVRCamera.devicePosition;
  106979. }
  106980. // Get matrix with only the y rotation of the device rotation
  106981. rotation.toEulerAnglesToRef(this._workingVector);
  106982. this._workingVector.z = 0;
  106983. this._workingVector.x = 0;
  106984. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  106985. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  106986. // Rotate backwards ray by device rotation to cast at the ground behind the user
  106987. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  106988. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  106989. var ray = new BABYLON.Ray(position, this._workingVector);
  106990. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  106991. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  106992. this.teleportCamera(hit.pickedPoint);
  106993. }
  106994. gazer._teleportationBackRequestInitiated = true;
  106995. }
  106996. }
  106997. else {
  106998. gazer._teleportationBackRequestInitiated = false;
  106999. }
  107000. };
  107001. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107002. var _this = this;
  107003. var controllerMesh = controller.webVRController.mesh;
  107004. if (controllerMesh) {
  107005. if (!controller._interactionsEnabled) {
  107006. this._enableInteractionOnController(controller);
  107007. }
  107008. controller._interactionsEnabled = true;
  107009. controller._teleportationEnabled = true;
  107010. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107011. controller._dpadPressed = false;
  107012. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107013. controller._dpadPressed = stateObject.pressed;
  107014. if (!controller._dpadPressed) {
  107015. controller._rotationLeftAsked = false;
  107016. controller._rotationRightAsked = false;
  107017. controller._teleportationBackRequestInitiated = false;
  107018. }
  107019. });
  107020. }
  107021. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107022. if (_this.teleportationEnabled) {
  107023. _this._checkTeleportBackwards(stateObject, controller);
  107024. _this._checkTeleportWithRay(stateObject, controller);
  107025. }
  107026. _this._checkRotate(stateObject, controller);
  107027. });
  107028. }
  107029. };
  107030. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107031. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107032. this._teleportationTarget.isPickable = false;
  107033. var length = 512;
  107034. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107035. dynamicTexture.hasAlpha = true;
  107036. var context = dynamicTexture.getContext();
  107037. var centerX = length / 2;
  107038. var centerY = length / 2;
  107039. var radius = 200;
  107040. context.beginPath();
  107041. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107042. context.fillStyle = this._teleportationFillColor;
  107043. context.fill();
  107044. context.lineWidth = 10;
  107045. context.strokeStyle = this._teleportationBorderColor;
  107046. context.stroke();
  107047. context.closePath();
  107048. dynamicTexture.update();
  107049. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107050. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107051. this._teleportationTarget.material = teleportationCircleMaterial;
  107052. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107053. torus.isPickable = false;
  107054. torus.parent = this._teleportationTarget;
  107055. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107056. var keys = [];
  107057. keys.push({
  107058. frame: 0,
  107059. value: 0
  107060. });
  107061. keys.push({
  107062. frame: 30,
  107063. value: 0.4
  107064. });
  107065. keys.push({
  107066. frame: 60,
  107067. value: 0
  107068. });
  107069. animationInnerCircle.setKeys(keys);
  107070. var easingFunction = new BABYLON.SineEase();
  107071. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107072. animationInnerCircle.setEasingFunction(easingFunction);
  107073. torus.animations = [];
  107074. torus.animations.push(animationInnerCircle);
  107075. this._scene.beginAnimation(torus, 0, 60, true);
  107076. this._hideTeleportationTarget();
  107077. };
  107078. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107079. this._teleportActive = true;
  107080. if (this._teleportationInitialized) {
  107081. this._teleportationTarget.isVisible = true;
  107082. if (this._isDefaultTeleportationTarget) {
  107083. this._teleportationTarget.getChildren()[0].isVisible = true;
  107084. }
  107085. }
  107086. };
  107087. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107088. this._teleportActive = false;
  107089. if (this._teleportationInitialized) {
  107090. this._teleportationTarget.isVisible = false;
  107091. if (this._isDefaultTeleportationTarget) {
  107092. this._teleportationTarget.getChildren()[0].isVisible = false;
  107093. }
  107094. }
  107095. };
  107096. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107097. var _this = this;
  107098. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107099. return;
  107100. }
  107101. if (right) {
  107102. this._rotationAngle++;
  107103. }
  107104. else {
  107105. this._rotationAngle--;
  107106. }
  107107. this.currentVRCamera.animations = [];
  107108. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107109. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107110. var animationRotationKeys = [];
  107111. animationRotationKeys.push({
  107112. frame: 0,
  107113. value: this.currentVRCamera.rotationQuaternion
  107114. });
  107115. animationRotationKeys.push({
  107116. frame: 6,
  107117. value: target
  107118. });
  107119. animationRotation.setKeys(animationRotationKeys);
  107120. animationRotation.setEasingFunction(this._circleEase);
  107121. this.currentVRCamera.animations.push(animationRotation);
  107122. this._postProcessMove.animations = [];
  107123. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107124. var vignetteWeightKeys = [];
  107125. vignetteWeightKeys.push({
  107126. frame: 0,
  107127. value: 0
  107128. });
  107129. vignetteWeightKeys.push({
  107130. frame: 3,
  107131. value: 4
  107132. });
  107133. vignetteWeightKeys.push({
  107134. frame: 6,
  107135. value: 0
  107136. });
  107137. animationPP.setKeys(vignetteWeightKeys);
  107138. animationPP.setEasingFunction(this._circleEase);
  107139. this._postProcessMove.animations.push(animationPP);
  107140. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107141. var vignetteStretchKeys = [];
  107142. vignetteStretchKeys.push({
  107143. frame: 0,
  107144. value: 0
  107145. });
  107146. vignetteStretchKeys.push({
  107147. frame: 3,
  107148. value: 10
  107149. });
  107150. vignetteStretchKeys.push({
  107151. frame: 6,
  107152. value: 0
  107153. });
  107154. animationPP2.setKeys(vignetteStretchKeys);
  107155. animationPP2.setEasingFunction(this._circleEase);
  107156. this._postProcessMove.animations.push(animationPP2);
  107157. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107158. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107159. this._postProcessMove.samples = 4;
  107160. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107161. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107162. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107163. });
  107164. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107165. };
  107166. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107167. if (hit.pickedPoint) {
  107168. if (gazer._teleportationRequestInitiated) {
  107169. this._displayTeleportationTarget();
  107170. this._haloCenter.copyFrom(hit.pickedPoint);
  107171. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107172. }
  107173. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107174. if (pickNormal) {
  107175. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107176. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107177. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107178. }
  107179. this._teleportationTarget.position.y += 0.1;
  107180. }
  107181. };
  107182. /**
  107183. * Teleports the users feet to the desired location
  107184. * @param location The location where the user's feet should be placed
  107185. */
  107186. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107187. var _this = this;
  107188. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107189. return;
  107190. }
  107191. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107192. // offset of the headset from the anchor.
  107193. if (this.webVRCamera.leftCamera) {
  107194. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107195. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107196. location.subtractToRef(this._workingVector, this._workingVector);
  107197. }
  107198. else {
  107199. this._workingVector.copyFrom(location);
  107200. }
  107201. // Add height to account for user's height offset
  107202. if (this.isInVRMode) {
  107203. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107204. }
  107205. else {
  107206. this._workingVector.y += this._defaultHeight;
  107207. }
  107208. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107209. // Create animation from the camera's position to the new location
  107210. this.currentVRCamera.animations = [];
  107211. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107212. var animationCameraTeleportationKeys = [{
  107213. frame: 0,
  107214. value: this.currentVRCamera.position
  107215. },
  107216. {
  107217. frame: 11,
  107218. value: this._workingVector
  107219. }
  107220. ];
  107221. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107222. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107223. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107224. this._postProcessMove.animations = [];
  107225. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107226. var vignetteWeightKeys = [];
  107227. vignetteWeightKeys.push({
  107228. frame: 0,
  107229. value: 0
  107230. });
  107231. vignetteWeightKeys.push({
  107232. frame: 5,
  107233. value: 8
  107234. });
  107235. vignetteWeightKeys.push({
  107236. frame: 11,
  107237. value: 0
  107238. });
  107239. animationPP.setKeys(vignetteWeightKeys);
  107240. this._postProcessMove.animations.push(animationPP);
  107241. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107242. var vignetteStretchKeys = [];
  107243. vignetteStretchKeys.push({
  107244. frame: 0,
  107245. value: 0
  107246. });
  107247. vignetteStretchKeys.push({
  107248. frame: 5,
  107249. value: 10
  107250. });
  107251. vignetteStretchKeys.push({
  107252. frame: 11,
  107253. value: 0
  107254. });
  107255. animationPP2.setKeys(vignetteStretchKeys);
  107256. this._postProcessMove.animations.push(animationPP2);
  107257. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107258. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107259. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107260. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107261. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107262. });
  107263. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107264. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107265. });
  107266. this._hideTeleportationTarget();
  107267. };
  107268. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107269. if (normal) {
  107270. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107271. if (angle < Math.PI / 2) {
  107272. normal.scaleInPlace(-1);
  107273. }
  107274. }
  107275. return normal;
  107276. };
  107277. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107278. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107279. return;
  107280. }
  107281. var ray = gazer._getForwardRay(this._rayLength);
  107282. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107283. if (hit) {
  107284. // Populate the contrllers mesh that can be used for drag/drop
  107285. if (gazer._laserPointer) {
  107286. hit.originMesh = gazer._laserPointer.parent;
  107287. }
  107288. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107289. }
  107290. gazer._currentHit = hit;
  107291. // Moving the gazeTracker on the mesh face targetted
  107292. if (hit && hit.pickedPoint) {
  107293. if (this._displayGaze) {
  107294. var multiplier = 1;
  107295. gazer._gazeTracker.isVisible = true;
  107296. if (gazer._isActionableMesh) {
  107297. multiplier = 3;
  107298. }
  107299. if (this.updateGazeTrackerScale) {
  107300. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107301. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107302. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107303. }
  107304. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107305. // To avoid z-fighting
  107306. var deltaFighting = 0.002;
  107307. if (pickNormal) {
  107308. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107309. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107310. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107311. }
  107312. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107313. if (gazer._gazeTracker.position.x < 0) {
  107314. gazer._gazeTracker.position.x += deltaFighting;
  107315. }
  107316. else {
  107317. gazer._gazeTracker.position.x -= deltaFighting;
  107318. }
  107319. if (gazer._gazeTracker.position.y < 0) {
  107320. gazer._gazeTracker.position.y += deltaFighting;
  107321. }
  107322. else {
  107323. gazer._gazeTracker.position.y -= deltaFighting;
  107324. }
  107325. if (gazer._gazeTracker.position.z < 0) {
  107326. gazer._gazeTracker.position.z += deltaFighting;
  107327. }
  107328. else {
  107329. gazer._gazeTracker.position.z -= deltaFighting;
  107330. }
  107331. }
  107332. // Changing the size of the laser pointer based on the distance from the targetted point
  107333. gazer._updatePointerDistance(hit.distance);
  107334. }
  107335. else {
  107336. gazer._updatePointerDistance();
  107337. gazer._gazeTracker.isVisible = false;
  107338. }
  107339. if (hit && hit.pickedMesh) {
  107340. // The object selected is the floor, we're in a teleportation scenario
  107341. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107342. // Moving the teleportation area to this targetted point
  107343. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107344. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107345. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107346. }
  107347. gazer._currentMeshSelected = null;
  107348. if (gazer._teleportationRequestInitiated) {
  107349. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107350. }
  107351. return;
  107352. }
  107353. // If not, we're in a selection scenario
  107354. //this._teleportationAllowed = false;
  107355. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107356. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107357. this.onNewMeshPicked.notifyObservers(hit);
  107358. gazer._currentMeshSelected = hit.pickedMesh;
  107359. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107360. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107361. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107362. gazer._isActionableMesh = true;
  107363. }
  107364. else {
  107365. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107366. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107367. gazer._isActionableMesh = false;
  107368. }
  107369. try {
  107370. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107371. }
  107372. catch (err) {
  107373. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107374. }
  107375. }
  107376. else {
  107377. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107378. gazer._currentMeshSelected = null;
  107379. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107380. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107381. }
  107382. }
  107383. }
  107384. else {
  107385. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107386. gazer._currentMeshSelected = null;
  107387. //this._teleportationAllowed = false;
  107388. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107389. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107390. }
  107391. };
  107392. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107393. if (mesh) {
  107394. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107395. }
  107396. };
  107397. /**
  107398. * Sets the color of the laser ray from the vr controllers.
  107399. * @param color new color for the ray.
  107400. */
  107401. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107402. if (this._leftController) {
  107403. this._leftController._setLaserPointerColor(color);
  107404. }
  107405. if (this._rightController) {
  107406. this._rightController._setLaserPointerColor(color);
  107407. }
  107408. };
  107409. /**
  107410. * Sets the color of the ray from the vr headsets gaze.
  107411. * @param color new color for the ray.
  107412. */
  107413. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107414. if (!this._cameraGazer._gazeTracker.material) {
  107415. return;
  107416. }
  107417. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107418. if (this._leftController) {
  107419. this._leftController._gazeTracker.material.emissiveColor = color;
  107420. }
  107421. if (this._rightController) {
  107422. this._rightController._gazeTracker.material.emissiveColor = color;
  107423. }
  107424. };
  107425. /**
  107426. * Exits VR and disposes of the vr experience helper
  107427. */
  107428. VRExperienceHelper.prototype.dispose = function () {
  107429. if (this.isInVRMode) {
  107430. this.exitVR();
  107431. }
  107432. if (this._postProcessMove) {
  107433. this._postProcessMove.dispose();
  107434. }
  107435. if (this._webVRCamera) {
  107436. this._webVRCamera.dispose();
  107437. }
  107438. if (this._vrDeviceOrientationCamera) {
  107439. this._vrDeviceOrientationCamera.dispose();
  107440. }
  107441. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107442. document.body.removeChild(this._btnVR);
  107443. }
  107444. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107445. this._deviceOrientationCamera.dispose();
  107446. }
  107447. if (this._cameraGazer) {
  107448. this._cameraGazer.dispose();
  107449. }
  107450. if (this._leftController) {
  107451. this._leftController.dispose();
  107452. }
  107453. if (this._rightController) {
  107454. this._rightController.dispose();
  107455. }
  107456. if (this._teleportationTarget) {
  107457. this._teleportationTarget.dispose();
  107458. }
  107459. this._floorMeshesCollection = [];
  107460. document.removeEventListener("keydown", this._onKeyDown);
  107461. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107462. window.removeEventListener("resize", this._onResize);
  107463. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107464. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107465. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107466. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107467. document.onmsfullscreenchange = null;
  107468. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107469. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107470. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107471. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107472. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107473. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107474. this._scene.unregisterBeforeRender(this.beforeRender);
  107475. };
  107476. /**
  107477. * Gets the name of the VRExperienceHelper class
  107478. * @returns "VRExperienceHelper"
  107479. */
  107480. VRExperienceHelper.prototype.getClassName = function () {
  107481. return "VRExperienceHelper";
  107482. };
  107483. return VRExperienceHelper;
  107484. }());
  107485. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107486. })(BABYLON || (BABYLON = {}));
  107487. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107488. var BABYLON;
  107489. (function (BABYLON) {
  107490. /**
  107491. * WebXR Camera which holds the views for the xrSession
  107492. * @see https://doc.babylonjs.com/how_to/webxr
  107493. */
  107494. var WebXRCamera = /** @class */ (function (_super) {
  107495. __extends(WebXRCamera, _super);
  107496. /**
  107497. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  107498. * @param name the name of the camera
  107499. * @param scene the scene to add the camera to
  107500. */
  107501. function WebXRCamera(name, scene) {
  107502. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  107503. // Initial camera configuration
  107504. _this.minZ = 0;
  107505. _this.rotationQuaternion = new BABYLON.Quaternion();
  107506. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  107507. _this._updateNumberOfRigCameras(1);
  107508. return _this;
  107509. }
  107510. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  107511. if (viewCount === void 0) { viewCount = 1; }
  107512. while (this.rigCameras.length < viewCount) {
  107513. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  107514. newCamera.minZ = 0;
  107515. newCamera.parent = this;
  107516. this.rigCameras.push(newCamera);
  107517. }
  107518. while (this.rigCameras.length > viewCount) {
  107519. var removedCamera = this.rigCameras.pop();
  107520. if (removedCamera) {
  107521. removedCamera.dispose();
  107522. }
  107523. }
  107524. };
  107525. /** @hidden */
  107526. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  107527. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  107528. // Create initial camera rigs
  107529. this._updateNumberOfRigCameras(2);
  107530. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  107531. this.rigCameras[0].position.x = -pupilDistance / 2;
  107532. this.rigCameras[0].outputRenderTarget = null;
  107533. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  107534. this.rigCameras[1].position.x = pupilDistance / 2;
  107535. this.rigCameras[1].outputRenderTarget = null;
  107536. };
  107537. /**
  107538. * Updates the cameras position from the current pose information of the XR session
  107539. * @param xrSessionManager the session containing pose information
  107540. */
  107541. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  107542. var _this = this;
  107543. // Ensure all frame data is available
  107544. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  107545. return;
  107546. }
  107547. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  107548. if (!pose || !pose.poseModelMatrix) {
  107549. return;
  107550. }
  107551. // Update the parent cameras matrix
  107552. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  107553. if (!this._scene.useRightHandedSystem) {
  107554. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  107555. }
  107556. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  107557. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  107558. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  107559. this.computeWorldMatrix();
  107560. // Update camera rigs
  107561. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  107562. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  107563. // Update view/projection matrix
  107564. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  107565. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  107566. if (!_this._scene.useRightHandedSystem) {
  107567. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  107568. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107569. }
  107570. // Update viewport
  107571. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  107572. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  107573. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  107574. _this.rigCameras[i].viewport.width = viewport.width / width;
  107575. _this.rigCameras[i].viewport.height = viewport.height / height;
  107576. _this.rigCameras[i].viewport.x = viewport.x / width;
  107577. _this.rigCameras[i].viewport.y = viewport.y / height;
  107578. // Set cameras to render to the session's render target
  107579. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  107580. });
  107581. };
  107582. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  107583. return WebXRCamera;
  107584. }(BABYLON.FreeCamera));
  107585. BABYLON.WebXRCamera = WebXRCamera;
  107586. })(BABYLON || (BABYLON = {}));
  107587. //# sourceMappingURL=babylon.webXRCamera.js.map
  107588. var BABYLON;
  107589. (function (BABYLON) {
  107590. /**
  107591. * Manages an XRSession
  107592. * @see https://doc.babylonjs.com/how_to/webxr
  107593. */
  107594. var WebXRSessionManager = /** @class */ (function () {
  107595. /**
  107596. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  107597. * @param scene The scene which the session should be created for
  107598. */
  107599. function WebXRSessionManager(scene) {
  107600. this.scene = scene;
  107601. this._tmpMatrix = new BABYLON.Matrix();
  107602. }
  107603. /**
  107604. * Initializes the manager, this must be done with a user action (eg. button click event)
  107605. * After initialization enterXR can be called to start an XR session
  107606. * @returns Promise which resolves after it is initialized
  107607. */
  107608. WebXRSessionManager.prototype.initialize = function () {
  107609. var _this = this;
  107610. // Check if the browser supports webXR
  107611. this._xrNavigator = navigator;
  107612. if (!this._xrNavigator.xr) {
  107613. return Promise.reject("webXR not supported by this browser");
  107614. }
  107615. // Request the webXR device
  107616. return this._xrNavigator.xr.requestDevice().then(function (device) {
  107617. _this._xrDevice = device;
  107618. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  107619. });
  107620. };
  107621. /**
  107622. * Enters XR with the desired XR session options
  107623. * @param sessionCreationOptions xr options to create the session with
  107624. * @param frameOfReferenceType option to configure how the xr pose is expressed
  107625. * @returns Promise which resolves after it enters XR
  107626. */
  107627. WebXRSessionManager.prototype.enterXR = function (sessionCreationOptions, frameOfReferenceType) {
  107628. var _this = this;
  107629. // initialize session
  107630. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  107631. _this._xrSession = session;
  107632. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  107633. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  107634. }).then(function (frameOfRef) {
  107635. _this._frameOfReference = frameOfRef;
  107636. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  107637. _this.scene.getEngine().customAnimationFrameRequester = {
  107638. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  107639. renderFunction: function (timestamp, xrFrame) {
  107640. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  107641. _this._currentXRFrame = xrFrame;
  107642. _this.scene.getEngine()._renderLoop();
  107643. }
  107644. };
  107645. // Create render target texture from xr's webgl render target
  107646. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  107647. });
  107648. };
  107649. /**
  107650. * Stops the xrSession and restores the renderloop
  107651. * @returns Promise which resolves after it exits XR
  107652. */
  107653. WebXRSessionManager.prototype.exitXR = function () {
  107654. var _this = this;
  107655. return new Promise(function (res) {
  107656. _this.scene.getEngine().customAnimationFrameRequester = null;
  107657. _this._xrSession.end();
  107658. // Restore frame buffer to avoid clear on xr framebuffer after session end
  107659. _this.scene.getEngine().restoreDefaultFramebuffer();
  107660. // Need to restart render loop as after calling session.end the last request for new frame will never call callback
  107661. _this.scene.getEngine()._renderLoop();
  107662. res();
  107663. });
  107664. };
  107665. /**
  107666. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  107667. * @param ray ray to cast into the environment
  107668. * @returns Promise which resolves with a collision point in the environment if it exists
  107669. */
  107670. WebXRSessionManager.prototype.environmentPointHitTest = function (ray) {
  107671. var _this = this;
  107672. return new Promise(function (res, rej) {
  107673. // Compute left handed inputs to request hit test
  107674. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  107675. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  107676. if (!_this.scene.useRightHandedSystem) {
  107677. origin[2] *= -1;
  107678. direction[2] *= -1;
  107679. }
  107680. // Fire hittest
  107681. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  107682. .then(function (hits) {
  107683. if (hits.length > 0) {
  107684. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  107685. var hitPoint = _this._tmpMatrix.getTranslation();
  107686. if (!_this.scene.useRightHandedSystem) {
  107687. hitPoint.z *= -1;
  107688. }
  107689. res(hitPoint);
  107690. }
  107691. else {
  107692. res(null);
  107693. }
  107694. }).catch(function (e) {
  107695. res(null);
  107696. });
  107697. });
  107698. };
  107699. /**
  107700. * @hidden
  107701. * Converts the render layer of xrSession to a render target
  107702. * @param session session to create render target for
  107703. * @param scene scene the new render target should be created for
  107704. */
  107705. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  107706. // Create internal texture
  107707. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  107708. internalTexture.width = session.baseLayer.framebufferWidth;
  107709. internalTexture.height = session.baseLayer.framebufferHeight;
  107710. internalTexture._framebuffer = session.baseLayer.framebuffer;
  107711. // Create render target texture from the internal texture
  107712. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  107713. renderTargetTexture._texture = internalTexture;
  107714. return renderTargetTexture;
  107715. };
  107716. return WebXRSessionManager;
  107717. }());
  107718. BABYLON.WebXRSessionManager = WebXRSessionManager;
  107719. })(BABYLON || (BABYLON = {}));
  107720. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  107721. // Mainly based on these 2 articles :
  107722. // 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
  107723. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  107724. var BABYLON;
  107725. (function (BABYLON) {
  107726. /**
  107727. * Defines the potential axis of a Joystick
  107728. */
  107729. var JoystickAxis;
  107730. (function (JoystickAxis) {
  107731. /** X axis */
  107732. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  107733. /** Y axis */
  107734. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  107735. /** Z axis */
  107736. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  107737. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  107738. /**
  107739. * Class used to define virtual joystick (used in touch mode)
  107740. */
  107741. var VirtualJoystick = /** @class */ (function () {
  107742. /**
  107743. * Creates a new virtual joystick
  107744. * @param leftJoystick defines that the joystick is for left hand (false by default)
  107745. */
  107746. function VirtualJoystick(leftJoystick) {
  107747. var _this = this;
  107748. if (leftJoystick) {
  107749. this._leftJoystick = true;
  107750. }
  107751. else {
  107752. this._leftJoystick = false;
  107753. }
  107754. VirtualJoystick._globalJoystickIndex++;
  107755. // By default left & right arrow keys are moving the X
  107756. // and up & down keys are moving the Y
  107757. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107758. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107759. this.reverseLeftRight = false;
  107760. this.reverseUpDown = false;
  107761. // collections of pointers
  107762. this._touches = new BABYLON.StringDictionary();
  107763. this.deltaPosition = BABYLON.Vector3.Zero();
  107764. this._joystickSensibility = 25;
  107765. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107766. this._onResize = function (evt) {
  107767. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107768. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107769. if (VirtualJoystick.vjCanvas) {
  107770. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  107771. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  107772. }
  107773. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  107774. };
  107775. // injecting a canvas element on top of the canvas 3D game
  107776. if (!VirtualJoystick.vjCanvas) {
  107777. window.addEventListener("resize", this._onResize, false);
  107778. VirtualJoystick.vjCanvas = document.createElement("canvas");
  107779. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  107780. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  107781. VirtualJoystick.vjCanvas.width = window.innerWidth;
  107782. VirtualJoystick.vjCanvas.height = window.innerHeight;
  107783. VirtualJoystick.vjCanvas.style.width = "100%";
  107784. VirtualJoystick.vjCanvas.style.height = "100%";
  107785. VirtualJoystick.vjCanvas.style.position = "absolute";
  107786. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  107787. VirtualJoystick.vjCanvas.style.top = "0px";
  107788. VirtualJoystick.vjCanvas.style.left = "0px";
  107789. VirtualJoystick.vjCanvas.style.zIndex = "5";
  107790. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  107791. // Support for jQuery PEP polyfill
  107792. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  107793. var context = VirtualJoystick.vjCanvas.getContext('2d');
  107794. if (!context) {
  107795. throw new Error("Unable to create canvas for virtual joystick");
  107796. }
  107797. VirtualJoystick.vjCanvasContext = context;
  107798. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  107799. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107800. document.body.appendChild(VirtualJoystick.vjCanvas);
  107801. }
  107802. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  107803. this.pressed = false;
  107804. // default joystick color
  107805. this._joystickColor = "cyan";
  107806. this._joystickPointerID = -1;
  107807. // current joystick position
  107808. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  107809. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  107810. // origin joystick position
  107811. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  107812. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  107813. this._onPointerDownHandlerRef = function (evt) {
  107814. _this._onPointerDown(evt);
  107815. };
  107816. this._onPointerMoveHandlerRef = function (evt) {
  107817. _this._onPointerMove(evt);
  107818. };
  107819. this._onPointerUpHandlerRef = function (evt) {
  107820. _this._onPointerUp(evt);
  107821. };
  107822. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  107823. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  107824. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  107825. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  107826. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  107827. evt.preventDefault(); // Disables system menu
  107828. }, false);
  107829. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  107830. }
  107831. /**
  107832. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  107833. * @param newJoystickSensibility defines the new sensibility
  107834. */
  107835. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  107836. this._joystickSensibility = newJoystickSensibility;
  107837. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  107838. };
  107839. VirtualJoystick.prototype._onPointerDown = function (e) {
  107840. var positionOnScreenCondition;
  107841. e.preventDefault();
  107842. if (this._leftJoystick === true) {
  107843. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  107844. }
  107845. else {
  107846. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  107847. }
  107848. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  107849. // First contact will be dedicated to the virtual joystick
  107850. this._joystickPointerID = e.pointerId;
  107851. this._joystickPointerStartPos.x = e.clientX;
  107852. this._joystickPointerStartPos.y = e.clientY;
  107853. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  107854. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  107855. this._deltaJoystickVector.x = 0;
  107856. this._deltaJoystickVector.y = 0;
  107857. this.pressed = true;
  107858. this._touches.add(e.pointerId.toString(), e);
  107859. }
  107860. else {
  107861. // You can only trigger the action buttons with a joystick declared
  107862. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  107863. this._action();
  107864. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  107865. }
  107866. }
  107867. };
  107868. VirtualJoystick.prototype._onPointerMove = function (e) {
  107869. // If the current pointer is the one associated to the joystick (first touch contact)
  107870. if (this._joystickPointerID == e.pointerId) {
  107871. this._joystickPointerPos.x = e.clientX;
  107872. this._joystickPointerPos.y = e.clientY;
  107873. this._deltaJoystickVector = this._joystickPointerPos.clone();
  107874. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  107875. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  107876. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  107877. switch (this._axisTargetedByLeftAndRight) {
  107878. case JoystickAxis.X:
  107879. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  107880. break;
  107881. case JoystickAxis.Y:
  107882. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  107883. break;
  107884. case JoystickAxis.Z:
  107885. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  107886. break;
  107887. }
  107888. var directionUpDown = this.reverseUpDown ? 1 : -1;
  107889. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  107890. switch (this._axisTargetedByUpAndDown) {
  107891. case JoystickAxis.X:
  107892. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  107893. break;
  107894. case JoystickAxis.Y:
  107895. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  107896. break;
  107897. case JoystickAxis.Z:
  107898. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  107899. break;
  107900. }
  107901. }
  107902. else {
  107903. var data = this._touches.get(e.pointerId.toString());
  107904. if (data) {
  107905. data.x = e.clientX;
  107906. data.y = e.clientY;
  107907. }
  107908. }
  107909. };
  107910. VirtualJoystick.prototype._onPointerUp = function (e) {
  107911. if (this._joystickPointerID == e.pointerId) {
  107912. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  107913. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  107914. this._joystickPointerID = -1;
  107915. this.pressed = false;
  107916. }
  107917. else {
  107918. var touch = this._touches.get(e.pointerId.toString());
  107919. if (touch) {
  107920. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  107921. }
  107922. }
  107923. this._deltaJoystickVector.x = 0;
  107924. this._deltaJoystickVector.y = 0;
  107925. this._touches.remove(e.pointerId.toString());
  107926. };
  107927. /**
  107928. * Change the color of the virtual joystick
  107929. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  107930. */
  107931. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  107932. this._joystickColor = newColor;
  107933. };
  107934. /**
  107935. * Defines a callback to call when the joystick is touched
  107936. * @param action defines the callback
  107937. */
  107938. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  107939. this._action = action;
  107940. };
  107941. /**
  107942. * Defines which axis you'd like to control for left & right
  107943. * @param axis defines the axis to use
  107944. */
  107945. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  107946. switch (axis) {
  107947. case JoystickAxis.X:
  107948. case JoystickAxis.Y:
  107949. case JoystickAxis.Z:
  107950. this._axisTargetedByLeftAndRight = axis;
  107951. break;
  107952. default:
  107953. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  107954. break;
  107955. }
  107956. };
  107957. /**
  107958. * Defines which axis you'd like to control for up & down
  107959. * @param axis defines the axis to use
  107960. */
  107961. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  107962. switch (axis) {
  107963. case JoystickAxis.X:
  107964. case JoystickAxis.Y:
  107965. case JoystickAxis.Z:
  107966. this._axisTargetedByUpAndDown = axis;
  107967. break;
  107968. default:
  107969. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  107970. break;
  107971. }
  107972. };
  107973. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  107974. var _this = this;
  107975. if (this.pressed) {
  107976. this._touches.forEach(function (key, touch) {
  107977. if (touch.pointerId === _this._joystickPointerID) {
  107978. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  107979. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  107980. VirtualJoystick.vjCanvasContext.beginPath();
  107981. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  107982. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107983. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  107984. VirtualJoystick.vjCanvasContext.stroke();
  107985. VirtualJoystick.vjCanvasContext.closePath();
  107986. VirtualJoystick.vjCanvasContext.beginPath();
  107987. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107988. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  107989. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  107990. VirtualJoystick.vjCanvasContext.stroke();
  107991. VirtualJoystick.vjCanvasContext.closePath();
  107992. VirtualJoystick.vjCanvasContext.beginPath();
  107993. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  107994. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  107995. VirtualJoystick.vjCanvasContext.stroke();
  107996. VirtualJoystick.vjCanvasContext.closePath();
  107997. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  107998. }
  107999. else {
  108000. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108001. VirtualJoystick.vjCanvasContext.beginPath();
  108002. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  108003. VirtualJoystick.vjCanvasContext.beginPath();
  108004. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  108005. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108006. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  108007. VirtualJoystick.vjCanvasContext.stroke();
  108008. VirtualJoystick.vjCanvasContext.closePath();
  108009. touch.prevX = touch.x;
  108010. touch.prevY = touch.y;
  108011. }
  108012. });
  108013. }
  108014. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108015. };
  108016. /**
  108017. * Release internal HTML canvas
  108018. */
  108019. VirtualJoystick.prototype.releaseCanvas = function () {
  108020. if (VirtualJoystick.vjCanvas) {
  108021. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  108022. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  108023. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  108024. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  108025. window.removeEventListener("resize", this._onResize);
  108026. document.body.removeChild(VirtualJoystick.vjCanvas);
  108027. VirtualJoystick.vjCanvas = null;
  108028. }
  108029. };
  108030. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  108031. VirtualJoystick._globalJoystickIndex = 0;
  108032. return VirtualJoystick;
  108033. }());
  108034. BABYLON.VirtualJoystick = VirtualJoystick;
  108035. })(BABYLON || (BABYLON = {}));
  108036. //# sourceMappingURL=babylon.virtualJoystick.js.map
  108037. var BABYLON;
  108038. (function (BABYLON) {
  108039. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  108040. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  108041. });
  108042. /**
  108043. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  108044. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108045. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108046. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108047. */
  108048. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  108049. __extends(VirtualJoysticksCamera, _super);
  108050. /**
  108051. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  108052. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108053. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108054. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108055. * @param name Define the name of the camera in the scene
  108056. * @param position Define the start position of the camera in the scene
  108057. * @param scene Define the scene the camera belongs to
  108058. */
  108059. function VirtualJoysticksCamera(name, position, scene) {
  108060. var _this = _super.call(this, name, position, scene) || this;
  108061. _this.inputs.addVirtualJoystick();
  108062. return _this;
  108063. }
  108064. /**
  108065. * Gets the current object class name.
  108066. * @return the class name
  108067. */
  108068. VirtualJoysticksCamera.prototype.getClassName = function () {
  108069. return "VirtualJoysticksCamera";
  108070. };
  108071. return VirtualJoysticksCamera;
  108072. }(BABYLON.FreeCamera));
  108073. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  108074. })(BABYLON || (BABYLON = {}));
  108075. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  108076. var BABYLON;
  108077. (function (BABYLON) {
  108078. /**
  108079. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  108080. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  108081. */
  108082. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  108083. function FreeCameraVirtualJoystickInput() {
  108084. }
  108085. /**
  108086. * Gets the left stick of the virtual joystick.
  108087. * @returns The virtual Joystick
  108088. */
  108089. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  108090. return this._leftjoystick;
  108091. };
  108092. /**
  108093. * Gets the right stick of the virtual joystick.
  108094. * @returns The virtual Joystick
  108095. */
  108096. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  108097. return this._rightjoystick;
  108098. };
  108099. /**
  108100. * Update the current camera state depending on the inputs that have been used this frame.
  108101. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  108102. */
  108103. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  108104. if (this._leftjoystick) {
  108105. var camera = this.camera;
  108106. var speed = camera._computeLocalCameraSpeed() * 50;
  108107. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  108108. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  108109. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  108110. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  108111. if (!this._leftjoystick.pressed) {
  108112. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  108113. }
  108114. if (!this._rightjoystick.pressed) {
  108115. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  108116. }
  108117. }
  108118. };
  108119. /**
  108120. * Attach the input controls to a specific dom element to get the input from.
  108121. * @param element Defines the element the controls should be listened from
  108122. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  108123. */
  108124. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  108125. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  108126. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  108127. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  108128. this._leftjoystick.setJoystickSensibility(0.15);
  108129. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  108130. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  108131. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  108132. this._rightjoystick.reverseUpDown = true;
  108133. this._rightjoystick.setJoystickSensibility(0.05);
  108134. this._rightjoystick.setJoystickColor("yellow");
  108135. };
  108136. /**
  108137. * Detach the current controls from the specified dom element.
  108138. * @param element Defines the element to stop listening the inputs from
  108139. */
  108140. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  108141. this._leftjoystick.releaseCanvas();
  108142. this._rightjoystick.releaseCanvas();
  108143. };
  108144. /**
  108145. * Gets the class name of the current intput.
  108146. * @returns the class name
  108147. */
  108148. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  108149. return "FreeCameraVirtualJoystickInput";
  108150. };
  108151. /**
  108152. * Get the friendly name associated with the input class.
  108153. * @returns the input friendly name
  108154. */
  108155. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  108156. return "virtualJoystick";
  108157. };
  108158. return FreeCameraVirtualJoystickInput;
  108159. }());
  108160. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  108161. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  108162. })(BABYLON || (BABYLON = {}));
  108163. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  108164. var BABYLON;
  108165. (function (BABYLON) {
  108166. /**
  108167. * Class used to specify simplification options
  108168. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108169. */
  108170. var SimplificationSettings = /** @class */ (function () {
  108171. /**
  108172. * Creates a SimplificationSettings
  108173. * @param quality expected quality
  108174. * @param distance distance when this optimized version should be used
  108175. * @param optimizeMesh already optimized mesh
  108176. */
  108177. function SimplificationSettings(
  108178. /** expected quality */
  108179. quality,
  108180. /** distance when this optimized version should be used */
  108181. distance,
  108182. /** already optimized mesh */
  108183. optimizeMesh) {
  108184. this.quality = quality;
  108185. this.distance = distance;
  108186. this.optimizeMesh = optimizeMesh;
  108187. }
  108188. return SimplificationSettings;
  108189. }());
  108190. BABYLON.SimplificationSettings = SimplificationSettings;
  108191. /**
  108192. * Queue used to order the simplification tasks
  108193. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108194. */
  108195. var SimplificationQueue = /** @class */ (function () {
  108196. /**
  108197. * Creates a new queue
  108198. */
  108199. function SimplificationQueue() {
  108200. this.running = false;
  108201. this._simplificationArray = [];
  108202. }
  108203. /**
  108204. * Adds a new simplification task
  108205. * @param task defines a task to add
  108206. */
  108207. SimplificationQueue.prototype.addTask = function (task) {
  108208. this._simplificationArray.push(task);
  108209. };
  108210. /**
  108211. * Execute next task
  108212. */
  108213. SimplificationQueue.prototype.executeNext = function () {
  108214. var task = this._simplificationArray.pop();
  108215. if (task) {
  108216. this.running = true;
  108217. this.runSimplification(task);
  108218. }
  108219. else {
  108220. this.running = false;
  108221. }
  108222. };
  108223. /**
  108224. * Execute a simplification task
  108225. * @param task defines the task to run
  108226. */
  108227. SimplificationQueue.prototype.runSimplification = function (task) {
  108228. var _this = this;
  108229. if (task.parallelProcessing) {
  108230. //parallel simplifier
  108231. task.settings.forEach(function (setting) {
  108232. var simplifier = _this.getSimplifier(task);
  108233. simplifier.simplify(setting, function (newMesh) {
  108234. task.mesh.addLODLevel(setting.distance, newMesh);
  108235. newMesh.isVisible = true;
  108236. //check if it is the last
  108237. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  108238. //all done, run the success callback.
  108239. task.successCallback();
  108240. }
  108241. _this.executeNext();
  108242. });
  108243. });
  108244. }
  108245. else {
  108246. //single simplifier.
  108247. var simplifier = this.getSimplifier(task);
  108248. var runDecimation = function (setting, callback) {
  108249. simplifier.simplify(setting, function (newMesh) {
  108250. task.mesh.addLODLevel(setting.distance, newMesh);
  108251. newMesh.isVisible = true;
  108252. //run the next quality level
  108253. callback();
  108254. });
  108255. };
  108256. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  108257. runDecimation(task.settings[loop.index], function () {
  108258. loop.executeNext();
  108259. });
  108260. }, function () {
  108261. //execution ended, run the success callback.
  108262. if (task.successCallback) {
  108263. task.successCallback();
  108264. }
  108265. _this.executeNext();
  108266. });
  108267. }
  108268. };
  108269. SimplificationQueue.prototype.getSimplifier = function (task) {
  108270. switch (task.simplificationType) {
  108271. case SimplificationType.QUADRATIC:
  108272. default:
  108273. return new QuadraticErrorSimplification(task.mesh);
  108274. }
  108275. };
  108276. return SimplificationQueue;
  108277. }());
  108278. BABYLON.SimplificationQueue = SimplificationQueue;
  108279. /**
  108280. * The implemented types of simplification
  108281. * At the moment only Quadratic Error Decimation is implemented
  108282. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108283. */
  108284. var SimplificationType;
  108285. (function (SimplificationType) {
  108286. /** Quadratic error decimation */
  108287. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  108288. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  108289. var DecimationTriangle = /** @class */ (function () {
  108290. function DecimationTriangle(vertices) {
  108291. this.vertices = vertices;
  108292. this.error = new Array(4);
  108293. this.deleted = false;
  108294. this.isDirty = false;
  108295. this.deletePending = false;
  108296. this.borderFactor = 0;
  108297. }
  108298. return DecimationTriangle;
  108299. }());
  108300. var DecimationVertex = /** @class */ (function () {
  108301. function DecimationVertex(position, id) {
  108302. this.position = position;
  108303. this.id = id;
  108304. this.isBorder = true;
  108305. this.q = new QuadraticMatrix();
  108306. this.triangleCount = 0;
  108307. this.triangleStart = 0;
  108308. this.originalOffsets = [];
  108309. }
  108310. DecimationVertex.prototype.updatePosition = function (newPosition) {
  108311. this.position.copyFrom(newPosition);
  108312. };
  108313. return DecimationVertex;
  108314. }());
  108315. var QuadraticMatrix = /** @class */ (function () {
  108316. function QuadraticMatrix(data) {
  108317. this.data = new Array(10);
  108318. for (var i = 0; i < 10; ++i) {
  108319. if (data && data[i]) {
  108320. this.data[i] = data[i];
  108321. }
  108322. else {
  108323. this.data[i] = 0;
  108324. }
  108325. }
  108326. }
  108327. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  108328. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  108329. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  108330. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  108331. return det;
  108332. };
  108333. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  108334. for (var i = 0; i < 10; ++i) {
  108335. this.data[i] += matrix.data[i];
  108336. }
  108337. };
  108338. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  108339. for (var i = 0; i < 10; ++i) {
  108340. this.data[i] += data[i];
  108341. }
  108342. };
  108343. QuadraticMatrix.prototype.add = function (matrix) {
  108344. var m = new QuadraticMatrix();
  108345. for (var i = 0; i < 10; ++i) {
  108346. m.data[i] = this.data[i] + matrix.data[i];
  108347. }
  108348. return m;
  108349. };
  108350. QuadraticMatrix.FromData = function (a, b, c, d) {
  108351. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  108352. };
  108353. //returning an array to avoid garbage collection
  108354. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  108355. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  108356. };
  108357. return QuadraticMatrix;
  108358. }());
  108359. var Reference = /** @class */ (function () {
  108360. function Reference(vertexId, triangleId) {
  108361. this.vertexId = vertexId;
  108362. this.triangleId = triangleId;
  108363. }
  108364. return Reference;
  108365. }());
  108366. /**
  108367. * An implementation of the Quadratic Error simplification algorithm.
  108368. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  108369. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  108370. * @author RaananW
  108371. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108372. */
  108373. var QuadraticErrorSimplification = /** @class */ (function () {
  108374. function QuadraticErrorSimplification(_mesh) {
  108375. this._mesh = _mesh;
  108376. this.syncIterations = 5000;
  108377. this.aggressiveness = 7;
  108378. this.decimationIterations = 100;
  108379. this.boundingBoxEpsilon = BABYLON.Epsilon;
  108380. }
  108381. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  108382. var _this = this;
  108383. this.initDecimatedMesh();
  108384. //iterating through the submeshes array, one after the other.
  108385. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  108386. _this.initWithMesh(loop.index, function () {
  108387. _this.runDecimation(settings, loop.index, function () {
  108388. loop.executeNext();
  108389. });
  108390. }, settings.optimizeMesh);
  108391. }, function () {
  108392. setTimeout(function () {
  108393. successCallback(_this._reconstructedMesh);
  108394. }, 0);
  108395. });
  108396. };
  108397. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  108398. var _this = this;
  108399. var targetCount = ~~(this.triangles.length * settings.quality);
  108400. var deletedTriangles = 0;
  108401. var triangleCount = this.triangles.length;
  108402. var iterationFunction = function (iteration, callback) {
  108403. setTimeout(function () {
  108404. if (iteration % 5 === 0) {
  108405. _this.updateMesh(iteration === 0);
  108406. }
  108407. for (var i = 0; i < _this.triangles.length; ++i) {
  108408. _this.triangles[i].isDirty = false;
  108409. }
  108410. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  108411. var trianglesIterator = function (i) {
  108412. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  108413. var t = _this.triangles[tIdx];
  108414. if (!t) {
  108415. return;
  108416. }
  108417. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  108418. return;
  108419. }
  108420. for (var j = 0; j < 3; ++j) {
  108421. if (t.error[j] < threshold) {
  108422. var deleted0 = [];
  108423. var deleted1 = [];
  108424. var v0 = t.vertices[j];
  108425. var v1 = t.vertices[(j + 1) % 3];
  108426. if (v0.isBorder || v1.isBorder) {
  108427. continue;
  108428. }
  108429. var p = BABYLON.Vector3.Zero();
  108430. var n = BABYLON.Vector3.Zero();
  108431. var uv = BABYLON.Vector2.Zero();
  108432. var color = new BABYLON.Color4(0, 0, 0, 1);
  108433. _this.calculateError(v0, v1, p, n, uv, color);
  108434. var delTr = new Array();
  108435. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  108436. continue;
  108437. }
  108438. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  108439. continue;
  108440. }
  108441. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  108442. continue;
  108443. }
  108444. var uniqueArray = new Array();
  108445. delTr.forEach(function (deletedT) {
  108446. if (uniqueArray.indexOf(deletedT) === -1) {
  108447. deletedT.deletePending = true;
  108448. uniqueArray.push(deletedT);
  108449. }
  108450. });
  108451. if (uniqueArray.length % 2 !== 0) {
  108452. continue;
  108453. }
  108454. v0.q = v1.q.add(v0.q);
  108455. v0.updatePosition(p);
  108456. var tStart = _this.references.length;
  108457. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  108458. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  108459. var tCount = _this.references.length - tStart;
  108460. if (tCount <= v0.triangleCount) {
  108461. if (tCount) {
  108462. for (var c = 0; c < tCount; c++) {
  108463. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  108464. }
  108465. }
  108466. }
  108467. else {
  108468. v0.triangleStart = tStart;
  108469. }
  108470. v0.triangleCount = tCount;
  108471. break;
  108472. }
  108473. }
  108474. };
  108475. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  108476. }, 0);
  108477. };
  108478. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  108479. if (triangleCount - deletedTriangles <= targetCount) {
  108480. loop.breakLoop();
  108481. }
  108482. else {
  108483. iterationFunction(loop.index, function () {
  108484. loop.executeNext();
  108485. });
  108486. }
  108487. }, function () {
  108488. setTimeout(function () {
  108489. //reconstruct this part of the mesh
  108490. _this.reconstructMesh(submeshIndex);
  108491. successCallback();
  108492. }, 0);
  108493. });
  108494. };
  108495. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  108496. var _this = this;
  108497. this.vertices = [];
  108498. this.triangles = [];
  108499. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  108500. var indices = this._mesh.getIndices();
  108501. var submesh = this._mesh.subMeshes[submeshIndex];
  108502. var findInVertices = function (positionToSearch) {
  108503. if (optimizeMesh) {
  108504. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  108505. if (_this.vertices[ii].position.equals(positionToSearch)) {
  108506. return _this.vertices[ii];
  108507. }
  108508. }
  108509. }
  108510. return null;
  108511. };
  108512. var vertexReferences = [];
  108513. var vertexInit = function (i) {
  108514. if (!positionData) {
  108515. return;
  108516. }
  108517. var offset = i + submesh.verticesStart;
  108518. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  108519. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  108520. vertex.originalOffsets.push(offset);
  108521. if (vertex.id === _this.vertices.length) {
  108522. _this.vertices.push(vertex);
  108523. }
  108524. vertexReferences.push(vertex.id);
  108525. };
  108526. //var totalVertices = mesh.getTotalVertices();
  108527. var totalVertices = submesh.verticesCount;
  108528. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  108529. var indicesInit = function (i) {
  108530. if (!indices) {
  108531. return;
  108532. }
  108533. var offset = (submesh.indexStart / 3) + i;
  108534. var pos = (offset * 3);
  108535. var i0 = indices[pos + 0];
  108536. var i1 = indices[pos + 1];
  108537. var i2 = indices[pos + 2];
  108538. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  108539. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  108540. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  108541. var triangle = new DecimationTriangle([v0, v1, v2]);
  108542. triangle.originalOffset = pos;
  108543. _this.triangles.push(triangle);
  108544. };
  108545. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  108546. _this.init(callback);
  108547. });
  108548. });
  108549. };
  108550. QuadraticErrorSimplification.prototype.init = function (callback) {
  108551. var _this = this;
  108552. var triangleInit1 = function (i) {
  108553. var t = _this.triangles[i];
  108554. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  108555. for (var j = 0; j < 3; j++) {
  108556. 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))));
  108557. }
  108558. };
  108559. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  108560. var triangleInit2 = function (i) {
  108561. var t = _this.triangles[i];
  108562. for (var j = 0; j < 3; ++j) {
  108563. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  108564. }
  108565. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108566. };
  108567. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  108568. callback();
  108569. });
  108570. });
  108571. };
  108572. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  108573. var newTriangles = [];
  108574. var i;
  108575. for (i = 0; i < this.vertices.length; ++i) {
  108576. this.vertices[i].triangleCount = 0;
  108577. }
  108578. var t;
  108579. var j;
  108580. for (i = 0; i < this.triangles.length; ++i) {
  108581. if (!this.triangles[i].deleted) {
  108582. t = this.triangles[i];
  108583. for (j = 0; j < 3; ++j) {
  108584. t.vertices[j].triangleCount = 1;
  108585. }
  108586. newTriangles.push(t);
  108587. }
  108588. }
  108589. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  108590. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  108591. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  108592. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  108593. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  108594. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  108595. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  108596. var vertexCount = 0;
  108597. for (i = 0; i < this.vertices.length; ++i) {
  108598. var vertex = this.vertices[i];
  108599. vertex.id = vertexCount;
  108600. if (vertex.triangleCount) {
  108601. vertex.originalOffsets.forEach(function (originalOffset) {
  108602. if (!normalData) {
  108603. return;
  108604. }
  108605. newPositionData.push(vertex.position.x);
  108606. newPositionData.push(vertex.position.y);
  108607. newPositionData.push(vertex.position.z);
  108608. newNormalData.push(normalData[originalOffset * 3]);
  108609. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  108610. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  108611. if (uvs && uvs.length) {
  108612. newUVsData.push(uvs[(originalOffset * 2)]);
  108613. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  108614. }
  108615. else if (colorsData && colorsData.length) {
  108616. newColorsData.push(colorsData[(originalOffset * 4)]);
  108617. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  108618. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  108619. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  108620. }
  108621. ++vertexCount;
  108622. });
  108623. }
  108624. }
  108625. var startingIndex = this._reconstructedMesh.getTotalIndices();
  108626. var startingVertex = this._reconstructedMesh.getTotalVertices();
  108627. var submeshesArray = this._reconstructedMesh.subMeshes;
  108628. this._reconstructedMesh.subMeshes = [];
  108629. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  108630. var originalIndices = this._mesh.getIndices();
  108631. for (i = 0; i < newTriangles.length; ++i) {
  108632. t = newTriangles[i]; //now get the new referencing point for each vertex
  108633. [0, 1, 2].forEach(function (idx) {
  108634. var id = originalIndices[t.originalOffset + idx];
  108635. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  108636. if (offset < 0) {
  108637. offset = 0;
  108638. }
  108639. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  108640. });
  108641. }
  108642. //overwriting the old vertex buffers and indices.
  108643. this._reconstructedMesh.setIndices(newIndicesArray);
  108644. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  108645. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  108646. if (newUVsData.length > 0) {
  108647. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  108648. }
  108649. if (newColorsData.length > 0) {
  108650. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  108651. }
  108652. //create submesh
  108653. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  108654. if (submeshIndex > 0) {
  108655. this._reconstructedMesh.subMeshes = [];
  108656. submeshesArray.forEach(function (submesh) {
  108657. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  108658. });
  108659. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  108660. }
  108661. };
  108662. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  108663. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  108664. this._reconstructedMesh.material = this._mesh.material;
  108665. this._reconstructedMesh.parent = this._mesh.parent;
  108666. this._reconstructedMesh.isVisible = false;
  108667. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  108668. };
  108669. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  108670. for (var i = 0; i < vertex1.triangleCount; ++i) {
  108671. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  108672. if (t.deleted) {
  108673. continue;
  108674. }
  108675. var s = this.references[vertex1.triangleStart + i].vertexId;
  108676. var v1 = t.vertices[(s + 1) % 3];
  108677. var v2 = t.vertices[(s + 2) % 3];
  108678. if ((v1 === vertex2 || v2 === vertex2)) {
  108679. deletedArray[i] = true;
  108680. delTr.push(t);
  108681. continue;
  108682. }
  108683. var d1 = v1.position.subtract(point);
  108684. d1 = d1.normalize();
  108685. var d2 = v2.position.subtract(point);
  108686. d2 = d2.normalize();
  108687. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  108688. return true;
  108689. }
  108690. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  108691. deletedArray[i] = false;
  108692. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  108693. return true;
  108694. }
  108695. }
  108696. return false;
  108697. };
  108698. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  108699. var newDeleted = deletedTriangles;
  108700. for (var i = 0; i < vertex.triangleCount; ++i) {
  108701. var ref = this.references[vertex.triangleStart + i];
  108702. var t = this.triangles[ref.triangleId];
  108703. if (t.deleted) {
  108704. continue;
  108705. }
  108706. if (deletedArray[i] && t.deletePending) {
  108707. t.deleted = true;
  108708. newDeleted++;
  108709. continue;
  108710. }
  108711. t.vertices[ref.vertexId] = origVertex;
  108712. t.isDirty = true;
  108713. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  108714. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  108715. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  108716. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108717. this.references.push(ref);
  108718. }
  108719. return newDeleted;
  108720. };
  108721. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  108722. for (var i = 0; i < this.vertices.length; ++i) {
  108723. var vCount = [];
  108724. var vId = [];
  108725. var v = this.vertices[i];
  108726. var j;
  108727. for (j = 0; j < v.triangleCount; ++j) {
  108728. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  108729. for (var ii = 0; ii < 3; ii++) {
  108730. var ofs = 0;
  108731. var vv = triangle.vertices[ii];
  108732. while (ofs < vCount.length) {
  108733. if (vId[ofs] === vv.id) {
  108734. break;
  108735. }
  108736. ++ofs;
  108737. }
  108738. if (ofs === vCount.length) {
  108739. vCount.push(1);
  108740. vId.push(vv.id);
  108741. }
  108742. else {
  108743. vCount[ofs]++;
  108744. }
  108745. }
  108746. }
  108747. for (j = 0; j < vCount.length; ++j) {
  108748. if (vCount[j] === 1) {
  108749. this.vertices[vId[j]].isBorder = true;
  108750. }
  108751. else {
  108752. this.vertices[vId[j]].isBorder = false;
  108753. }
  108754. }
  108755. }
  108756. };
  108757. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  108758. if (identifyBorders === void 0) { identifyBorders = false; }
  108759. var i;
  108760. if (!identifyBorders) {
  108761. var newTrianglesVector = [];
  108762. for (i = 0; i < this.triangles.length; ++i) {
  108763. if (!this.triangles[i].deleted) {
  108764. newTrianglesVector.push(this.triangles[i]);
  108765. }
  108766. }
  108767. this.triangles = newTrianglesVector;
  108768. }
  108769. for (i = 0; i < this.vertices.length; ++i) {
  108770. this.vertices[i].triangleCount = 0;
  108771. this.vertices[i].triangleStart = 0;
  108772. }
  108773. var t;
  108774. var j;
  108775. var v;
  108776. for (i = 0; i < this.triangles.length; ++i) {
  108777. t = this.triangles[i];
  108778. for (j = 0; j < 3; ++j) {
  108779. v = t.vertices[j];
  108780. v.triangleCount++;
  108781. }
  108782. }
  108783. var tStart = 0;
  108784. for (i = 0; i < this.vertices.length; ++i) {
  108785. this.vertices[i].triangleStart = tStart;
  108786. tStart += this.vertices[i].triangleCount;
  108787. this.vertices[i].triangleCount = 0;
  108788. }
  108789. var newReferences = new Array(this.triangles.length * 3);
  108790. for (i = 0; i < this.triangles.length; ++i) {
  108791. t = this.triangles[i];
  108792. for (j = 0; j < 3; ++j) {
  108793. v = t.vertices[j];
  108794. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  108795. v.triangleCount++;
  108796. }
  108797. }
  108798. this.references = newReferences;
  108799. if (identifyBorders) {
  108800. this.identifyBorder();
  108801. }
  108802. };
  108803. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  108804. var x = point.x;
  108805. var y = point.y;
  108806. var z = point.z;
  108807. 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
  108808. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  108809. };
  108810. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  108811. var q = vertex1.q.add(vertex2.q);
  108812. var border = vertex1.isBorder && vertex2.isBorder;
  108813. var error = 0;
  108814. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  108815. if (qDet !== 0 && !border) {
  108816. if (!pointResult) {
  108817. pointResult = BABYLON.Vector3.Zero();
  108818. }
  108819. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  108820. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  108821. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  108822. error = this.vertexError(q, pointResult);
  108823. }
  108824. else {
  108825. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  108826. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  108827. var error1 = this.vertexError(q, vertex1.position);
  108828. var error2 = this.vertexError(q, vertex2.position);
  108829. var error3 = this.vertexError(q, p3);
  108830. error = Math.min(error1, error2, error3);
  108831. if (error === error1) {
  108832. if (pointResult) {
  108833. pointResult.copyFrom(vertex1.position);
  108834. }
  108835. }
  108836. else if (error === error2) {
  108837. if (pointResult) {
  108838. pointResult.copyFrom(vertex2.position);
  108839. }
  108840. }
  108841. else {
  108842. if (pointResult) {
  108843. pointResult.copyFrom(p3);
  108844. }
  108845. }
  108846. }
  108847. return error;
  108848. };
  108849. return QuadraticErrorSimplification;
  108850. }());
  108851. })(BABYLON || (BABYLON = {}));
  108852. //# sourceMappingURL=babylon.meshSimplification.js.map
  108853. var BABYLON;
  108854. (function (BABYLON) {
  108855. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  108856. get: function () {
  108857. if (!this._simplificationQueue) {
  108858. this._simplificationQueue = new BABYLON.SimplificationQueue();
  108859. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  108860. if (!component) {
  108861. component = new SimplicationQueueSceneComponent(this);
  108862. this._addComponent(component);
  108863. }
  108864. }
  108865. return this._simplificationQueue;
  108866. },
  108867. set: function (value) {
  108868. this._simplificationQueue = value;
  108869. },
  108870. enumerable: true,
  108871. configurable: true
  108872. });
  108873. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  108874. if (parallelProcessing === void 0) { parallelProcessing = true; }
  108875. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  108876. this.getScene().simplificationQueue.addTask({
  108877. settings: settings,
  108878. parallelProcessing: parallelProcessing,
  108879. mesh: this,
  108880. simplificationType: simplificationType,
  108881. successCallback: successCallback
  108882. });
  108883. return this;
  108884. };
  108885. /**
  108886. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  108887. * created in a scene
  108888. */
  108889. var SimplicationQueueSceneComponent = /** @class */ (function () {
  108890. /**
  108891. * Creates a new instance of the component for the given scene
  108892. * @param scene Defines the scene to register the component in
  108893. */
  108894. function SimplicationQueueSceneComponent(scene) {
  108895. /**
  108896. * The component name helpfull to identify the component in the list of scene components.
  108897. */
  108898. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  108899. this.scene = scene;
  108900. }
  108901. /**
  108902. * Registers the component in a given scene
  108903. */
  108904. SimplicationQueueSceneComponent.prototype.register = function () {
  108905. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  108906. };
  108907. /**
  108908. * Rebuilds the elements related to this component in case of
  108909. * context lost for instance.
  108910. */
  108911. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  108912. // Nothing to do for this component
  108913. };
  108914. /**
  108915. * Disposes the component and the associated ressources
  108916. */
  108917. SimplicationQueueSceneComponent.prototype.dispose = function () {
  108918. // Nothing to do for this component
  108919. };
  108920. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  108921. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  108922. this.scene._simplificationQueue.executeNext();
  108923. }
  108924. };
  108925. return SimplicationQueueSceneComponent;
  108926. }());
  108927. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  108928. })(BABYLON || (BABYLON = {}));
  108929. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  108930. var BABYLON;
  108931. (function (BABYLON) {
  108932. /**
  108933. * Class used to represent a specific level of detail of a mesh
  108934. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  108935. */
  108936. var MeshLODLevel = /** @class */ (function () {
  108937. /**
  108938. * Creates a new LOD level
  108939. * @param distance defines the distance where this level should star being displayed
  108940. * @param mesh defines the mesh to use to render this level
  108941. */
  108942. function MeshLODLevel(
  108943. /** Defines the distance where this level should star being displayed */
  108944. distance,
  108945. /** Defines the mesh to use to render this level */
  108946. mesh) {
  108947. this.distance = distance;
  108948. this.mesh = mesh;
  108949. }
  108950. return MeshLODLevel;
  108951. }());
  108952. BABYLON.MeshLODLevel = MeshLODLevel;
  108953. })(BABYLON || (BABYLON = {}));
  108954. //# sourceMappingURL=babylon.meshLODLevel.js.map
  108955. var BABYLON;
  108956. (function (BABYLON) {
  108957. /**
  108958. * Defines the root class used to create scene optimization to use with SceneOptimizer
  108959. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108960. */
  108961. var SceneOptimization = /** @class */ (function () {
  108962. /**
  108963. * Creates the SceneOptimization object
  108964. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  108965. * @param desc defines the description associated with the optimization
  108966. */
  108967. function SceneOptimization(
  108968. /**
  108969. * Defines the priority of this optimization (0 by default which means first in the list)
  108970. */
  108971. priority) {
  108972. if (priority === void 0) { priority = 0; }
  108973. this.priority = priority;
  108974. }
  108975. /**
  108976. * Gets a string describing the action executed by the current optimization
  108977. * @returns description string
  108978. */
  108979. SceneOptimization.prototype.getDescription = function () {
  108980. return "";
  108981. };
  108982. /**
  108983. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  108984. * @param scene defines the current scene where to apply this optimization
  108985. * @param optimizer defines the current optimizer
  108986. * @returns true if everything that can be done was applied
  108987. */
  108988. SceneOptimization.prototype.apply = function (scene, optimizer) {
  108989. return true;
  108990. };
  108991. return SceneOptimization;
  108992. }());
  108993. BABYLON.SceneOptimization = SceneOptimization;
  108994. /**
  108995. * Defines an optimization used to reduce the size of render target textures
  108996. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  108997. */
  108998. var TextureOptimization = /** @class */ (function (_super) {
  108999. __extends(TextureOptimization, _super);
  109000. /**
  109001. * Creates the TextureOptimization object
  109002. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109003. * @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
  109004. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109005. */
  109006. function TextureOptimization(
  109007. /**
  109008. * Defines the priority of this optimization (0 by default which means first in the list)
  109009. */
  109010. priority,
  109011. /**
  109012. * 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
  109013. */
  109014. maximumSize,
  109015. /**
  109016. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109017. */
  109018. step) {
  109019. if (priority === void 0) { priority = 0; }
  109020. if (maximumSize === void 0) { maximumSize = 1024; }
  109021. if (step === void 0) { step = 0.5; }
  109022. var _this = _super.call(this, priority) || this;
  109023. _this.priority = priority;
  109024. _this.maximumSize = maximumSize;
  109025. _this.step = step;
  109026. return _this;
  109027. }
  109028. /**
  109029. * Gets a string describing the action executed by the current optimization
  109030. * @returns description string
  109031. */
  109032. TextureOptimization.prototype.getDescription = function () {
  109033. return "Reducing render target texture size to " + this.maximumSize;
  109034. };
  109035. /**
  109036. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109037. * @param scene defines the current scene where to apply this optimization
  109038. * @param optimizer defines the current optimizer
  109039. * @returns true if everything that can be done was applied
  109040. */
  109041. TextureOptimization.prototype.apply = function (scene, optimizer) {
  109042. var allDone = true;
  109043. for (var index = 0; index < scene.textures.length; index++) {
  109044. var texture = scene.textures[index];
  109045. if (!texture.canRescale || texture.getContext) {
  109046. continue;
  109047. }
  109048. var currentSize = texture.getSize();
  109049. var maxDimension = Math.max(currentSize.width, currentSize.height);
  109050. if (maxDimension > this.maximumSize) {
  109051. texture.scale(this.step);
  109052. allDone = false;
  109053. }
  109054. }
  109055. return allDone;
  109056. };
  109057. return TextureOptimization;
  109058. }(SceneOptimization));
  109059. BABYLON.TextureOptimization = TextureOptimization;
  109060. /**
  109061. * Defines an optimization used to increase or decrease the rendering resolution
  109062. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109063. */
  109064. var HardwareScalingOptimization = /** @class */ (function (_super) {
  109065. __extends(HardwareScalingOptimization, _super);
  109066. /**
  109067. * Creates the HardwareScalingOptimization object
  109068. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109069. * @param maximumScale defines the maximum scale to use (2 by default)
  109070. * @param step defines the step to use between two passes (0.5 by default)
  109071. */
  109072. function HardwareScalingOptimization(
  109073. /**
  109074. * Defines the priority of this optimization (0 by default which means first in the list)
  109075. */
  109076. priority,
  109077. /**
  109078. * Defines the maximum scale to use (2 by default)
  109079. */
  109080. maximumScale,
  109081. /**
  109082. * Defines the step to use between two passes (0.5 by default)
  109083. */
  109084. step) {
  109085. if (priority === void 0) { priority = 0; }
  109086. if (maximumScale === void 0) { maximumScale = 2; }
  109087. if (step === void 0) { step = 0.25; }
  109088. var _this = _super.call(this, priority) || this;
  109089. _this.priority = priority;
  109090. _this.maximumScale = maximumScale;
  109091. _this.step = step;
  109092. _this._currentScale = -1;
  109093. _this._directionOffset = 1;
  109094. return _this;
  109095. }
  109096. /**
  109097. * Gets a string describing the action executed by the current optimization
  109098. * @return description string
  109099. */
  109100. HardwareScalingOptimization.prototype.getDescription = function () {
  109101. return "Setting hardware scaling level to " + this._currentScale;
  109102. };
  109103. /**
  109104. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109105. * @param scene defines the current scene where to apply this optimization
  109106. * @param optimizer defines the current optimizer
  109107. * @returns true if everything that can be done was applied
  109108. */
  109109. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  109110. if (this._currentScale === -1) {
  109111. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  109112. if (this._currentScale > this.maximumScale) {
  109113. this._directionOffset = -1;
  109114. }
  109115. }
  109116. this._currentScale += this._directionOffset * this.step;
  109117. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  109118. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  109119. };
  109120. return HardwareScalingOptimization;
  109121. }(SceneOptimization));
  109122. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  109123. /**
  109124. * Defines an optimization used to remove shadows
  109125. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109126. */
  109127. var ShadowsOptimization = /** @class */ (function (_super) {
  109128. __extends(ShadowsOptimization, _super);
  109129. function ShadowsOptimization() {
  109130. return _super !== null && _super.apply(this, arguments) || this;
  109131. }
  109132. /**
  109133. * Gets a string describing the action executed by the current optimization
  109134. * @return description string
  109135. */
  109136. ShadowsOptimization.prototype.getDescription = function () {
  109137. return "Turning shadows on/off";
  109138. };
  109139. /**
  109140. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109141. * @param scene defines the current scene where to apply this optimization
  109142. * @param optimizer defines the current optimizer
  109143. * @returns true if everything that can be done was applied
  109144. */
  109145. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  109146. scene.shadowsEnabled = optimizer.isInImprovementMode;
  109147. return true;
  109148. };
  109149. return ShadowsOptimization;
  109150. }(SceneOptimization));
  109151. BABYLON.ShadowsOptimization = ShadowsOptimization;
  109152. /**
  109153. * Defines an optimization used to turn post-processes off
  109154. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109155. */
  109156. var PostProcessesOptimization = /** @class */ (function (_super) {
  109157. __extends(PostProcessesOptimization, _super);
  109158. function PostProcessesOptimization() {
  109159. return _super !== null && _super.apply(this, arguments) || this;
  109160. }
  109161. /**
  109162. * Gets a string describing the action executed by the current optimization
  109163. * @return description string
  109164. */
  109165. PostProcessesOptimization.prototype.getDescription = function () {
  109166. return "Turning post-processes on/off";
  109167. };
  109168. /**
  109169. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109170. * @param scene defines the current scene where to apply this optimization
  109171. * @param optimizer defines the current optimizer
  109172. * @returns true if everything that can be done was applied
  109173. */
  109174. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  109175. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  109176. return true;
  109177. };
  109178. return PostProcessesOptimization;
  109179. }(SceneOptimization));
  109180. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  109181. /**
  109182. * Defines an optimization used to turn lens flares off
  109183. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109184. */
  109185. var LensFlaresOptimization = /** @class */ (function (_super) {
  109186. __extends(LensFlaresOptimization, _super);
  109187. function LensFlaresOptimization() {
  109188. return _super !== null && _super.apply(this, arguments) || this;
  109189. }
  109190. /**
  109191. * Gets a string describing the action executed by the current optimization
  109192. * @return description string
  109193. */
  109194. LensFlaresOptimization.prototype.getDescription = function () {
  109195. return "Turning lens flares on/off";
  109196. };
  109197. /**
  109198. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109199. * @param scene defines the current scene where to apply this optimization
  109200. * @param optimizer defines the current optimizer
  109201. * @returns true if everything that can be done was applied
  109202. */
  109203. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  109204. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  109205. return true;
  109206. };
  109207. return LensFlaresOptimization;
  109208. }(SceneOptimization));
  109209. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  109210. /**
  109211. * Defines an optimization based on user defined callback.
  109212. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109213. */
  109214. var CustomOptimization = /** @class */ (function (_super) {
  109215. __extends(CustomOptimization, _super);
  109216. function CustomOptimization() {
  109217. return _super !== null && _super.apply(this, arguments) || this;
  109218. }
  109219. /**
  109220. * Gets a string describing the action executed by the current optimization
  109221. * @returns description string
  109222. */
  109223. CustomOptimization.prototype.getDescription = function () {
  109224. if (this.onGetDescription) {
  109225. return this.onGetDescription();
  109226. }
  109227. return "Running user defined callback";
  109228. };
  109229. /**
  109230. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109231. * @param scene defines the current scene where to apply this optimization
  109232. * @param optimizer defines the current optimizer
  109233. * @returns true if everything that can be done was applied
  109234. */
  109235. CustomOptimization.prototype.apply = function (scene, optimizer) {
  109236. if (this.onApply) {
  109237. return this.onApply(scene, optimizer);
  109238. }
  109239. return true;
  109240. };
  109241. return CustomOptimization;
  109242. }(SceneOptimization));
  109243. BABYLON.CustomOptimization = CustomOptimization;
  109244. /**
  109245. * Defines an optimization used to turn particles off
  109246. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109247. */
  109248. var ParticlesOptimization = /** @class */ (function (_super) {
  109249. __extends(ParticlesOptimization, _super);
  109250. function ParticlesOptimization() {
  109251. return _super !== null && _super.apply(this, arguments) || this;
  109252. }
  109253. /**
  109254. * Gets a string describing the action executed by the current optimization
  109255. * @return description string
  109256. */
  109257. ParticlesOptimization.prototype.getDescription = function () {
  109258. return "Turning particles on/off";
  109259. };
  109260. /**
  109261. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109262. * @param scene defines the current scene where to apply this optimization
  109263. * @param optimizer defines the current optimizer
  109264. * @returns true if everything that can be done was applied
  109265. */
  109266. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  109267. scene.particlesEnabled = optimizer.isInImprovementMode;
  109268. return true;
  109269. };
  109270. return ParticlesOptimization;
  109271. }(SceneOptimization));
  109272. BABYLON.ParticlesOptimization = ParticlesOptimization;
  109273. /**
  109274. * Defines an optimization used to turn render targets off
  109275. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109276. */
  109277. var RenderTargetsOptimization = /** @class */ (function (_super) {
  109278. __extends(RenderTargetsOptimization, _super);
  109279. function RenderTargetsOptimization() {
  109280. return _super !== null && _super.apply(this, arguments) || this;
  109281. }
  109282. /**
  109283. * Gets a string describing the action executed by the current optimization
  109284. * @return description string
  109285. */
  109286. RenderTargetsOptimization.prototype.getDescription = function () {
  109287. return "Turning render targets off";
  109288. };
  109289. /**
  109290. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109291. * @param scene defines the current scene where to apply this optimization
  109292. * @param optimizer defines the current optimizer
  109293. * @returns true if everything that can be done was applied
  109294. */
  109295. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  109296. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  109297. return true;
  109298. };
  109299. return RenderTargetsOptimization;
  109300. }(SceneOptimization));
  109301. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  109302. /**
  109303. * Defines an optimization used to merge meshes with compatible materials
  109304. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109305. */
  109306. var MergeMeshesOptimization = /** @class */ (function (_super) {
  109307. __extends(MergeMeshesOptimization, _super);
  109308. function MergeMeshesOptimization() {
  109309. var _this = _super !== null && _super.apply(this, arguments) || this;
  109310. _this._canBeMerged = function (abstractMesh) {
  109311. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  109312. return false;
  109313. }
  109314. var mesh = abstractMesh;
  109315. if (mesh.isDisposed()) {
  109316. return false;
  109317. }
  109318. if (!mesh.isVisible || !mesh.isEnabled()) {
  109319. return false;
  109320. }
  109321. if (mesh.instances.length > 0) {
  109322. return false;
  109323. }
  109324. if (mesh.skeleton || mesh.hasLODLevels) {
  109325. return false;
  109326. }
  109327. return true;
  109328. };
  109329. return _this;
  109330. }
  109331. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  109332. /**
  109333. * Gets or sets a boolean which defines if optimization octree has to be updated
  109334. */
  109335. get: function () {
  109336. return MergeMeshesOptimization._UpdateSelectionTree;
  109337. },
  109338. /**
  109339. * Gets or sets a boolean which defines if optimization octree has to be updated
  109340. */
  109341. set: function (value) {
  109342. MergeMeshesOptimization._UpdateSelectionTree = value;
  109343. },
  109344. enumerable: true,
  109345. configurable: true
  109346. });
  109347. /**
  109348. * Gets a string describing the action executed by the current optimization
  109349. * @return description string
  109350. */
  109351. MergeMeshesOptimization.prototype.getDescription = function () {
  109352. return "Merging similar meshes together";
  109353. };
  109354. /**
  109355. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109356. * @param scene defines the current scene where to apply this optimization
  109357. * @param optimizer defines the current optimizer
  109358. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  109359. * @returns true if everything that can be done was applied
  109360. */
  109361. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  109362. var globalPool = scene.meshes.slice(0);
  109363. var globalLength = globalPool.length;
  109364. for (var index = 0; index < globalLength; index++) {
  109365. var currentPool = new Array();
  109366. var current = globalPool[index];
  109367. // Checks
  109368. if (!this._canBeMerged(current)) {
  109369. continue;
  109370. }
  109371. currentPool.push(current);
  109372. // Find compatible meshes
  109373. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  109374. var otherMesh = globalPool[subIndex];
  109375. if (!this._canBeMerged(otherMesh)) {
  109376. continue;
  109377. }
  109378. if (otherMesh.material !== current.material) {
  109379. continue;
  109380. }
  109381. if (otherMesh.checkCollisions !== current.checkCollisions) {
  109382. continue;
  109383. }
  109384. currentPool.push(otherMesh);
  109385. globalLength--;
  109386. globalPool.splice(subIndex, 1);
  109387. subIndex--;
  109388. }
  109389. if (currentPool.length < 2) {
  109390. continue;
  109391. }
  109392. // Merge meshes
  109393. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  109394. }
  109395. // Call the octree system optimization if it is defined.
  109396. var sceneAsAny = scene;
  109397. if (sceneAsAny.createOrUpdateSelectionOctree) {
  109398. if (updateSelectionTree != undefined) {
  109399. if (updateSelectionTree) {
  109400. sceneAsAny.createOrUpdateSelectionOctree();
  109401. }
  109402. }
  109403. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  109404. sceneAsAny.createOrUpdateSelectionOctree();
  109405. }
  109406. }
  109407. return true;
  109408. };
  109409. MergeMeshesOptimization._UpdateSelectionTree = false;
  109410. return MergeMeshesOptimization;
  109411. }(SceneOptimization));
  109412. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  109413. /**
  109414. * Defines a list of options used by SceneOptimizer
  109415. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109416. */
  109417. var SceneOptimizerOptions = /** @class */ (function () {
  109418. /**
  109419. * Creates a new list of options used by SceneOptimizer
  109420. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  109421. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  109422. */
  109423. function SceneOptimizerOptions(
  109424. /**
  109425. * Defines the target frame rate to reach (60 by default)
  109426. */
  109427. targetFrameRate,
  109428. /**
  109429. * Defines the interval between two checkes (2000ms by default)
  109430. */
  109431. trackerDuration) {
  109432. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  109433. if (trackerDuration === void 0) { trackerDuration = 2000; }
  109434. this.targetFrameRate = targetFrameRate;
  109435. this.trackerDuration = trackerDuration;
  109436. /**
  109437. * Gets the list of optimizations to apply
  109438. */
  109439. this.optimizations = new Array();
  109440. }
  109441. /**
  109442. * Add a new optimization
  109443. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  109444. * @returns the current SceneOptimizerOptions
  109445. */
  109446. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  109447. this.optimizations.push(optimization);
  109448. return this;
  109449. };
  109450. /**
  109451. * Add a new custom optimization
  109452. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  109453. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  109454. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109455. * @returns the current SceneOptimizerOptions
  109456. */
  109457. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  109458. if (priority === void 0) { priority = 0; }
  109459. var optimization = new CustomOptimization(priority);
  109460. optimization.onApply = onApply;
  109461. optimization.onGetDescription = onGetDescription;
  109462. this.optimizations.push(optimization);
  109463. return this;
  109464. };
  109465. /**
  109466. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  109467. * @param targetFrameRate defines the target frame rate (60 by default)
  109468. * @returns a SceneOptimizerOptions object
  109469. */
  109470. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  109471. var result = new SceneOptimizerOptions(targetFrameRate);
  109472. var priority = 0;
  109473. result.addOptimization(new MergeMeshesOptimization(priority));
  109474. result.addOptimization(new ShadowsOptimization(priority));
  109475. result.addOptimization(new LensFlaresOptimization(priority));
  109476. // Next priority
  109477. priority++;
  109478. result.addOptimization(new PostProcessesOptimization(priority));
  109479. result.addOptimization(new ParticlesOptimization(priority));
  109480. // Next priority
  109481. priority++;
  109482. result.addOptimization(new TextureOptimization(priority, 1024));
  109483. return result;
  109484. };
  109485. /**
  109486. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  109487. * @param targetFrameRate defines the target frame rate (60 by default)
  109488. * @returns a SceneOptimizerOptions object
  109489. */
  109490. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  109491. var result = new SceneOptimizerOptions(targetFrameRate);
  109492. var priority = 0;
  109493. result.addOptimization(new MergeMeshesOptimization(priority));
  109494. result.addOptimization(new ShadowsOptimization(priority));
  109495. result.addOptimization(new LensFlaresOptimization(priority));
  109496. // Next priority
  109497. priority++;
  109498. result.addOptimization(new PostProcessesOptimization(priority));
  109499. result.addOptimization(new ParticlesOptimization(priority));
  109500. // Next priority
  109501. priority++;
  109502. result.addOptimization(new TextureOptimization(priority, 512));
  109503. // Next priority
  109504. priority++;
  109505. result.addOptimization(new RenderTargetsOptimization(priority));
  109506. // Next priority
  109507. priority++;
  109508. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  109509. return result;
  109510. };
  109511. /**
  109512. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  109513. * @param targetFrameRate defines the target frame rate (60 by default)
  109514. * @returns a SceneOptimizerOptions object
  109515. */
  109516. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  109517. var result = new SceneOptimizerOptions(targetFrameRate);
  109518. var priority = 0;
  109519. result.addOptimization(new MergeMeshesOptimization(priority));
  109520. result.addOptimization(new ShadowsOptimization(priority));
  109521. result.addOptimization(new LensFlaresOptimization(priority));
  109522. // Next priority
  109523. priority++;
  109524. result.addOptimization(new PostProcessesOptimization(priority));
  109525. result.addOptimization(new ParticlesOptimization(priority));
  109526. // Next priority
  109527. priority++;
  109528. result.addOptimization(new TextureOptimization(priority, 256));
  109529. // Next priority
  109530. priority++;
  109531. result.addOptimization(new RenderTargetsOptimization(priority));
  109532. // Next priority
  109533. priority++;
  109534. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  109535. return result;
  109536. };
  109537. return SceneOptimizerOptions;
  109538. }());
  109539. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  109540. /**
  109541. * Class used to run optimizations in order to reach a target frame rate
  109542. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109543. */
  109544. var SceneOptimizer = /** @class */ (function () {
  109545. /**
  109546. * Creates a new SceneOptimizer
  109547. * @param scene defines the scene to work on
  109548. * @param options defines the options to use with the SceneOptimizer
  109549. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  109550. * @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)
  109551. */
  109552. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  109553. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  109554. if (improvementMode === void 0) { improvementMode = false; }
  109555. var _this = this;
  109556. this._isRunning = false;
  109557. this._currentPriorityLevel = 0;
  109558. this._targetFrameRate = 60;
  109559. this._trackerDuration = 2000;
  109560. this._currentFrameRate = 0;
  109561. this._improvementMode = false;
  109562. /**
  109563. * Defines an observable called when the optimizer reaches the target frame rate
  109564. */
  109565. this.onSuccessObservable = new BABYLON.Observable();
  109566. /**
  109567. * Defines an observable called when the optimizer enables an optimization
  109568. */
  109569. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  109570. /**
  109571. * Defines an observable called when the optimizer is not able to reach the target frame rate
  109572. */
  109573. this.onFailureObservable = new BABYLON.Observable();
  109574. if (!options) {
  109575. this._options = new SceneOptimizerOptions();
  109576. }
  109577. else {
  109578. this._options = options;
  109579. }
  109580. if (this._options.targetFrameRate) {
  109581. this._targetFrameRate = this._options.targetFrameRate;
  109582. }
  109583. if (this._options.trackerDuration) {
  109584. this._trackerDuration = this._options.trackerDuration;
  109585. }
  109586. if (autoGeneratePriorities) {
  109587. var priority = 0;
  109588. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  109589. var optim = _a[_i];
  109590. optim.priority = priority++;
  109591. }
  109592. }
  109593. this._improvementMode = improvementMode;
  109594. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  109595. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  109596. _this._sceneDisposeObserver = null;
  109597. _this.dispose();
  109598. });
  109599. }
  109600. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  109601. /**
  109602. * Gets a boolean indicating if the optimizer is in improvement mode
  109603. */
  109604. get: function () {
  109605. return this._improvementMode;
  109606. },
  109607. enumerable: true,
  109608. configurable: true
  109609. });
  109610. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  109611. /**
  109612. * Gets the current priority level (0 at start)
  109613. */
  109614. get: function () {
  109615. return this._currentPriorityLevel;
  109616. },
  109617. enumerable: true,
  109618. configurable: true
  109619. });
  109620. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  109621. /**
  109622. * Gets the current frame rate checked by the SceneOptimizer
  109623. */
  109624. get: function () {
  109625. return this._currentFrameRate;
  109626. },
  109627. enumerable: true,
  109628. configurable: true
  109629. });
  109630. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  109631. /**
  109632. * Gets or sets the current target frame rate (60 by default)
  109633. */
  109634. get: function () {
  109635. return this._targetFrameRate;
  109636. },
  109637. /**
  109638. * Gets or sets the current target frame rate (60 by default)
  109639. */
  109640. set: function (value) {
  109641. this._targetFrameRate = value;
  109642. },
  109643. enumerable: true,
  109644. configurable: true
  109645. });
  109646. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  109647. /**
  109648. * Gets or sets the current interval between two checks (every 2000ms by default)
  109649. */
  109650. get: function () {
  109651. return this._trackerDuration;
  109652. },
  109653. /**
  109654. * Gets or sets the current interval between two checks (every 2000ms by default)
  109655. */
  109656. set: function (value) {
  109657. this._trackerDuration = value;
  109658. },
  109659. enumerable: true,
  109660. configurable: true
  109661. });
  109662. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  109663. /**
  109664. * Gets the list of active optimizations
  109665. */
  109666. get: function () {
  109667. return this._options.optimizations;
  109668. },
  109669. enumerable: true,
  109670. configurable: true
  109671. });
  109672. /**
  109673. * Stops the current optimizer
  109674. */
  109675. SceneOptimizer.prototype.stop = function () {
  109676. this._isRunning = false;
  109677. };
  109678. /**
  109679. * Reset the optimizer to initial step (current priority level = 0)
  109680. */
  109681. SceneOptimizer.prototype.reset = function () {
  109682. this._currentPriorityLevel = 0;
  109683. };
  109684. /**
  109685. * Start the optimizer. By default it will try to reach a specific framerate
  109686. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  109687. */
  109688. SceneOptimizer.prototype.start = function () {
  109689. var _this = this;
  109690. if (this._isRunning) {
  109691. return;
  109692. }
  109693. this._isRunning = true;
  109694. // Let's wait for the scene to be ready before running our check
  109695. this._scene.executeWhenReady(function () {
  109696. setTimeout(function () {
  109697. _this._checkCurrentState();
  109698. }, _this._trackerDuration);
  109699. });
  109700. };
  109701. SceneOptimizer.prototype._checkCurrentState = function () {
  109702. var _this = this;
  109703. if (!this._isRunning) {
  109704. return;
  109705. }
  109706. var scene = this._scene;
  109707. var options = this._options;
  109708. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  109709. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  109710. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  109711. this._isRunning = false;
  109712. this.onSuccessObservable.notifyObservers(this);
  109713. return;
  109714. }
  109715. // Apply current level of optimizations
  109716. var allDone = true;
  109717. var noOptimizationApplied = true;
  109718. for (var index = 0; index < options.optimizations.length; index++) {
  109719. var optimization = options.optimizations[index];
  109720. if (optimization.priority === this._currentPriorityLevel) {
  109721. noOptimizationApplied = false;
  109722. allDone = allDone && optimization.apply(scene, this);
  109723. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  109724. }
  109725. }
  109726. // If no optimization was applied, this is a failure :(
  109727. if (noOptimizationApplied) {
  109728. this._isRunning = false;
  109729. this.onFailureObservable.notifyObservers(this);
  109730. return;
  109731. }
  109732. // If all optimizations were done, move to next level
  109733. if (allDone) {
  109734. this._currentPriorityLevel++;
  109735. }
  109736. // Let's the system running for a specific amount of time before checking FPS
  109737. scene.executeWhenReady(function () {
  109738. setTimeout(function () {
  109739. _this._checkCurrentState();
  109740. }, _this._trackerDuration);
  109741. });
  109742. };
  109743. /**
  109744. * Release all resources
  109745. */
  109746. SceneOptimizer.prototype.dispose = function () {
  109747. this.stop();
  109748. this.onSuccessObservable.clear();
  109749. this.onFailureObservable.clear();
  109750. this.onNewOptimizationAppliedObservable.clear();
  109751. if (this._sceneDisposeObserver) {
  109752. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  109753. }
  109754. };
  109755. /**
  109756. * Helper function to create a SceneOptimizer with one single line of code
  109757. * @param scene defines the scene to work on
  109758. * @param options defines the options to use with the SceneOptimizer
  109759. * @param onSuccess defines a callback to call on success
  109760. * @param onFailure defines a callback to call on failure
  109761. * @returns the new SceneOptimizer object
  109762. */
  109763. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  109764. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  109765. if (onSuccess) {
  109766. optimizer.onSuccessObservable.add(function () {
  109767. onSuccess();
  109768. });
  109769. }
  109770. if (onFailure) {
  109771. optimizer.onFailureObservable.add(function () {
  109772. onFailure();
  109773. });
  109774. }
  109775. optimizer.start();
  109776. return optimizer;
  109777. };
  109778. return SceneOptimizer;
  109779. }());
  109780. BABYLON.SceneOptimizer = SceneOptimizer;
  109781. })(BABYLON || (BABYLON = {}));
  109782. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  109783. var BABYLON;
  109784. (function (BABYLON) {
  109785. /**
  109786. * Gets the outline renderer associated with the scene
  109787. * @returns a OutlineRenderer
  109788. */
  109789. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  109790. if (!this._outlineRenderer) {
  109791. this._outlineRenderer = new OutlineRenderer(this);
  109792. }
  109793. return this._outlineRenderer;
  109794. };
  109795. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  109796. get: function () {
  109797. return this._renderOutline;
  109798. },
  109799. set: function (value) {
  109800. if (value) {
  109801. // Lazy Load the component.
  109802. this.getScene().getOutlineRenderer();
  109803. }
  109804. this._renderOutline = value;
  109805. },
  109806. enumerable: true,
  109807. configurable: true
  109808. });
  109809. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  109810. get: function () {
  109811. return this._renderOverlay;
  109812. },
  109813. set: function (value) {
  109814. if (value) {
  109815. // Lazy Load the component.
  109816. this.getScene().getOutlineRenderer();
  109817. }
  109818. this._renderOverlay = value;
  109819. },
  109820. enumerable: true,
  109821. configurable: true
  109822. });
  109823. /**
  109824. * This class is responsible to draw bothe outline/overlay of meshes.
  109825. * It should not be used directly but through the available method on mesh.
  109826. */
  109827. var OutlineRenderer = /** @class */ (function () {
  109828. /**
  109829. * Instantiates a new outline renderer. (There could be only one per scene).
  109830. * @param scene Defines the scene it belongs to
  109831. */
  109832. function OutlineRenderer(scene) {
  109833. /**
  109834. * The name of the component. Each component must have a unique name.
  109835. */
  109836. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  109837. /**
  109838. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  109839. */
  109840. this.zOffset = 1;
  109841. this.scene = scene;
  109842. this._engine = scene.getEngine();
  109843. this.scene._addComponent(this);
  109844. }
  109845. /**
  109846. * Register the component to one instance of a scene.
  109847. */
  109848. OutlineRenderer.prototype.register = function () {
  109849. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  109850. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  109851. };
  109852. /**
  109853. * Rebuilds the elements related to this component in case of
  109854. * context lost for instance.
  109855. */
  109856. OutlineRenderer.prototype.rebuild = function () {
  109857. // Nothing to do here.
  109858. };
  109859. /**
  109860. * Disposes the component and the associated ressources.
  109861. */
  109862. OutlineRenderer.prototype.dispose = function () {
  109863. // Nothing to do here.
  109864. };
  109865. /**
  109866. * Renders the outline in the canvas.
  109867. * @param subMesh Defines the sumesh to render
  109868. * @param batch Defines the batch of meshes in case of instances
  109869. * @param useOverlay Defines if the rendering is for the overlay or the outline
  109870. */
  109871. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  109872. var _this = this;
  109873. if (useOverlay === void 0) { useOverlay = false; }
  109874. var scene = this.scene;
  109875. var engine = scene.getEngine();
  109876. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  109877. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  109878. return;
  109879. }
  109880. var mesh = subMesh.getRenderingMesh();
  109881. var material = subMesh.getMaterial();
  109882. if (!material || !scene.activeCamera) {
  109883. return;
  109884. }
  109885. engine.enableEffect(this._effect);
  109886. // Logarithmic depth
  109887. if (material.useLogarithmicDepth) {
  109888. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  109889. }
  109890. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  109891. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  109892. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  109893. // Bones
  109894. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  109895. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  109896. }
  109897. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  109898. // Alpha test
  109899. if (material && material.needAlphaTesting()) {
  109900. var alphaTexture = material.getAlphaTestTexture();
  109901. if (alphaTexture) {
  109902. this._effect.setTexture("diffuseSampler", alphaTexture);
  109903. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  109904. }
  109905. }
  109906. engine.setZOffset(-this.zOffset);
  109907. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  109908. engine.setZOffset(0);
  109909. };
  109910. /**
  109911. * Returns whether or not the outline renderer is ready for a given submesh.
  109912. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  109913. * @param subMesh Defines the submesh to check readyness for
  109914. * @param useInstances Defines wheter wee are trying to render instances or not
  109915. * @returns true if ready otherwise false
  109916. */
  109917. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  109918. var defines = [];
  109919. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  109920. var mesh = subMesh.getMesh();
  109921. var material = subMesh.getMaterial();
  109922. if (material) {
  109923. // Alpha test
  109924. if (material.needAlphaTesting()) {
  109925. defines.push("#define ALPHATEST");
  109926. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  109927. attribs.push(BABYLON.VertexBuffer.UVKind);
  109928. defines.push("#define UV1");
  109929. }
  109930. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  109931. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  109932. defines.push("#define UV2");
  109933. }
  109934. }
  109935. //Logarithmic depth
  109936. if (material.useLogarithmicDepth) {
  109937. defines.push("#define LOGARITHMICDEPTH");
  109938. }
  109939. }
  109940. // Bones
  109941. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  109942. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  109943. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  109944. if (mesh.numBoneInfluencers > 4) {
  109945. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  109946. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  109947. }
  109948. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  109949. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  109950. }
  109951. else {
  109952. defines.push("#define NUM_BONE_INFLUENCERS 0");
  109953. }
  109954. // Instances
  109955. if (useInstances) {
  109956. defines.push("#define INSTANCES");
  109957. attribs.push("world0");
  109958. attribs.push("world1");
  109959. attribs.push("world2");
  109960. attribs.push("world3");
  109961. }
  109962. // Get correct effect
  109963. var join = defines.join("\n");
  109964. if (this._cachedDefines !== join) {
  109965. this._cachedDefines = join;
  109966. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  109967. }
  109968. return this._effect.isReady();
  109969. };
  109970. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  109971. // Outline - step 1
  109972. this._savedDepthWrite = this._engine.getDepthWrite();
  109973. if (mesh.renderOutline) {
  109974. this._engine.setDepthWrite(false);
  109975. this.render(subMesh, batch);
  109976. this._engine.setDepthWrite(this._savedDepthWrite);
  109977. }
  109978. };
  109979. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  109980. // Outline - step 2
  109981. if (mesh.renderOutline && this._savedDepthWrite) {
  109982. this._engine.setDepthWrite(true);
  109983. this._engine.setColorWrite(false);
  109984. this.render(subMesh, batch);
  109985. this._engine.setColorWrite(true);
  109986. }
  109987. // Overlay
  109988. if (mesh.renderOverlay) {
  109989. var currentMode = this._engine.getAlphaMode();
  109990. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  109991. this.render(subMesh, batch, true);
  109992. this._engine.setAlphaMode(currentMode);
  109993. }
  109994. };
  109995. return OutlineRenderer;
  109996. }());
  109997. BABYLON.OutlineRenderer = OutlineRenderer;
  109998. })(BABYLON || (BABYLON = {}));
  109999. //# sourceMappingURL=babylon.outlineRenderer.js.map
  110000. var BABYLON;
  110001. (function (BABYLON) {
  110002. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  110003. if (this._edgesRenderer) {
  110004. this._edgesRenderer.dispose();
  110005. this._edgesRenderer = null;
  110006. }
  110007. return this;
  110008. };
  110009. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110010. if (epsilon === void 0) { epsilon = 0.95; }
  110011. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110012. this.disableEdgesRendering();
  110013. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110014. return this;
  110015. };
  110016. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  110017. get: function () {
  110018. return this._edgesRenderer;
  110019. },
  110020. enumerable: true,
  110021. configurable: true
  110022. });
  110023. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110024. if (epsilon === void 0) { epsilon = 0.95; }
  110025. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110026. this.disableEdgesRendering();
  110027. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110028. return this;
  110029. };
  110030. /**
  110031. * FaceAdjacencies Helper class to generate edges
  110032. */
  110033. var FaceAdjacencies = /** @class */ (function () {
  110034. function FaceAdjacencies() {
  110035. this.edges = new Array();
  110036. this.edgesConnectedCount = 0;
  110037. }
  110038. return FaceAdjacencies;
  110039. }());
  110040. /**
  110041. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  110042. */
  110043. var EdgesRenderer = /** @class */ (function () {
  110044. /**
  110045. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  110046. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  110047. * @param source Mesh used to create edges
  110048. * @param epsilon sum of angles in adjacency to check for edge
  110049. * @param checkVerticesInsteadOfIndices
  110050. * @param generateEdgesLines - should generate Lines or only prepare resources.
  110051. */
  110052. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  110053. if (epsilon === void 0) { epsilon = 0.95; }
  110054. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110055. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  110056. var _this = this;
  110057. /**
  110058. * Define the size of the edges with an orthographic camera
  110059. */
  110060. this.edgesWidthScalerForOrthographic = 1000.0;
  110061. /**
  110062. * Define the size of the edges with a perspective camera
  110063. */
  110064. this.edgesWidthScalerForPerspective = 50.0;
  110065. this._linesPositions = new Array();
  110066. this._linesNormals = new Array();
  110067. this._linesIndices = new Array();
  110068. this._buffers = {};
  110069. this._checkVerticesInsteadOfIndices = false;
  110070. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  110071. this.isEnabled = true;
  110072. this._source = source;
  110073. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  110074. this._epsilon = epsilon;
  110075. this._prepareRessources();
  110076. if (generateEdgesLines) {
  110077. this._generateEdgesLines();
  110078. }
  110079. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  110080. _this._rebuild();
  110081. });
  110082. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  110083. _this.dispose();
  110084. });
  110085. }
  110086. EdgesRenderer.prototype._prepareRessources = function () {
  110087. if (this._lineShader) {
  110088. return;
  110089. }
  110090. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  110091. attributes: ["position", "normal"],
  110092. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  110093. });
  110094. this._lineShader.disableDepthWrite = true;
  110095. this._lineShader.backFaceCulling = false;
  110096. };
  110097. /** @hidden */
  110098. EdgesRenderer.prototype._rebuild = function () {
  110099. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110100. if (buffer) {
  110101. buffer._rebuild();
  110102. }
  110103. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110104. if (buffer) {
  110105. buffer._rebuild();
  110106. }
  110107. var scene = this._source.getScene();
  110108. var engine = scene.getEngine();
  110109. this._ib = engine.createIndexBuffer(this._linesIndices);
  110110. };
  110111. /**
  110112. * Releases the required resources for the edges renderer
  110113. */
  110114. EdgesRenderer.prototype.dispose = function () {
  110115. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  110116. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  110117. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110118. if (buffer) {
  110119. buffer.dispose();
  110120. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  110121. }
  110122. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110123. if (buffer) {
  110124. buffer.dispose();
  110125. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  110126. }
  110127. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  110128. this._lineShader.dispose();
  110129. };
  110130. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  110131. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  110132. return 0;
  110133. }
  110134. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  110135. return 1;
  110136. }
  110137. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  110138. return 2;
  110139. }
  110140. return -1;
  110141. };
  110142. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  110143. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  110144. return 0;
  110145. }
  110146. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  110147. return 1;
  110148. }
  110149. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  110150. return 2;
  110151. }
  110152. return -1;
  110153. };
  110154. /**
  110155. * Checks if the pair of p0 and p1 is en edge
  110156. * @param faceIndex
  110157. * @param edge
  110158. * @param faceNormals
  110159. * @param p0
  110160. * @param p1
  110161. * @private
  110162. */
  110163. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  110164. var needToCreateLine;
  110165. if (edge === undefined) {
  110166. needToCreateLine = true;
  110167. }
  110168. else {
  110169. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  110170. needToCreateLine = dotProduct < this._epsilon;
  110171. }
  110172. if (needToCreateLine) {
  110173. var offset = this._linesPositions.length / 3;
  110174. var normal = p0.subtract(p1);
  110175. normal.normalize();
  110176. // Positions
  110177. this._linesPositions.push(p0.x);
  110178. this._linesPositions.push(p0.y);
  110179. this._linesPositions.push(p0.z);
  110180. this._linesPositions.push(p0.x);
  110181. this._linesPositions.push(p0.y);
  110182. this._linesPositions.push(p0.z);
  110183. this._linesPositions.push(p1.x);
  110184. this._linesPositions.push(p1.y);
  110185. this._linesPositions.push(p1.z);
  110186. this._linesPositions.push(p1.x);
  110187. this._linesPositions.push(p1.y);
  110188. this._linesPositions.push(p1.z);
  110189. // Normals
  110190. this._linesNormals.push(p1.x);
  110191. this._linesNormals.push(p1.y);
  110192. this._linesNormals.push(p1.z);
  110193. this._linesNormals.push(-1);
  110194. this._linesNormals.push(p1.x);
  110195. this._linesNormals.push(p1.y);
  110196. this._linesNormals.push(p1.z);
  110197. this._linesNormals.push(1);
  110198. this._linesNormals.push(p0.x);
  110199. this._linesNormals.push(p0.y);
  110200. this._linesNormals.push(p0.z);
  110201. this._linesNormals.push(-1);
  110202. this._linesNormals.push(p0.x);
  110203. this._linesNormals.push(p0.y);
  110204. this._linesNormals.push(p0.z);
  110205. this._linesNormals.push(1);
  110206. // Indices
  110207. this._linesIndices.push(offset);
  110208. this._linesIndices.push(offset + 1);
  110209. this._linesIndices.push(offset + 2);
  110210. this._linesIndices.push(offset);
  110211. this._linesIndices.push(offset + 2);
  110212. this._linesIndices.push(offset + 3);
  110213. }
  110214. };
  110215. /**
  110216. * Generates lines edges from adjacencjes
  110217. * @private
  110218. */
  110219. EdgesRenderer.prototype._generateEdgesLines = function () {
  110220. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110221. var indices = this._source.getIndices();
  110222. if (!indices || !positions) {
  110223. return;
  110224. }
  110225. // First let's find adjacencies
  110226. var adjacencies = new Array();
  110227. var faceNormals = new Array();
  110228. var index;
  110229. var faceAdjacencies;
  110230. // Prepare faces
  110231. for (index = 0; index < indices.length; index += 3) {
  110232. faceAdjacencies = new FaceAdjacencies();
  110233. var p0Index = indices[index];
  110234. var p1Index = indices[index + 1];
  110235. var p2Index = indices[index + 2];
  110236. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  110237. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  110238. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  110239. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  110240. faceNormal.normalize();
  110241. faceNormals.push(faceNormal);
  110242. adjacencies.push(faceAdjacencies);
  110243. }
  110244. // Scan
  110245. for (index = 0; index < adjacencies.length; index++) {
  110246. faceAdjacencies = adjacencies[index];
  110247. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  110248. var otherFaceAdjacencies = adjacencies[otherIndex];
  110249. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  110250. break;
  110251. }
  110252. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  110253. continue;
  110254. }
  110255. var otherP0 = indices[otherIndex * 3];
  110256. var otherP1 = indices[otherIndex * 3 + 1];
  110257. var otherP2 = indices[otherIndex * 3 + 2];
  110258. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  110259. var otherEdgeIndex = 0;
  110260. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  110261. continue;
  110262. }
  110263. switch (edgeIndex) {
  110264. case 0:
  110265. if (this._checkVerticesInsteadOfIndices) {
  110266. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  110267. }
  110268. else {
  110269. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  110270. }
  110271. break;
  110272. case 1:
  110273. if (this._checkVerticesInsteadOfIndices) {
  110274. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  110275. }
  110276. else {
  110277. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  110278. }
  110279. break;
  110280. case 2:
  110281. if (this._checkVerticesInsteadOfIndices) {
  110282. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  110283. }
  110284. else {
  110285. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  110286. }
  110287. break;
  110288. }
  110289. if (otherEdgeIndex === -1) {
  110290. continue;
  110291. }
  110292. faceAdjacencies.edges[edgeIndex] = otherIndex;
  110293. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  110294. faceAdjacencies.edgesConnectedCount++;
  110295. otherFaceAdjacencies.edgesConnectedCount++;
  110296. if (faceAdjacencies.edgesConnectedCount === 3) {
  110297. break;
  110298. }
  110299. }
  110300. }
  110301. }
  110302. // Create lines
  110303. for (index = 0; index < adjacencies.length; index++) {
  110304. // 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
  110305. var current = adjacencies[index];
  110306. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  110307. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  110308. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  110309. }
  110310. // Merge into a single mesh
  110311. var engine = this._source.getScene().getEngine();
  110312. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  110313. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  110314. this._ib = engine.createIndexBuffer(this._linesIndices);
  110315. this._indicesCount = this._linesIndices.length;
  110316. };
  110317. /**
  110318. * Checks wether or not the edges renderer is ready to render.
  110319. * @return true if ready, otherwise false.
  110320. */
  110321. EdgesRenderer.prototype.isReady = function () {
  110322. return this._lineShader.isReady();
  110323. };
  110324. /**
  110325. * Renders the edges of the attached mesh,
  110326. */
  110327. EdgesRenderer.prototype.render = function () {
  110328. var scene = this._source.getScene();
  110329. if (!this.isReady() || !scene.activeCamera) {
  110330. return;
  110331. }
  110332. var engine = scene.getEngine();
  110333. this._lineShader._preBind();
  110334. if (this._source.edgesColor.a !== 1) {
  110335. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  110336. }
  110337. else {
  110338. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  110339. }
  110340. // VBOs
  110341. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  110342. scene.resetCachedMaterial();
  110343. this._lineShader.setColor4("color", this._source.edgesColor);
  110344. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  110345. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  110346. }
  110347. else {
  110348. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  110349. }
  110350. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  110351. this._lineShader.bind(this._source.getWorldMatrix());
  110352. // Draw order
  110353. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  110354. this._lineShader.unbind();
  110355. };
  110356. return EdgesRenderer;
  110357. }());
  110358. BABYLON.EdgesRenderer = EdgesRenderer;
  110359. })(BABYLON || (BABYLON = {}));
  110360. //# sourceMappingURL=babylon.edgesRenderer.js.map
  110361. var BABYLON;
  110362. (function (BABYLON) {
  110363. /**
  110364. * FaceAdjacencies Helper class to generate edges
  110365. */
  110366. var FaceAdjacencies = /** @class */ (function () {
  110367. function FaceAdjacencies() {
  110368. this.edges = new Array();
  110369. this.edgesConnectedCount = 0;
  110370. }
  110371. return FaceAdjacencies;
  110372. }());
  110373. /**
  110374. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  110375. */
  110376. var LineEdgesRenderer = /** @class */ (function (_super) {
  110377. __extends(LineEdgesRenderer, _super);
  110378. /**
  110379. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  110380. * @param source LineMesh used to generate edges
  110381. * @param epsilon not important (specified angle for edge detection)
  110382. * @param checkVerticesInsteadOfIndices not important for LineMesh
  110383. */
  110384. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  110385. if (epsilon === void 0) { epsilon = 0.95; }
  110386. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110387. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  110388. _this._generateEdgesLines();
  110389. return _this;
  110390. }
  110391. /**
  110392. * Always create the edge since its a line so only important things are p0 and p1
  110393. * @param faceIndex not important for LineMesh
  110394. * @param edge not important for LineMesh
  110395. * @param faceNormals not important for LineMesh
  110396. * @param p0 beginnig of line
  110397. * @param p1 end of line
  110398. */
  110399. LineEdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  110400. var offset = this._linesPositions.length / 3;
  110401. var normal = p0.subtract(p1);
  110402. normal.normalize();
  110403. // Positions
  110404. this._linesPositions.push(p0.x);
  110405. this._linesPositions.push(p0.y);
  110406. this._linesPositions.push(p0.z);
  110407. this._linesPositions.push(p0.x);
  110408. this._linesPositions.push(p0.y);
  110409. this._linesPositions.push(p0.z);
  110410. this._linesPositions.push(p1.x);
  110411. this._linesPositions.push(p1.y);
  110412. this._linesPositions.push(p1.z);
  110413. this._linesPositions.push(p1.x);
  110414. this._linesPositions.push(p1.y);
  110415. this._linesPositions.push(p1.z);
  110416. // Normals
  110417. this._linesNormals.push(p1.x);
  110418. this._linesNormals.push(p1.y);
  110419. this._linesNormals.push(p1.z);
  110420. this._linesNormals.push(-1);
  110421. this._linesNormals.push(p1.x);
  110422. this._linesNormals.push(p1.y);
  110423. this._linesNormals.push(p1.z);
  110424. this._linesNormals.push(1);
  110425. this._linesNormals.push(p0.x);
  110426. this._linesNormals.push(p0.y);
  110427. this._linesNormals.push(p0.z);
  110428. this._linesNormals.push(-1);
  110429. this._linesNormals.push(p0.x);
  110430. this._linesNormals.push(p0.y);
  110431. this._linesNormals.push(p0.z);
  110432. this._linesNormals.push(1);
  110433. // Indices
  110434. this._linesIndices.push(offset);
  110435. this._linesIndices.push(offset + 1);
  110436. this._linesIndices.push(offset + 2);
  110437. this._linesIndices.push(offset);
  110438. this._linesIndices.push(offset + 2);
  110439. this._linesIndices.push(offset + 3);
  110440. };
  110441. /**
  110442. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  110443. */
  110444. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  110445. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110446. var indices = this._source.getIndices();
  110447. if (!indices || !positions) {
  110448. return;
  110449. }
  110450. // First let's find adjacencies
  110451. var adjacencies = new Array();
  110452. var faceNormals = new Array();
  110453. var index;
  110454. for (var i = 0; i < (positions.length / 3) - 1; i++) {
  110455. var currentAdjecancy = new FaceAdjacencies();
  110456. currentAdjecancy.p0 = new BABYLON.Vector3(positions[i * 3], positions[i * 3 + 1], positions[i * 3 + 2]);
  110457. currentAdjecancy.p1 = new BABYLON.Vector3(positions[(i + 1) * 3], positions[(i + 1) * 3 + 1], positions[(i + 1) * 3 + 2]);
  110458. adjacencies.push(currentAdjecancy);
  110459. }
  110460. // Create lines
  110461. for (index = 0; index < adjacencies.length; index++) {
  110462. // 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
  110463. var current = adjacencies[index];
  110464. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  110465. }
  110466. // Merge into a single mesh
  110467. var engine = this._source.getScene().getEngine();
  110468. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  110469. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  110470. this._ib = engine.createIndexBuffer(this._linesIndices);
  110471. this._indicesCount = this._linesIndices.length;
  110472. };
  110473. return LineEdgesRenderer;
  110474. }(BABYLON.EdgesRenderer));
  110475. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  110476. })(BABYLON || (BABYLON = {}));
  110477. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  110478. var BABYLON;
  110479. (function (BABYLON) {
  110480. // Adds the parser to the scene parsers.
  110481. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  110482. if (parsedData.effectLayers) {
  110483. if (!container.effectLayers) {
  110484. container.effectLayers = new Array();
  110485. }
  110486. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  110487. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  110488. container.effectLayers.push(effectLayer);
  110489. }
  110490. }
  110491. });
  110492. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  110493. var index = this.effectLayers.indexOf(toRemove);
  110494. if (index !== -1) {
  110495. this.effectLayers.splice(index, 1);
  110496. }
  110497. return index;
  110498. };
  110499. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  110500. this.effectLayers.push(newEffectLayer);
  110501. };
  110502. /**
  110503. * Defines the layer scene component responsible to manage any effect layers
  110504. * in a given scene.
  110505. */
  110506. var EffectLayerSceneComponent = /** @class */ (function () {
  110507. /**
  110508. * Creates a new instance of the component for the given scene
  110509. * @param scene Defines the scene to register the component in
  110510. */
  110511. function EffectLayerSceneComponent(scene) {
  110512. /**
  110513. * The component name helpfull to identify the component in the list of scene components.
  110514. */
  110515. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  110516. this._renderEffects = false;
  110517. this._needStencil = false;
  110518. this._previousStencilState = false;
  110519. this.scene = scene;
  110520. this._engine = scene.getEngine();
  110521. scene.effectLayers = new Array();
  110522. }
  110523. /**
  110524. * Registers the component in a given scene
  110525. */
  110526. EffectLayerSceneComponent.prototype.register = function () {
  110527. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  110528. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  110529. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  110530. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  110531. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  110532. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  110533. };
  110534. /**
  110535. * Rebuilds the elements related to this component in case of
  110536. * context lost for instance.
  110537. */
  110538. EffectLayerSceneComponent.prototype.rebuild = function () {
  110539. var layers = this.scene.effectLayers;
  110540. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  110541. var effectLayer = layers_1[_i];
  110542. effectLayer._rebuild();
  110543. }
  110544. };
  110545. /**
  110546. * Serializes the component data to the specified json object
  110547. * @param serializationObject The object to serialize to
  110548. */
  110549. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  110550. // Effect layers
  110551. serializationObject.effectLayers = [];
  110552. var layers = this.scene.effectLayers;
  110553. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  110554. var effectLayer = layers_2[_i];
  110555. if (effectLayer.serialize) {
  110556. serializationObject.effectLayers.push(effectLayer.serialize());
  110557. }
  110558. }
  110559. };
  110560. /**
  110561. * Adds all the element from the container to the scene
  110562. * @param container the container holding the elements
  110563. */
  110564. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  110565. var _this = this;
  110566. if (!container.effectLayers) {
  110567. return;
  110568. }
  110569. container.effectLayers.forEach(function (o) {
  110570. _this.scene.addEffectLayer(o);
  110571. });
  110572. };
  110573. /**
  110574. * Removes all the elements in the container from the scene
  110575. * @param container contains the elements to remove
  110576. */
  110577. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  110578. var _this = this;
  110579. if (!container.effectLayers) {
  110580. return;
  110581. }
  110582. container.effectLayers.forEach(function (o) {
  110583. _this.scene.removeEffectLayer(o);
  110584. });
  110585. };
  110586. /**
  110587. * Disposes the component and the associated ressources.
  110588. */
  110589. EffectLayerSceneComponent.prototype.dispose = function () {
  110590. var layers = this.scene.effectLayers;
  110591. while (layers.length) {
  110592. layers[0].dispose();
  110593. }
  110594. };
  110595. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  110596. var layers = this.scene.effectLayers;
  110597. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  110598. var layer = layers_3[_i];
  110599. if (!layer.hasMesh(mesh)) {
  110600. continue;
  110601. }
  110602. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  110603. var subMesh = _b[_a];
  110604. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  110605. return false;
  110606. }
  110607. }
  110608. }
  110609. return true;
  110610. };
  110611. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  110612. this._renderEffects = false;
  110613. this._needStencil = false;
  110614. var layers = this.scene.effectLayers;
  110615. if (layers && layers.length > 0) {
  110616. this._previousStencilState = this._engine.getStencilBuffer();
  110617. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  110618. var effectLayer = layers_4[_i];
  110619. if (effectLayer.shouldRender() &&
  110620. (!effectLayer.camera ||
  110621. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  110622. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  110623. this._renderEffects = true;
  110624. this._needStencil = this._needStencil || effectLayer.needStencil();
  110625. var renderTarget = effectLayer._mainTexture;
  110626. if (renderTarget._shouldRender()) {
  110627. this.scene.incrementRenderId();
  110628. renderTarget.render(false, false);
  110629. }
  110630. }
  110631. }
  110632. this.scene.incrementRenderId();
  110633. }
  110634. };
  110635. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  110636. // Activate effect Layer stencil
  110637. if (this._needStencil) {
  110638. this._engine.setStencilBuffer(true);
  110639. }
  110640. };
  110641. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  110642. // Restore effect Layer stencil
  110643. if (this._needStencil) {
  110644. this._engine.setStencilBuffer(this._previousStencilState);
  110645. }
  110646. };
  110647. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  110648. if (this._renderEffects) {
  110649. this._engine.setDepthBuffer(false);
  110650. var layers = this.scene.effectLayers;
  110651. for (var i = 0; i < layers.length; i++) {
  110652. var effectLayer = layers[i];
  110653. if (effectLayer.renderingGroupId === renderingGroupId) {
  110654. if (effectLayer.shouldRender()) {
  110655. effectLayer.render();
  110656. }
  110657. }
  110658. }
  110659. this._engine.setDepthBuffer(true);
  110660. }
  110661. };
  110662. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  110663. if (this._renderEffects) {
  110664. this._draw(-1);
  110665. }
  110666. };
  110667. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  110668. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  110669. this._draw(index);
  110670. }
  110671. };
  110672. return EffectLayerSceneComponent;
  110673. }());
  110674. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  110675. })(BABYLON || (BABYLON = {}));
  110676. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  110677. var __assign = (this && this.__assign) || function () {
  110678. __assign = Object.assign || function(t) {
  110679. for (var s, i = 1, n = arguments.length; i < n; i++) {
  110680. s = arguments[i];
  110681. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  110682. t[p] = s[p];
  110683. }
  110684. return t;
  110685. };
  110686. return __assign.apply(this, arguments);
  110687. };
  110688. var BABYLON;
  110689. (function (BABYLON) {
  110690. /**
  110691. * The effect layer Helps adding post process effect blended with the main pass.
  110692. *
  110693. * This can be for instance use to generate glow or higlight effects on the scene.
  110694. *
  110695. * The effect layer class can not be used directly and is intented to inherited from to be
  110696. * customized per effects.
  110697. */
  110698. var EffectLayer = /** @class */ (function () {
  110699. /**
  110700. * Instantiates a new effect Layer and references it in the scene.
  110701. * @param name The name of the layer
  110702. * @param scene The scene to use the layer in
  110703. */
  110704. function EffectLayer(
  110705. /** The Friendly of the effect in the scene */
  110706. name, scene) {
  110707. this._vertexBuffers = {};
  110708. this._maxSize = 0;
  110709. this._mainTextureDesiredSize = { width: 0, height: 0 };
  110710. this._shouldRender = true;
  110711. this._postProcesses = [];
  110712. this._textures = [];
  110713. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  110714. /**
  110715. * The clear color of the texture used to generate the glow map.
  110716. */
  110717. this.neutralColor = new BABYLON.Color4();
  110718. /**
  110719. * Specifies wether the highlight layer is enabled or not.
  110720. */
  110721. this.isEnabled = true;
  110722. /**
  110723. * An event triggered when the effect layer has been disposed.
  110724. */
  110725. this.onDisposeObservable = new BABYLON.Observable();
  110726. /**
  110727. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  110728. */
  110729. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  110730. /**
  110731. * An event triggered when the generated texture is being merged in the scene.
  110732. */
  110733. this.onBeforeComposeObservable = new BABYLON.Observable();
  110734. /**
  110735. * An event triggered when the generated texture has been merged in the scene.
  110736. */
  110737. this.onAfterComposeObservable = new BABYLON.Observable();
  110738. /**
  110739. * An event triggered when the efffect layer changes its size.
  110740. */
  110741. this.onSizeChangedObservable = new BABYLON.Observable();
  110742. this.name = name;
  110743. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110744. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  110745. if (!component) {
  110746. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  110747. this._scene._addComponent(component);
  110748. }
  110749. this._engine = this._scene.getEngine();
  110750. this._maxSize = this._engine.getCaps().maxTextureSize;
  110751. this._scene.effectLayers.push(this);
  110752. // Generate Buffers
  110753. this._generateIndexBuffer();
  110754. this._genrateVertexBuffer();
  110755. }
  110756. Object.defineProperty(EffectLayer.prototype, "camera", {
  110757. /**
  110758. * Gets the camera attached to the layer.
  110759. */
  110760. get: function () {
  110761. return this._effectLayerOptions.camera;
  110762. },
  110763. enumerable: true,
  110764. configurable: true
  110765. });
  110766. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  110767. /**
  110768. * Gets the rendering group id the layer should render in.
  110769. */
  110770. get: function () {
  110771. return this._effectLayerOptions.renderingGroupId;
  110772. },
  110773. enumerable: true,
  110774. configurable: true
  110775. });
  110776. /**
  110777. * Initializes the effect layer with the required options.
  110778. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  110779. */
  110780. EffectLayer.prototype._init = function (options) {
  110781. // Adapt options
  110782. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  110783. this._setMainTextureSize();
  110784. this._createMainTexture();
  110785. this._createTextureAndPostProcesses();
  110786. this._mergeEffect = this._createMergeEffect();
  110787. };
  110788. /**
  110789. * Generates the index buffer of the full screen quad blending to the main canvas.
  110790. */
  110791. EffectLayer.prototype._generateIndexBuffer = function () {
  110792. // Indices
  110793. var indices = [];
  110794. indices.push(0);
  110795. indices.push(1);
  110796. indices.push(2);
  110797. indices.push(0);
  110798. indices.push(2);
  110799. indices.push(3);
  110800. this._indexBuffer = this._engine.createIndexBuffer(indices);
  110801. };
  110802. /**
  110803. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  110804. */
  110805. EffectLayer.prototype._genrateVertexBuffer = function () {
  110806. // VBO
  110807. var vertices = [];
  110808. vertices.push(1, 1);
  110809. vertices.push(-1, 1);
  110810. vertices.push(-1, -1);
  110811. vertices.push(1, -1);
  110812. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  110813. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  110814. };
  110815. /**
  110816. * Sets the main texture desired size which is the closest power of two
  110817. * of the engine canvas size.
  110818. */
  110819. EffectLayer.prototype._setMainTextureSize = function () {
  110820. if (this._effectLayerOptions.mainTextureFixedSize) {
  110821. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  110822. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  110823. }
  110824. else {
  110825. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  110826. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  110827. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  110828. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  110829. }
  110830. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  110831. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  110832. };
  110833. /**
  110834. * Creates the main texture for the effect layer.
  110835. */
  110836. EffectLayer.prototype._createMainTexture = function () {
  110837. var _this = this;
  110838. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  110839. width: this._mainTextureDesiredSize.width,
  110840. height: this._mainTextureDesiredSize.height
  110841. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  110842. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  110843. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110844. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  110845. this._mainTexture.anisotropicFilteringLevel = 1;
  110846. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  110847. this._mainTexture.renderParticles = false;
  110848. this._mainTexture.renderList = null;
  110849. this._mainTexture.ignoreCameraViewport = true;
  110850. // Custom render function
  110851. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  110852. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  110853. var index;
  110854. var engine = _this._scene.getEngine();
  110855. if (depthOnlySubMeshes.length) {
  110856. engine.setColorWrite(false);
  110857. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  110858. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  110859. }
  110860. engine.setColorWrite(true);
  110861. }
  110862. for (index = 0; index < opaqueSubMeshes.length; index++) {
  110863. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  110864. }
  110865. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  110866. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  110867. }
  110868. for (index = 0; index < transparentSubMeshes.length; index++) {
  110869. _this._renderSubMesh(transparentSubMeshes.data[index]);
  110870. }
  110871. };
  110872. this._mainTexture.onClearObservable.add(function (engine) {
  110873. engine.clear(_this.neutralColor, true, true, true);
  110874. });
  110875. };
  110876. /**
  110877. * Checks for the readiness of the element composing the layer.
  110878. * @param subMesh the mesh to check for
  110879. * @param useInstances specify wether or not to use instances to render the mesh
  110880. * @param emissiveTexture the associated emissive texture used to generate the glow
  110881. * @return true if ready otherwise, false
  110882. */
  110883. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  110884. var material = subMesh.getMaterial();
  110885. if (!material) {
  110886. return false;
  110887. }
  110888. if (!material.isReady(subMesh.getMesh(), useInstances)) {
  110889. return false;
  110890. }
  110891. var defines = [];
  110892. var attribs = [BABYLON.VertexBuffer.PositionKind];
  110893. var mesh = subMesh.getMesh();
  110894. var uv1 = false;
  110895. var uv2 = false;
  110896. // Alpha test
  110897. if (material && material.needAlphaTesting()) {
  110898. var alphaTexture = material.getAlphaTestTexture();
  110899. if (alphaTexture) {
  110900. defines.push("#define ALPHATEST");
  110901. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110902. alphaTexture.coordinatesIndex === 1) {
  110903. defines.push("#define DIFFUSEUV2");
  110904. uv2 = true;
  110905. }
  110906. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110907. defines.push("#define DIFFUSEUV1");
  110908. uv1 = true;
  110909. }
  110910. }
  110911. }
  110912. // Emissive
  110913. if (emissiveTexture) {
  110914. defines.push("#define EMISSIVE");
  110915. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  110916. emissiveTexture.coordinatesIndex === 1) {
  110917. defines.push("#define EMISSIVEUV2");
  110918. uv2 = true;
  110919. }
  110920. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110921. defines.push("#define EMISSIVEUV1");
  110922. uv1 = true;
  110923. }
  110924. }
  110925. if (uv1) {
  110926. attribs.push(BABYLON.VertexBuffer.UVKind);
  110927. defines.push("#define UV1");
  110928. }
  110929. if (uv2) {
  110930. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110931. defines.push("#define UV2");
  110932. }
  110933. // Bones
  110934. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110935. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110936. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110937. if (mesh.numBoneInfluencers > 4) {
  110938. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110939. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110940. }
  110941. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110942. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  110943. }
  110944. else {
  110945. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110946. }
  110947. // Morph targets
  110948. var manager = mesh.morphTargetManager;
  110949. var morphInfluencers = 0;
  110950. if (manager) {
  110951. if (manager.numInfluencers > 0) {
  110952. defines.push("#define MORPHTARGETS");
  110953. morphInfluencers = manager.numInfluencers;
  110954. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  110955. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  110956. }
  110957. }
  110958. // Instances
  110959. if (useInstances) {
  110960. defines.push("#define INSTANCES");
  110961. attribs.push("world0");
  110962. attribs.push("world1");
  110963. attribs.push("world2");
  110964. attribs.push("world3");
  110965. }
  110966. // Get correct effect
  110967. var join = defines.join("\n");
  110968. if (this._cachedDefines !== join) {
  110969. this._cachedDefines = join;
  110970. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  110971. }
  110972. return this._effectLayerMapGenerationEffect.isReady();
  110973. };
  110974. /**
  110975. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  110976. */
  110977. EffectLayer.prototype.render = function () {
  110978. var currentEffect = this._mergeEffect;
  110979. // Check
  110980. if (!currentEffect.isReady()) {
  110981. return;
  110982. }
  110983. for (var i = 0; i < this._postProcesses.length; i++) {
  110984. if (!this._postProcesses[i].isReady()) {
  110985. return;
  110986. }
  110987. }
  110988. var engine = this._scene.getEngine();
  110989. this.onBeforeComposeObservable.notifyObservers(this);
  110990. // Render
  110991. engine.enableEffect(currentEffect);
  110992. engine.setState(false);
  110993. // VBOs
  110994. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  110995. // Cache
  110996. var previousAlphaMode = engine.getAlphaMode();
  110997. // Go Blend.
  110998. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  110999. // Blends the map on the main canvas.
  111000. this._internalRender(currentEffect);
  111001. // Restore Alpha
  111002. engine.setAlphaMode(previousAlphaMode);
  111003. this.onAfterComposeObservable.notifyObservers(this);
  111004. // Handle size changes.
  111005. var size = this._mainTexture.getSize();
  111006. this._setMainTextureSize();
  111007. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  111008. // Recreate RTT and post processes on size change.
  111009. this.onSizeChangedObservable.notifyObservers(this);
  111010. this._disposeTextureAndPostProcesses();
  111011. this._createMainTexture();
  111012. this._createTextureAndPostProcesses();
  111013. }
  111014. };
  111015. /**
  111016. * Determine if a given mesh will be used in the current effect.
  111017. * @param mesh mesh to test
  111018. * @returns true if the mesh will be used
  111019. */
  111020. EffectLayer.prototype.hasMesh = function (mesh) {
  111021. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  111022. return true;
  111023. }
  111024. return false;
  111025. };
  111026. /**
  111027. * Returns true if the layer contains information to display, otherwise false.
  111028. * @returns true if the glow layer should be rendered
  111029. */
  111030. EffectLayer.prototype.shouldRender = function () {
  111031. return this.isEnabled && this._shouldRender;
  111032. };
  111033. /**
  111034. * Returns true if the mesh should render, otherwise false.
  111035. * @param mesh The mesh to render
  111036. * @returns true if it should render otherwise false
  111037. */
  111038. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  111039. return true;
  111040. };
  111041. /**
  111042. * Returns true if the mesh should render, otherwise false.
  111043. * @param mesh The mesh to render
  111044. * @returns true if it should render otherwise false
  111045. */
  111046. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  111047. return true;
  111048. };
  111049. /**
  111050. * Renders the submesh passed in parameter to the generation map.
  111051. */
  111052. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  111053. var _this = this;
  111054. if (!this.shouldRender()) {
  111055. return;
  111056. }
  111057. var material = subMesh.getMaterial();
  111058. var mesh = subMesh.getRenderingMesh();
  111059. var scene = this._scene;
  111060. var engine = scene.getEngine();
  111061. if (!material) {
  111062. return;
  111063. }
  111064. // Do not block in blend mode.
  111065. if (material.needAlphaBlendingForMesh(mesh)) {
  111066. return;
  111067. }
  111068. // Culling
  111069. engine.setState(material.backFaceCulling);
  111070. // Managing instances
  111071. var batch = mesh._getInstancesRenderList(subMesh._id);
  111072. if (batch.mustReturn) {
  111073. return;
  111074. }
  111075. // Early Exit per mesh
  111076. if (!this._shouldRenderMesh(mesh)) {
  111077. return;
  111078. }
  111079. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111080. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  111081. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  111082. engine.enableEffect(this._effectLayerMapGenerationEffect);
  111083. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  111084. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  111085. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  111086. // Alpha test
  111087. if (material && material.needAlphaTesting()) {
  111088. var alphaTexture = material.getAlphaTestTexture();
  111089. if (alphaTexture) {
  111090. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  111091. var textureMatrix = alphaTexture.getTextureMatrix();
  111092. if (textureMatrix) {
  111093. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  111094. }
  111095. }
  111096. }
  111097. // Glow emissive only
  111098. if (this._emissiveTextureAndColor.texture) {
  111099. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  111100. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  111101. }
  111102. // Bones
  111103. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111104. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111105. }
  111106. // Morph targets
  111107. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  111108. // Draw
  111109. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  111110. }
  111111. else {
  111112. // Need to reset refresh rate of the main map
  111113. this._mainTexture.resetRefreshCounter();
  111114. }
  111115. };
  111116. /**
  111117. * Rebuild the required buffers.
  111118. * @hidden Internal use only.
  111119. */
  111120. EffectLayer.prototype._rebuild = function () {
  111121. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111122. if (vb) {
  111123. vb._rebuild();
  111124. }
  111125. this._generateIndexBuffer();
  111126. };
  111127. /**
  111128. * Dispose only the render target textures and post process.
  111129. */
  111130. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  111131. this._mainTexture.dispose();
  111132. for (var i = 0; i < this._postProcesses.length; i++) {
  111133. if (this._postProcesses[i]) {
  111134. this._postProcesses[i].dispose();
  111135. }
  111136. }
  111137. this._postProcesses = [];
  111138. for (var i = 0; i < this._textures.length; i++) {
  111139. if (this._textures[i]) {
  111140. this._textures[i].dispose();
  111141. }
  111142. }
  111143. this._textures = [];
  111144. };
  111145. /**
  111146. * Dispose the highlight layer and free resources.
  111147. */
  111148. EffectLayer.prototype.dispose = function () {
  111149. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111150. if (vertexBuffer) {
  111151. vertexBuffer.dispose();
  111152. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  111153. }
  111154. if (this._indexBuffer) {
  111155. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  111156. this._indexBuffer = null;
  111157. }
  111158. // Clean textures and post processes
  111159. this._disposeTextureAndPostProcesses();
  111160. // Remove from scene
  111161. var index = this._scene.effectLayers.indexOf(this, 0);
  111162. if (index > -1) {
  111163. this._scene.effectLayers.splice(index, 1);
  111164. }
  111165. // Callback
  111166. this.onDisposeObservable.notifyObservers(this);
  111167. this.onDisposeObservable.clear();
  111168. this.onBeforeRenderMainTextureObservable.clear();
  111169. this.onBeforeComposeObservable.clear();
  111170. this.onAfterComposeObservable.clear();
  111171. this.onSizeChangedObservable.clear();
  111172. };
  111173. /**
  111174. * Gets the class name of the effect layer
  111175. * @returns the string with the class name of the effect layer
  111176. */
  111177. EffectLayer.prototype.getClassName = function () {
  111178. return "EffectLayer";
  111179. };
  111180. /**
  111181. * Creates an effect layer from parsed effect layer data
  111182. * @param parsedEffectLayer defines effect layer data
  111183. * @param scene defines the current scene
  111184. * @param rootUrl defines the root URL containing the effect layer information
  111185. * @returns a parsed effect Layer
  111186. */
  111187. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  111188. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  111189. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  111190. };
  111191. __decorate([
  111192. BABYLON.serialize()
  111193. ], EffectLayer.prototype, "name", void 0);
  111194. __decorate([
  111195. BABYLON.serializeAsColor4()
  111196. ], EffectLayer.prototype, "neutralColor", void 0);
  111197. __decorate([
  111198. BABYLON.serialize()
  111199. ], EffectLayer.prototype, "isEnabled", void 0);
  111200. __decorate([
  111201. BABYLON.serializeAsCameraReference()
  111202. ], EffectLayer.prototype, "camera", null);
  111203. __decorate([
  111204. BABYLON.serialize()
  111205. ], EffectLayer.prototype, "renderingGroupId", null);
  111206. return EffectLayer;
  111207. }());
  111208. BABYLON.EffectLayer = EffectLayer;
  111209. })(BABYLON || (BABYLON = {}));
  111210. //# sourceMappingURL=babylon.effectLayer.js.map
  111211. var BABYLON;
  111212. (function (BABYLON) {
  111213. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  111214. for (var index = 0; index < this.effectLayers.length; index++) {
  111215. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  111216. return this.effectLayers[index];
  111217. }
  111218. }
  111219. return null;
  111220. };
  111221. /**
  111222. * Special Glow Blur post process only blurring the alpha channel
  111223. * It enforces keeping the most luminous color in the color channel.
  111224. */
  111225. var GlowBlurPostProcess = /** @class */ (function (_super) {
  111226. __extends(GlowBlurPostProcess, _super);
  111227. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  111228. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  111229. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  111230. _this.direction = direction;
  111231. _this.kernel = kernel;
  111232. _this.onApplyObservable.add(function (effect) {
  111233. effect.setFloat2("screenSize", _this.width, _this.height);
  111234. effect.setVector2("direction", _this.direction);
  111235. effect.setFloat("blurWidth", _this.kernel);
  111236. });
  111237. return _this;
  111238. }
  111239. return GlowBlurPostProcess;
  111240. }(BABYLON.PostProcess));
  111241. /**
  111242. * The highlight layer Helps adding a glow effect around a mesh.
  111243. *
  111244. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111245. * glowy meshes to your scene.
  111246. *
  111247. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  111248. */
  111249. var HighlightLayer = /** @class */ (function (_super) {
  111250. __extends(HighlightLayer, _super);
  111251. /**
  111252. * Instantiates a new highlight Layer and references it to the scene..
  111253. * @param name The name of the layer
  111254. * @param scene The scene to use the layer in
  111255. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  111256. */
  111257. function HighlightLayer(name, scene, options) {
  111258. var _this = _super.call(this, name, scene) || this;
  111259. _this.name = name;
  111260. /**
  111261. * Specifies whether or not the inner glow is ACTIVE in the layer.
  111262. */
  111263. _this.innerGlow = true;
  111264. /**
  111265. * Specifies whether or not the outer glow is ACTIVE in the layer.
  111266. */
  111267. _this.outerGlow = true;
  111268. /**
  111269. * An event triggered when the highlight layer is being blurred.
  111270. */
  111271. _this.onBeforeBlurObservable = new BABYLON.Observable();
  111272. /**
  111273. * An event triggered when the highlight layer has been blurred.
  111274. */
  111275. _this.onAfterBlurObservable = new BABYLON.Observable();
  111276. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  111277. _this._meshes = {};
  111278. _this._excludedMeshes = {};
  111279. _this.neutralColor = HighlightLayer.NeutralColor;
  111280. // Warn on stencil
  111281. if (!_this._engine.isStencilEnable) {
  111282. 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 }");
  111283. }
  111284. // Adapt options
  111285. _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);
  111286. // Initialize the layer
  111287. _this._init({
  111288. alphaBlendingMode: _this._options.alphaBlendingMode,
  111289. camera: _this._options.camera,
  111290. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  111291. mainTextureRatio: _this._options.mainTextureRatio,
  111292. renderingGroupId: _this._options.renderingGroupId
  111293. });
  111294. // Do not render as long as no meshes have been added
  111295. _this._shouldRender = false;
  111296. return _this;
  111297. }
  111298. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  111299. /**
  111300. * Gets the horizontal size of the blur.
  111301. */
  111302. get: function () {
  111303. return this._horizontalBlurPostprocess.kernel;
  111304. },
  111305. /**
  111306. * Specifies the horizontal size of the blur.
  111307. */
  111308. set: function (value) {
  111309. this._horizontalBlurPostprocess.kernel = value;
  111310. },
  111311. enumerable: true,
  111312. configurable: true
  111313. });
  111314. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  111315. /**
  111316. * Gets the vertical size of the blur.
  111317. */
  111318. get: function () {
  111319. return this._verticalBlurPostprocess.kernel;
  111320. },
  111321. /**
  111322. * Specifies the vertical size of the blur.
  111323. */
  111324. set: function (value) {
  111325. this._verticalBlurPostprocess.kernel = value;
  111326. },
  111327. enumerable: true,
  111328. configurable: true
  111329. });
  111330. /**
  111331. * Get the effect name of the layer.
  111332. * @return The effect name
  111333. */
  111334. HighlightLayer.prototype.getEffectName = function () {
  111335. return HighlightLayer.EffectName;
  111336. };
  111337. /**
  111338. * Create the merge effect. This is the shader use to blit the information back
  111339. * to the main canvas at the end of the scene rendering.
  111340. */
  111341. HighlightLayer.prototype._createMergeEffect = function () {
  111342. // Effect
  111343. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  111344. };
  111345. /**
  111346. * Creates the render target textures and post processes used in the highlight layer.
  111347. */
  111348. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  111349. var _this = this;
  111350. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  111351. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  111352. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  111353. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  111354. var textureType = 0;
  111355. if (this._engine.getCaps().textureHalfFloatRender) {
  111356. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  111357. }
  111358. else {
  111359. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  111360. }
  111361. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  111362. width: blurTextureWidth,
  111363. height: blurTextureHeight
  111364. }, this._scene, false, true, textureType);
  111365. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111366. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111367. this._blurTexture.anisotropicFilteringLevel = 16;
  111368. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  111369. this._blurTexture.renderParticles = false;
  111370. this._blurTexture.ignoreCameraViewport = true;
  111371. this._textures = [this._blurTexture];
  111372. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  111373. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  111374. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  111375. effect.setTexture("textureSampler", _this._mainTexture);
  111376. });
  111377. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  111378. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  111379. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  111380. });
  111381. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  111382. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  111383. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  111384. });
  111385. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  111386. }
  111387. else {
  111388. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  111389. width: blurTextureWidth,
  111390. height: blurTextureHeight
  111391. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111392. this._horizontalBlurPostprocess.width = blurTextureWidth;
  111393. this._horizontalBlurPostprocess.height = blurTextureHeight;
  111394. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  111395. effect.setTexture("textureSampler", _this._mainTexture);
  111396. });
  111397. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  111398. width: blurTextureWidth,
  111399. height: blurTextureHeight
  111400. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111401. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  111402. }
  111403. this._mainTexture.onAfterUnbindObservable.add(function () {
  111404. _this.onBeforeBlurObservable.notifyObservers(_this);
  111405. var internalTexture = _this._blurTexture.getInternalTexture();
  111406. if (internalTexture) {
  111407. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  111408. }
  111409. _this.onAfterBlurObservable.notifyObservers(_this);
  111410. });
  111411. // Prevent autoClear.
  111412. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111413. };
  111414. /**
  111415. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111416. */
  111417. HighlightLayer.prototype.needStencil = function () {
  111418. return true;
  111419. };
  111420. /**
  111421. * Checks for the readiness of the element composing the layer.
  111422. * @param subMesh the mesh to check for
  111423. * @param useInstances specify wether or not to use instances to render the mesh
  111424. * @param emissiveTexture the associated emissive texture used to generate the glow
  111425. * @return true if ready otherwise, false
  111426. */
  111427. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  111428. var material = subMesh.getMaterial();
  111429. var mesh = subMesh.getRenderingMesh();
  111430. if (!material || !mesh || !this._meshes) {
  111431. return false;
  111432. }
  111433. var emissiveTexture = null;
  111434. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111435. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111436. emissiveTexture = material.emissiveTexture;
  111437. }
  111438. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111439. };
  111440. /**
  111441. * Implementation specific of rendering the generating effect on the main canvas.
  111442. * @param effect The effect used to render through
  111443. */
  111444. HighlightLayer.prototype._internalRender = function (effect) {
  111445. // Texture
  111446. effect.setTexture("textureSampler", this._blurTexture);
  111447. // Cache
  111448. var engine = this._engine;
  111449. var previousStencilBuffer = engine.getStencilBuffer();
  111450. var previousStencilFunction = engine.getStencilFunction();
  111451. var previousStencilMask = engine.getStencilMask();
  111452. var previousStencilOperationPass = engine.getStencilOperationPass();
  111453. var previousStencilOperationFail = engine.getStencilOperationFail();
  111454. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  111455. var previousStencilReference = engine.getStencilFunctionReference();
  111456. // Stencil operations
  111457. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  111458. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  111459. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  111460. // Draw order
  111461. engine.setStencilMask(0x00);
  111462. engine.setStencilBuffer(true);
  111463. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  111464. // 2 passes inner outer
  111465. if (this.outerGlow) {
  111466. effect.setFloat("offset", 0);
  111467. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  111468. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111469. }
  111470. if (this.innerGlow) {
  111471. effect.setFloat("offset", 1);
  111472. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  111473. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111474. }
  111475. // Restore Cache
  111476. engine.setStencilFunction(previousStencilFunction);
  111477. engine.setStencilMask(previousStencilMask);
  111478. engine.setStencilBuffer(previousStencilBuffer);
  111479. engine.setStencilOperationPass(previousStencilOperationPass);
  111480. engine.setStencilOperationFail(previousStencilOperationFail);
  111481. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  111482. engine.setStencilFunctionReference(previousStencilReference);
  111483. };
  111484. /**
  111485. * Returns true if the layer contains information to display, otherwise false.
  111486. */
  111487. HighlightLayer.prototype.shouldRender = function () {
  111488. if (_super.prototype.shouldRender.call(this)) {
  111489. return this._meshes ? true : false;
  111490. }
  111491. return false;
  111492. };
  111493. /**
  111494. * Returns true if the mesh should render, otherwise false.
  111495. * @param mesh The mesh to render
  111496. * @returns true if it should render otherwise false
  111497. */
  111498. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  111499. // Excluded Mesh
  111500. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  111501. return false;
  111502. }
  111503. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111504. return false;
  111505. }
  111506. return true;
  111507. };
  111508. /**
  111509. * Sets the required values for both the emissive texture and and the main color.
  111510. */
  111511. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111512. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111513. if (highlightLayerMesh) {
  111514. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  111515. }
  111516. else {
  111517. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111518. }
  111519. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111520. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111521. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  111522. }
  111523. else {
  111524. this._emissiveTextureAndColor.texture = null;
  111525. }
  111526. };
  111527. /**
  111528. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  111529. * @param mesh The mesh to exclude from the highlight layer
  111530. */
  111531. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  111532. if (!this._excludedMeshes) {
  111533. return;
  111534. }
  111535. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111536. if (!meshExcluded) {
  111537. this._excludedMeshes[mesh.uniqueId] = {
  111538. mesh: mesh,
  111539. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  111540. mesh.getEngine().setStencilBuffer(false);
  111541. }),
  111542. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  111543. mesh.getEngine().setStencilBuffer(true);
  111544. }),
  111545. };
  111546. }
  111547. };
  111548. /**
  111549. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  111550. * @param mesh The mesh to highlight
  111551. */
  111552. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  111553. if (!this._excludedMeshes) {
  111554. return;
  111555. }
  111556. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111557. if (meshExcluded) {
  111558. if (meshExcluded.beforeRender) {
  111559. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  111560. }
  111561. if (meshExcluded.afterRender) {
  111562. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  111563. }
  111564. }
  111565. this._excludedMeshes[mesh.uniqueId] = null;
  111566. };
  111567. /**
  111568. * Determine if a given mesh will be highlighted by the current HighlightLayer
  111569. * @param mesh mesh to test
  111570. * @returns true if the mesh will be highlighted by the current HighlightLayer
  111571. */
  111572. HighlightLayer.prototype.hasMesh = function (mesh) {
  111573. if (!this._meshes) {
  111574. return false;
  111575. }
  111576. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111577. return false;
  111578. }
  111579. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  111580. };
  111581. /**
  111582. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  111583. * @param mesh The mesh to highlight
  111584. * @param color The color of the highlight
  111585. * @param glowEmissiveOnly Extract the glow from the emissive texture
  111586. */
  111587. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  111588. var _this = this;
  111589. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  111590. if (!this._meshes) {
  111591. return;
  111592. }
  111593. var meshHighlight = this._meshes[mesh.uniqueId];
  111594. if (meshHighlight) {
  111595. meshHighlight.color = color;
  111596. }
  111597. else {
  111598. this._meshes[mesh.uniqueId] = {
  111599. mesh: mesh,
  111600. color: color,
  111601. // Lambda required for capture due to Observable this context
  111602. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  111603. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  111604. _this._defaultStencilReference(mesh);
  111605. }
  111606. else {
  111607. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  111608. }
  111609. }),
  111610. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  111611. glowEmissiveOnly: glowEmissiveOnly
  111612. };
  111613. mesh.onDisposeObservable.add(function () {
  111614. _this._disposeMesh(mesh);
  111615. });
  111616. }
  111617. this._shouldRender = true;
  111618. };
  111619. /**
  111620. * Remove a mesh from the highlight layer in order to make it stop glowing.
  111621. * @param mesh The mesh to highlight
  111622. */
  111623. HighlightLayer.prototype.removeMesh = function (mesh) {
  111624. if (!this._meshes) {
  111625. return;
  111626. }
  111627. var meshHighlight = this._meshes[mesh.uniqueId];
  111628. if (meshHighlight) {
  111629. if (meshHighlight.observerHighlight) {
  111630. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111631. }
  111632. if (meshHighlight.observerDefault) {
  111633. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111634. }
  111635. delete this._meshes[mesh.uniqueId];
  111636. }
  111637. this._shouldRender = false;
  111638. for (var meshHighlightToCheck in this._meshes) {
  111639. if (this._meshes[meshHighlightToCheck]) {
  111640. this._shouldRender = true;
  111641. break;
  111642. }
  111643. }
  111644. };
  111645. /**
  111646. * Force the stencil to the normal expected value for none glowing parts
  111647. */
  111648. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  111649. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  111650. };
  111651. /**
  111652. * Free any resources and references associated to a mesh.
  111653. * Internal use
  111654. * @param mesh The mesh to free.
  111655. * @hidden
  111656. */
  111657. HighlightLayer.prototype._disposeMesh = function (mesh) {
  111658. this.removeMesh(mesh);
  111659. this.removeExcludedMesh(mesh);
  111660. };
  111661. /**
  111662. * Dispose the highlight layer and free resources.
  111663. */
  111664. HighlightLayer.prototype.dispose = function () {
  111665. if (this._meshes) {
  111666. // Clean mesh references
  111667. for (var id in this._meshes) {
  111668. var meshHighlight = this._meshes[id];
  111669. if (meshHighlight && meshHighlight.mesh) {
  111670. if (meshHighlight.observerHighlight) {
  111671. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111672. }
  111673. if (meshHighlight.observerDefault) {
  111674. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111675. }
  111676. }
  111677. }
  111678. this._meshes = null;
  111679. }
  111680. if (this._excludedMeshes) {
  111681. for (var id in this._excludedMeshes) {
  111682. var meshHighlight = this._excludedMeshes[id];
  111683. if (meshHighlight) {
  111684. if (meshHighlight.beforeRender) {
  111685. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  111686. }
  111687. if (meshHighlight.afterRender) {
  111688. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  111689. }
  111690. }
  111691. }
  111692. this._excludedMeshes = null;
  111693. }
  111694. _super.prototype.dispose.call(this);
  111695. };
  111696. /**
  111697. * Gets the class name of the effect layer
  111698. * @returns the string with the class name of the effect layer
  111699. */
  111700. HighlightLayer.prototype.getClassName = function () {
  111701. return "HighlightLayer";
  111702. };
  111703. /**
  111704. * Serializes this Highlight layer
  111705. * @returns a serialized Highlight layer object
  111706. */
  111707. HighlightLayer.prototype.serialize = function () {
  111708. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111709. serializationObject.customType = "BABYLON.HighlightLayer";
  111710. // Highlighted meshes
  111711. serializationObject.meshes = [];
  111712. if (this._meshes) {
  111713. for (var m in this._meshes) {
  111714. var mesh = this._meshes[m];
  111715. if (mesh) {
  111716. serializationObject.meshes.push({
  111717. glowEmissiveOnly: mesh.glowEmissiveOnly,
  111718. color: mesh.color.asArray(),
  111719. meshId: mesh.mesh.id
  111720. });
  111721. }
  111722. }
  111723. }
  111724. // Excluded meshes
  111725. serializationObject.excludedMeshes = [];
  111726. if (this._excludedMeshes) {
  111727. for (var e in this._excludedMeshes) {
  111728. var excludedMesh = this._excludedMeshes[e];
  111729. if (excludedMesh) {
  111730. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  111731. }
  111732. }
  111733. }
  111734. return serializationObject;
  111735. };
  111736. /**
  111737. * Creates a Highlight layer from parsed Highlight layer data
  111738. * @param parsedHightlightLayer defines the Highlight layer data
  111739. * @param scene defines the current scene
  111740. * @param rootUrl defines the root URL containing the Highlight layer information
  111741. * @returns a parsed Highlight layer
  111742. */
  111743. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  111744. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  111745. var index;
  111746. // Excluded meshes
  111747. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  111748. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  111749. if (mesh) {
  111750. hl.addExcludedMesh(mesh);
  111751. }
  111752. }
  111753. // Included meshes
  111754. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  111755. var highlightedMesh = parsedHightlightLayer.meshes[index];
  111756. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  111757. if (mesh) {
  111758. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  111759. }
  111760. }
  111761. return hl;
  111762. };
  111763. /**
  111764. * Effect Name of the highlight layer.
  111765. */
  111766. HighlightLayer.EffectName = "HighlightLayer";
  111767. /**
  111768. * The neutral color used during the preparation of the glow effect.
  111769. * This is black by default as the blend operation is a blend operation.
  111770. */
  111771. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  111772. /**
  111773. * Stencil value used for glowing meshes.
  111774. */
  111775. HighlightLayer.GlowingMeshStencilReference = 0x02;
  111776. /**
  111777. * Stencil value used for the other meshes in the scene.
  111778. */
  111779. HighlightLayer.NormalMeshStencilReference = 0x01;
  111780. __decorate([
  111781. BABYLON.serialize()
  111782. ], HighlightLayer.prototype, "innerGlow", void 0);
  111783. __decorate([
  111784. BABYLON.serialize()
  111785. ], HighlightLayer.prototype, "outerGlow", void 0);
  111786. __decorate([
  111787. BABYLON.serialize()
  111788. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  111789. __decorate([
  111790. BABYLON.serialize()
  111791. ], HighlightLayer.prototype, "blurVerticalSize", null);
  111792. __decorate([
  111793. BABYLON.serialize("options")
  111794. ], HighlightLayer.prototype, "_options", void 0);
  111795. return HighlightLayer;
  111796. }(BABYLON.EffectLayer));
  111797. BABYLON.HighlightLayer = HighlightLayer;
  111798. })(BABYLON || (BABYLON = {}));
  111799. //# sourceMappingURL=babylon.highlightLayer.js.map
  111800. var BABYLON;
  111801. (function (BABYLON) {
  111802. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  111803. for (var index = 0; index < this.effectLayers.length; index++) {
  111804. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  111805. return this.effectLayers[index];
  111806. }
  111807. }
  111808. return null;
  111809. };
  111810. /**
  111811. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  111812. *
  111813. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111814. * glowy meshes to your scene.
  111815. *
  111816. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  111817. */
  111818. var GlowLayer = /** @class */ (function (_super) {
  111819. __extends(GlowLayer, _super);
  111820. /**
  111821. * Instantiates a new glow Layer and references it to the scene.
  111822. * @param name The name of the layer
  111823. * @param scene The scene to use the layer in
  111824. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  111825. */
  111826. function GlowLayer(name, scene, options) {
  111827. var _this = _super.call(this, name, scene) || this;
  111828. _this._intensity = 1.0;
  111829. _this._includedOnlyMeshes = [];
  111830. _this._excludedMeshes = [];
  111831. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  111832. // Adapt options
  111833. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  111834. // Initialize the layer
  111835. _this._init({
  111836. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  111837. camera: _this._options.camera,
  111838. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  111839. mainTextureRatio: _this._options.mainTextureRatio,
  111840. renderingGroupId: _this._options.renderingGroupId
  111841. });
  111842. return _this;
  111843. }
  111844. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  111845. /**
  111846. * Gets the kernel size of the blur.
  111847. */
  111848. get: function () {
  111849. return this._horizontalBlurPostprocess1.kernel;
  111850. },
  111851. /**
  111852. * Sets the kernel size of the blur.
  111853. */
  111854. set: function (value) {
  111855. this._horizontalBlurPostprocess1.kernel = value;
  111856. this._verticalBlurPostprocess1.kernel = value;
  111857. this._horizontalBlurPostprocess2.kernel = value;
  111858. this._verticalBlurPostprocess2.kernel = value;
  111859. },
  111860. enumerable: true,
  111861. configurable: true
  111862. });
  111863. Object.defineProperty(GlowLayer.prototype, "intensity", {
  111864. /**
  111865. * Gets the glow intensity.
  111866. */
  111867. get: function () {
  111868. return this._intensity;
  111869. },
  111870. /**
  111871. * Sets the glow intensity.
  111872. */
  111873. set: function (value) {
  111874. this._intensity = value;
  111875. },
  111876. enumerable: true,
  111877. configurable: true
  111878. });
  111879. /**
  111880. * Get the effect name of the layer.
  111881. * @return The effect name
  111882. */
  111883. GlowLayer.prototype.getEffectName = function () {
  111884. return GlowLayer.EffectName;
  111885. };
  111886. /**
  111887. * Create the merge effect. This is the shader use to blit the information back
  111888. * to the main canvas at the end of the scene rendering.
  111889. */
  111890. GlowLayer.prototype._createMergeEffect = function () {
  111891. // Effect
  111892. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  111893. };
  111894. /**
  111895. * Creates the render target textures and post processes used in the glow layer.
  111896. */
  111897. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  111898. var _this = this;
  111899. var blurTextureWidth = this._mainTextureDesiredSize.width;
  111900. var blurTextureHeight = this._mainTextureDesiredSize.height;
  111901. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  111902. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  111903. var textureType = 0;
  111904. if (this._engine.getCaps().textureHalfFloatRender) {
  111905. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  111906. }
  111907. else {
  111908. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  111909. }
  111910. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  111911. width: blurTextureWidth,
  111912. height: blurTextureHeight
  111913. }, this._scene, false, true, textureType);
  111914. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111915. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111916. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111917. this._blurTexture1.renderParticles = false;
  111918. this._blurTexture1.ignoreCameraViewport = true;
  111919. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  111920. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  111921. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  111922. width: blurTextureWidth2,
  111923. height: blurTextureHeight2
  111924. }, this._scene, false, true, textureType);
  111925. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111926. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111927. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111928. this._blurTexture2.renderParticles = false;
  111929. this._blurTexture2.ignoreCameraViewport = true;
  111930. this._textures = [this._blurTexture1, this._blurTexture2];
  111931. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111932. width: blurTextureWidth,
  111933. height: blurTextureHeight
  111934. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111935. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  111936. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  111937. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  111938. effect.setTexture("textureSampler", _this._mainTexture);
  111939. });
  111940. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111941. width: blurTextureWidth,
  111942. height: blurTextureHeight
  111943. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111944. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  111945. width: blurTextureWidth2,
  111946. height: blurTextureHeight2
  111947. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111948. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  111949. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  111950. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  111951. effect.setTexture("textureSampler", _this._blurTexture1);
  111952. });
  111953. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  111954. width: blurTextureWidth2,
  111955. height: blurTextureHeight2
  111956. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111957. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111958. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  111959. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  111960. this._mainTexture.samples = this._options.mainTextureSamples;
  111961. this._mainTexture.onAfterUnbindObservable.add(function () {
  111962. var internalTexture = _this._blurTexture1.getInternalTexture();
  111963. if (internalTexture) {
  111964. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  111965. internalTexture = _this._blurTexture2.getInternalTexture();
  111966. if (internalTexture) {
  111967. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  111968. }
  111969. }
  111970. });
  111971. // Prevent autoClear.
  111972. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111973. };
  111974. /**
  111975. * Checks for the readiness of the element composing the layer.
  111976. * @param subMesh the mesh to check for
  111977. * @param useInstances specify wether or not to use instances to render the mesh
  111978. * @param emissiveTexture the associated emissive texture used to generate the glow
  111979. * @return true if ready otherwise, false
  111980. */
  111981. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  111982. var material = subMesh.getMaterial();
  111983. var mesh = subMesh.getRenderingMesh();
  111984. if (!material || !mesh) {
  111985. return false;
  111986. }
  111987. var emissiveTexture = material.emissiveTexture;
  111988. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111989. };
  111990. /**
  111991. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111992. */
  111993. GlowLayer.prototype.needStencil = function () {
  111994. return false;
  111995. };
  111996. /**
  111997. * Implementation specific of rendering the generating effect on the main canvas.
  111998. * @param effect The effect used to render through
  111999. */
  112000. GlowLayer.prototype._internalRender = function (effect) {
  112001. // Texture
  112002. effect.setTexture("textureSampler", this._blurTexture1);
  112003. effect.setTexture("textureSampler2", this._blurTexture2);
  112004. effect.setFloat("offset", this._intensity);
  112005. // Cache
  112006. var engine = this._engine;
  112007. var previousStencilBuffer = engine.getStencilBuffer();
  112008. // Draw order
  112009. engine.setStencilBuffer(false);
  112010. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112011. // Draw order
  112012. engine.setStencilBuffer(previousStencilBuffer);
  112013. };
  112014. /**
  112015. * Sets the required values for both the emissive texture and and the main color.
  112016. */
  112017. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112018. var textureLevel = 1.0;
  112019. if (this.customEmissiveTextureSelector) {
  112020. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  112021. }
  112022. else {
  112023. if (material) {
  112024. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112025. if (this._emissiveTextureAndColor.texture) {
  112026. textureLevel = this._emissiveTextureAndColor.texture.level;
  112027. }
  112028. }
  112029. else {
  112030. this._emissiveTextureAndColor.texture = null;
  112031. }
  112032. }
  112033. if (this.customEmissiveColorSelector) {
  112034. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  112035. }
  112036. else {
  112037. if (material.emissiveColor) {
  112038. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  112039. }
  112040. else {
  112041. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112042. }
  112043. }
  112044. };
  112045. /**
  112046. * Returns true if the mesh should render, otherwise false.
  112047. * @param mesh The mesh to render
  112048. * @returns true if it should render otherwise false
  112049. */
  112050. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  112051. return this.hasMesh(mesh);
  112052. };
  112053. /**
  112054. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112055. * @param mesh The mesh to exclude from the glow layer
  112056. */
  112057. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  112058. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  112059. this._excludedMeshes.push(mesh.uniqueId);
  112060. }
  112061. };
  112062. /**
  112063. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112064. * @param mesh The mesh to remove
  112065. */
  112066. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  112067. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  112068. if (index !== -1) {
  112069. this._excludedMeshes.splice(index, 1);
  112070. }
  112071. };
  112072. /**
  112073. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112074. * @param mesh The mesh to include in the glow layer
  112075. */
  112076. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  112077. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  112078. this._includedOnlyMeshes.push(mesh.uniqueId);
  112079. }
  112080. };
  112081. /**
  112082. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112083. * @param mesh The mesh to remove
  112084. */
  112085. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  112086. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  112087. if (index !== -1) {
  112088. this._includedOnlyMeshes.splice(index, 1);
  112089. }
  112090. };
  112091. /**
  112092. * Determine if a given mesh will be used in the glow layer
  112093. * @param mesh The mesh to test
  112094. * @returns true if the mesh will be highlighted by the current glow layer
  112095. */
  112096. GlowLayer.prototype.hasMesh = function (mesh) {
  112097. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112098. return false;
  112099. }
  112100. // Included Mesh
  112101. if (this._includedOnlyMeshes.length) {
  112102. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  112103. }
  112104. // Excluded Mesh
  112105. if (this._excludedMeshes.length) {
  112106. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  112107. }
  112108. return true;
  112109. };
  112110. /**
  112111. * Free any resources and references associated to a mesh.
  112112. * Internal use
  112113. * @param mesh The mesh to free.
  112114. * @hidden
  112115. */
  112116. GlowLayer.prototype._disposeMesh = function (mesh) {
  112117. this.removeIncludedOnlyMesh(mesh);
  112118. this.removeExcludedMesh(mesh);
  112119. };
  112120. /**
  112121. * Gets the class name of the effect layer
  112122. * @returns the string with the class name of the effect layer
  112123. */
  112124. GlowLayer.prototype.getClassName = function () {
  112125. return "GlowLayer";
  112126. };
  112127. /**
  112128. * Serializes this glow layer
  112129. * @returns a serialized glow layer object
  112130. */
  112131. GlowLayer.prototype.serialize = function () {
  112132. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112133. serializationObject.customType = "BABYLON.GlowLayer";
  112134. var index;
  112135. // Included meshes
  112136. serializationObject.includedMeshes = [];
  112137. if (this._includedOnlyMeshes.length) {
  112138. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  112139. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  112140. if (mesh) {
  112141. serializationObject.includedMeshes.push(mesh.id);
  112142. }
  112143. }
  112144. }
  112145. // Excluded meshes
  112146. serializationObject.excludedMeshes = [];
  112147. if (this._excludedMeshes.length) {
  112148. for (index = 0; index < this._excludedMeshes.length; index++) {
  112149. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  112150. if (mesh) {
  112151. serializationObject.excludedMeshes.push(mesh.id);
  112152. }
  112153. }
  112154. }
  112155. return serializationObject;
  112156. };
  112157. /**
  112158. * Creates a Glow Layer from parsed glow layer data
  112159. * @param parsedGlowLayer defines glow layer data
  112160. * @param scene defines the current scene
  112161. * @param rootUrl defines the root URL containing the glow layer information
  112162. * @returns a parsed Glow Layer
  112163. */
  112164. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  112165. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  112166. var index;
  112167. // Excluded meshes
  112168. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  112169. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  112170. if (mesh) {
  112171. gl.addExcludedMesh(mesh);
  112172. }
  112173. }
  112174. // Included meshes
  112175. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  112176. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  112177. if (mesh) {
  112178. gl.addIncludedOnlyMesh(mesh);
  112179. }
  112180. }
  112181. return gl;
  112182. };
  112183. /**
  112184. * Effect Name of the layer.
  112185. */
  112186. GlowLayer.EffectName = "GlowLayer";
  112187. /**
  112188. * The default blur kernel size used for the glow.
  112189. */
  112190. GlowLayer.DefaultBlurKernelSize = 32;
  112191. /**
  112192. * The default texture size ratio used for the glow.
  112193. */
  112194. GlowLayer.DefaultTextureRatio = 0.5;
  112195. __decorate([
  112196. BABYLON.serialize()
  112197. ], GlowLayer.prototype, "blurKernelSize", null);
  112198. __decorate([
  112199. BABYLON.serialize()
  112200. ], GlowLayer.prototype, "intensity", null);
  112201. __decorate([
  112202. BABYLON.serialize("options")
  112203. ], GlowLayer.prototype, "_options", void 0);
  112204. return GlowLayer;
  112205. }(BABYLON.EffectLayer));
  112206. BABYLON.GlowLayer = GlowLayer;
  112207. })(BABYLON || (BABYLON = {}));
  112208. //# sourceMappingURL=babylon.glowLayer.js.map
  112209. var BABYLON;
  112210. (function (BABYLON) {
  112211. /**
  112212. * Defines the list of states available for a task inside a AssetsManager
  112213. */
  112214. var AssetTaskState;
  112215. (function (AssetTaskState) {
  112216. /**
  112217. * Initialization
  112218. */
  112219. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  112220. /**
  112221. * Running
  112222. */
  112223. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  112224. /**
  112225. * Done
  112226. */
  112227. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  112228. /**
  112229. * Error
  112230. */
  112231. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  112232. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  112233. /**
  112234. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  112235. */
  112236. var AbstractAssetTask = /** @class */ (function () {
  112237. /**
  112238. * Creates a new AssetsManager
  112239. * @param name defines the name of the task
  112240. */
  112241. function AbstractAssetTask(
  112242. /**
  112243. * Task name
  112244. */ name) {
  112245. this.name = name;
  112246. this._isCompleted = false;
  112247. this._taskState = AssetTaskState.INIT;
  112248. }
  112249. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  112250. /**
  112251. * Get if the task is completed
  112252. */
  112253. get: function () {
  112254. return this._isCompleted;
  112255. },
  112256. enumerable: true,
  112257. configurable: true
  112258. });
  112259. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  112260. /**
  112261. * Gets the current state of the task
  112262. */
  112263. get: function () {
  112264. return this._taskState;
  112265. },
  112266. enumerable: true,
  112267. configurable: true
  112268. });
  112269. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  112270. /**
  112271. * Gets the current error object (if task is in error)
  112272. */
  112273. get: function () {
  112274. return this._errorObject;
  112275. },
  112276. enumerable: true,
  112277. configurable: true
  112278. });
  112279. /**
  112280. * Internal only
  112281. * @hidden
  112282. */
  112283. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  112284. if (this._errorObject) {
  112285. return;
  112286. }
  112287. this._errorObject = {
  112288. message: message,
  112289. exception: exception
  112290. };
  112291. };
  112292. /**
  112293. * Execute the current task
  112294. * @param scene defines the scene where you want your assets to be loaded
  112295. * @param onSuccess is a callback called when the task is successfully executed
  112296. * @param onError is a callback called if an error occurs
  112297. */
  112298. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112299. var _this = this;
  112300. this._taskState = AssetTaskState.RUNNING;
  112301. this.runTask(scene, function () {
  112302. _this.onDoneCallback(onSuccess, onError);
  112303. }, function (msg, exception) {
  112304. _this.onErrorCallback(onError, msg, exception);
  112305. });
  112306. };
  112307. /**
  112308. * Execute the current task
  112309. * @param scene defines the scene where you want your assets to be loaded
  112310. * @param onSuccess is a callback called when the task is successfully executed
  112311. * @param onError is a callback called if an error occurs
  112312. */
  112313. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112314. throw new Error("runTask is not implemented");
  112315. };
  112316. /**
  112317. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  112318. * This can be used with failed tasks that have the reason for failure fixed.
  112319. */
  112320. AbstractAssetTask.prototype.reset = function () {
  112321. this._taskState = AssetTaskState.INIT;
  112322. };
  112323. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  112324. this._taskState = AssetTaskState.ERROR;
  112325. this._errorObject = {
  112326. message: message,
  112327. exception: exception
  112328. };
  112329. if (this.onError) {
  112330. this.onError(this, message, exception);
  112331. }
  112332. onError();
  112333. };
  112334. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  112335. try {
  112336. this._taskState = AssetTaskState.DONE;
  112337. this._isCompleted = true;
  112338. if (this.onSuccess) {
  112339. this.onSuccess(this);
  112340. }
  112341. onSuccess();
  112342. }
  112343. catch (e) {
  112344. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  112345. }
  112346. };
  112347. return AbstractAssetTask;
  112348. }());
  112349. BABYLON.AbstractAssetTask = AbstractAssetTask;
  112350. /**
  112351. * Class used to share progress information about assets loading
  112352. */
  112353. var AssetsProgressEvent = /** @class */ (function () {
  112354. /**
  112355. * Creates a AssetsProgressEvent
  112356. * @param remainingCount defines the number of remaining tasks to process
  112357. * @param totalCount defines the total number of tasks
  112358. * @param task defines the task that was just processed
  112359. */
  112360. function AssetsProgressEvent(remainingCount, totalCount, task) {
  112361. this.remainingCount = remainingCount;
  112362. this.totalCount = totalCount;
  112363. this.task = task;
  112364. }
  112365. return AssetsProgressEvent;
  112366. }());
  112367. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  112368. /**
  112369. * Define a task used by AssetsManager to load meshes
  112370. */
  112371. var MeshAssetTask = /** @class */ (function (_super) {
  112372. __extends(MeshAssetTask, _super);
  112373. /**
  112374. * Creates a new MeshAssetTask
  112375. * @param name defines the name of the task
  112376. * @param meshesNames defines the list of mesh's names you want to load
  112377. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  112378. * @param sceneFilename defines the filename of the scene to load from
  112379. */
  112380. function MeshAssetTask(
  112381. /**
  112382. * Defines the name of the task
  112383. */
  112384. name,
  112385. /**
  112386. * Defines the list of mesh's names you want to load
  112387. */
  112388. meshesNames,
  112389. /**
  112390. * Defines the root url to use as a base to load your meshes and associated resources
  112391. */
  112392. rootUrl,
  112393. /**
  112394. * Defines the filename of the scene to load from
  112395. */
  112396. sceneFilename) {
  112397. var _this = _super.call(this, name) || this;
  112398. _this.name = name;
  112399. _this.meshesNames = meshesNames;
  112400. _this.rootUrl = rootUrl;
  112401. _this.sceneFilename = sceneFilename;
  112402. return _this;
  112403. }
  112404. /**
  112405. * Execute the current task
  112406. * @param scene defines the scene where you want your assets to be loaded
  112407. * @param onSuccess is a callback called when the task is successfully executed
  112408. * @param onError is a callback called if an error occurs
  112409. */
  112410. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112411. var _this = this;
  112412. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  112413. _this.loadedMeshes = meshes;
  112414. _this.loadedParticleSystems = particleSystems;
  112415. _this.loadedSkeletons = skeletons;
  112416. onSuccess();
  112417. }, null, function (scene, message, exception) {
  112418. onError(message, exception);
  112419. });
  112420. };
  112421. return MeshAssetTask;
  112422. }(AbstractAssetTask));
  112423. BABYLON.MeshAssetTask = MeshAssetTask;
  112424. /**
  112425. * Define a task used by AssetsManager to load text content
  112426. */
  112427. var TextFileAssetTask = /** @class */ (function (_super) {
  112428. __extends(TextFileAssetTask, _super);
  112429. /**
  112430. * Creates a new TextFileAssetTask object
  112431. * @param name defines the name of the task
  112432. * @param url defines the location of the file to load
  112433. */
  112434. function TextFileAssetTask(
  112435. /**
  112436. * Defines the name of the task
  112437. */
  112438. name,
  112439. /**
  112440. * Defines the location of the file to load
  112441. */
  112442. url) {
  112443. var _this = _super.call(this, name) || this;
  112444. _this.name = name;
  112445. _this.url = url;
  112446. return _this;
  112447. }
  112448. /**
  112449. * Execute the current task
  112450. * @param scene defines the scene where you want your assets to be loaded
  112451. * @param onSuccess is a callback called when the task is successfully executed
  112452. * @param onError is a callback called if an error occurs
  112453. */
  112454. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112455. var _this = this;
  112456. scene._loadFile(this.url, function (data) {
  112457. _this.text = data;
  112458. onSuccess();
  112459. }, undefined, false, false, function (request, exception) {
  112460. if (request) {
  112461. onError(request.status + " " + request.statusText, exception);
  112462. }
  112463. });
  112464. };
  112465. return TextFileAssetTask;
  112466. }(AbstractAssetTask));
  112467. BABYLON.TextFileAssetTask = TextFileAssetTask;
  112468. /**
  112469. * Define a task used by AssetsManager to load binary data
  112470. */
  112471. var BinaryFileAssetTask = /** @class */ (function (_super) {
  112472. __extends(BinaryFileAssetTask, _super);
  112473. /**
  112474. * Creates a new BinaryFileAssetTask object
  112475. * @param name defines the name of the new task
  112476. * @param url defines the location of the file to load
  112477. */
  112478. function BinaryFileAssetTask(
  112479. /**
  112480. * Defines the name of the task
  112481. */
  112482. name,
  112483. /**
  112484. * Defines the location of the file to load
  112485. */
  112486. url) {
  112487. var _this = _super.call(this, name) || this;
  112488. _this.name = name;
  112489. _this.url = url;
  112490. return _this;
  112491. }
  112492. /**
  112493. * Execute the current task
  112494. * @param scene defines the scene where you want your assets to be loaded
  112495. * @param onSuccess is a callback called when the task is successfully executed
  112496. * @param onError is a callback called if an error occurs
  112497. */
  112498. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112499. var _this = this;
  112500. scene._loadFile(this.url, function (data) {
  112501. _this.data = data;
  112502. onSuccess();
  112503. }, undefined, true, true, function (request, exception) {
  112504. if (request) {
  112505. onError(request.status + " " + request.statusText, exception);
  112506. }
  112507. });
  112508. };
  112509. return BinaryFileAssetTask;
  112510. }(AbstractAssetTask));
  112511. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  112512. /**
  112513. * Define a task used by AssetsManager to load images
  112514. */
  112515. var ImageAssetTask = /** @class */ (function (_super) {
  112516. __extends(ImageAssetTask, _super);
  112517. /**
  112518. * Creates a new ImageAssetTask
  112519. * @param name defines the name of the task
  112520. * @param url defines the location of the image to load
  112521. */
  112522. function ImageAssetTask(
  112523. /**
  112524. * Defines the name of the task
  112525. */
  112526. name,
  112527. /**
  112528. * Defines the location of the image to load
  112529. */
  112530. url) {
  112531. var _this = _super.call(this, name) || this;
  112532. _this.name = name;
  112533. _this.url = url;
  112534. return _this;
  112535. }
  112536. /**
  112537. * Execute the current task
  112538. * @param scene defines the scene where you want your assets to be loaded
  112539. * @param onSuccess is a callback called when the task is successfully executed
  112540. * @param onError is a callback called if an error occurs
  112541. */
  112542. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112543. var _this = this;
  112544. var img = new Image();
  112545. BABYLON.Tools.SetCorsBehavior(this.url, img);
  112546. img.onload = function () {
  112547. _this.image = img;
  112548. onSuccess();
  112549. };
  112550. img.onerror = function (err) {
  112551. onError("Error loading image", err);
  112552. };
  112553. img.src = this.url;
  112554. };
  112555. return ImageAssetTask;
  112556. }(AbstractAssetTask));
  112557. BABYLON.ImageAssetTask = ImageAssetTask;
  112558. /**
  112559. * Define a task used by AssetsManager to load 2D textures
  112560. */
  112561. var TextureAssetTask = /** @class */ (function (_super) {
  112562. __extends(TextureAssetTask, _super);
  112563. /**
  112564. * Creates a new TextureAssetTask object
  112565. * @param name defines the name of the task
  112566. * @param url defines the location of the file to load
  112567. * @param noMipmap defines if mipmap should not be generated (default is false)
  112568. * @param invertY defines if texture must be inverted on Y axis (default is false)
  112569. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112570. */
  112571. function TextureAssetTask(
  112572. /**
  112573. * Defines the name of the task
  112574. */
  112575. name,
  112576. /**
  112577. * Defines the location of the file to load
  112578. */
  112579. url,
  112580. /**
  112581. * Defines if mipmap should not be generated (default is false)
  112582. */
  112583. noMipmap,
  112584. /**
  112585. * Defines if texture must be inverted on Y axis (default is false)
  112586. */
  112587. invertY,
  112588. /**
  112589. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112590. */
  112591. samplingMode) {
  112592. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112593. var _this = _super.call(this, name) || this;
  112594. _this.name = name;
  112595. _this.url = url;
  112596. _this.noMipmap = noMipmap;
  112597. _this.invertY = invertY;
  112598. _this.samplingMode = samplingMode;
  112599. return _this;
  112600. }
  112601. /**
  112602. * Execute the current task
  112603. * @param scene defines the scene where you want your assets to be loaded
  112604. * @param onSuccess is a callback called when the task is successfully executed
  112605. * @param onError is a callback called if an error occurs
  112606. */
  112607. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112608. var onload = function () {
  112609. onSuccess();
  112610. };
  112611. var onerror = function (message, exception) {
  112612. onError(message, exception);
  112613. };
  112614. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  112615. };
  112616. return TextureAssetTask;
  112617. }(AbstractAssetTask));
  112618. BABYLON.TextureAssetTask = TextureAssetTask;
  112619. /**
  112620. * Define a task used by AssetsManager to load cube textures
  112621. */
  112622. var CubeTextureAssetTask = /** @class */ (function (_super) {
  112623. __extends(CubeTextureAssetTask, _super);
  112624. /**
  112625. * Creates a new CubeTextureAssetTask
  112626. * @param name defines the name of the task
  112627. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112628. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112629. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112630. * @param files defines the explicit list of files (undefined by default)
  112631. */
  112632. function CubeTextureAssetTask(
  112633. /**
  112634. * Defines the name of the task
  112635. */
  112636. name,
  112637. /**
  112638. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112639. */
  112640. url,
  112641. /**
  112642. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112643. */
  112644. extensions,
  112645. /**
  112646. * Defines if mipmaps should not be generated (default is false)
  112647. */
  112648. noMipmap,
  112649. /**
  112650. * Defines the explicit list of files (undefined by default)
  112651. */
  112652. files) {
  112653. var _this = _super.call(this, name) || this;
  112654. _this.name = name;
  112655. _this.url = url;
  112656. _this.extensions = extensions;
  112657. _this.noMipmap = noMipmap;
  112658. _this.files = files;
  112659. return _this;
  112660. }
  112661. /**
  112662. * Execute the current task
  112663. * @param scene defines the scene where you want your assets to be loaded
  112664. * @param onSuccess is a callback called when the task is successfully executed
  112665. * @param onError is a callback called if an error occurs
  112666. */
  112667. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112668. var onload = function () {
  112669. onSuccess();
  112670. };
  112671. var onerror = function (message, exception) {
  112672. onError(message, exception);
  112673. };
  112674. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  112675. };
  112676. return CubeTextureAssetTask;
  112677. }(AbstractAssetTask));
  112678. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  112679. /**
  112680. * Define a task used by AssetsManager to load HDR cube textures
  112681. */
  112682. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  112683. __extends(HDRCubeTextureAssetTask, _super);
  112684. /**
  112685. * Creates a new HDRCubeTextureAssetTask object
  112686. * @param name defines the name of the task
  112687. * @param url defines the location of the file to load
  112688. * @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.
  112689. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112690. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112691. * @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)
  112692. * @param reserved Internal use only
  112693. */
  112694. function HDRCubeTextureAssetTask(
  112695. /**
  112696. * Defines the name of the task
  112697. */
  112698. name,
  112699. /**
  112700. * Defines the location of the file to load
  112701. */
  112702. url,
  112703. /**
  112704. * Defines the desired size (the more it increases the longer the generation will be)
  112705. */
  112706. size,
  112707. /**
  112708. * Defines if mipmaps should not be generated (default is false)
  112709. */
  112710. noMipmap,
  112711. /**
  112712. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112713. */
  112714. generateHarmonics,
  112715. /**
  112716. * 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)
  112717. */
  112718. gammaSpace,
  112719. /**
  112720. * Internal Use Only
  112721. */
  112722. reserved) {
  112723. if (noMipmap === void 0) { noMipmap = false; }
  112724. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112725. if (gammaSpace === void 0) { gammaSpace = false; }
  112726. if (reserved === void 0) { reserved = false; }
  112727. var _this = _super.call(this, name) || this;
  112728. _this.name = name;
  112729. _this.url = url;
  112730. _this.size = size;
  112731. _this.noMipmap = noMipmap;
  112732. _this.generateHarmonics = generateHarmonics;
  112733. _this.gammaSpace = gammaSpace;
  112734. _this.reserved = reserved;
  112735. return _this;
  112736. }
  112737. /**
  112738. * Execute the current task
  112739. * @param scene defines the scene where you want your assets to be loaded
  112740. * @param onSuccess is a callback called when the task is successfully executed
  112741. * @param onError is a callback called if an error occurs
  112742. */
  112743. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112744. var onload = function () {
  112745. onSuccess();
  112746. };
  112747. var onerror = function (message, exception) {
  112748. onError(message, exception);
  112749. };
  112750. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  112751. };
  112752. return HDRCubeTextureAssetTask;
  112753. }(AbstractAssetTask));
  112754. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  112755. /**
  112756. * This class can be used to easily import assets into a scene
  112757. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  112758. */
  112759. var AssetsManager = /** @class */ (function () {
  112760. /**
  112761. * Creates a new AssetsManager
  112762. * @param scene defines the scene to work on
  112763. */
  112764. function AssetsManager(scene) {
  112765. this._isLoading = false;
  112766. this._tasks = new Array();
  112767. this._waitingTasksCount = 0;
  112768. this._totalTasksCount = 0;
  112769. /**
  112770. * Observable called when all tasks are processed
  112771. */
  112772. this.onTaskSuccessObservable = new BABYLON.Observable();
  112773. /**
  112774. * Observable called when a task had an error
  112775. */
  112776. this.onTaskErrorObservable = new BABYLON.Observable();
  112777. /**
  112778. * Observable called when a task is successful
  112779. */
  112780. this.onTasksDoneObservable = new BABYLON.Observable();
  112781. /**
  112782. * Observable called when a task is done (whatever the result is)
  112783. */
  112784. this.onProgressObservable = new BABYLON.Observable();
  112785. /**
  112786. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  112787. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  112788. */
  112789. this.useDefaultLoadingScreen = true;
  112790. this._scene = scene;
  112791. }
  112792. /**
  112793. * Add a MeshAssetTask to the list of active tasks
  112794. * @param taskName defines the name of the new task
  112795. * @param meshesNames defines the name of meshes to load
  112796. * @param rootUrl defines the root url to use to locate files
  112797. * @param sceneFilename defines the filename of the scene file
  112798. * @returns a new MeshAssetTask object
  112799. */
  112800. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  112801. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  112802. this._tasks.push(task);
  112803. return task;
  112804. };
  112805. /**
  112806. * Add a TextFileAssetTask to the list of active tasks
  112807. * @param taskName defines the name of the new task
  112808. * @param url defines the url of the file to load
  112809. * @returns a new TextFileAssetTask object
  112810. */
  112811. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  112812. var task = new TextFileAssetTask(taskName, url);
  112813. this._tasks.push(task);
  112814. return task;
  112815. };
  112816. /**
  112817. * Add a BinaryFileAssetTask to the list of active tasks
  112818. * @param taskName defines the name of the new task
  112819. * @param url defines the url of the file to load
  112820. * @returns a new BinaryFileAssetTask object
  112821. */
  112822. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  112823. var task = new BinaryFileAssetTask(taskName, url);
  112824. this._tasks.push(task);
  112825. return task;
  112826. };
  112827. /**
  112828. * Add a ImageAssetTask to the list of active tasks
  112829. * @param taskName defines the name of the new task
  112830. * @param url defines the url of the file to load
  112831. * @returns a new ImageAssetTask object
  112832. */
  112833. AssetsManager.prototype.addImageTask = function (taskName, url) {
  112834. var task = new ImageAssetTask(taskName, url);
  112835. this._tasks.push(task);
  112836. return task;
  112837. };
  112838. /**
  112839. * Add a TextureAssetTask to the list of active tasks
  112840. * @param taskName defines the name of the new task
  112841. * @param url defines the url of the file to load
  112842. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112843. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  112844. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  112845. * @returns a new TextureAssetTask object
  112846. */
  112847. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  112848. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112849. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  112850. this._tasks.push(task);
  112851. return task;
  112852. };
  112853. /**
  112854. * Add a CubeTextureAssetTask to the list of active tasks
  112855. * @param taskName defines the name of the new task
  112856. * @param url defines the url of the file to load
  112857. * @param extensions defines the extension to use to load the cube map (can be null)
  112858. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112859. * @param files defines the list of files to load (can be null)
  112860. * @returns a new CubeTextureAssetTask object
  112861. */
  112862. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  112863. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  112864. this._tasks.push(task);
  112865. return task;
  112866. };
  112867. /**
  112868. *
  112869. * Add a HDRCubeTextureAssetTask to the list of active tasks
  112870. * @param taskName defines the name of the new task
  112871. * @param url defines the url of the file to load
  112872. * @param size defines the size you want for the cubemap (can be null)
  112873. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  112874. * @param generateHarmonics defines if you want to automatically generate (true by default)
  112875. * @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)
  112876. * @param reserved Internal use only
  112877. * @returns a new HDRCubeTextureAssetTask object
  112878. */
  112879. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  112880. if (noMipmap === void 0) { noMipmap = false; }
  112881. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112882. if (gammaSpace === void 0) { gammaSpace = false; }
  112883. if (reserved === void 0) { reserved = false; }
  112884. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  112885. this._tasks.push(task);
  112886. return task;
  112887. };
  112888. /**
  112889. * Remove a task from the assets manager.
  112890. * @param task the task to remove
  112891. */
  112892. AssetsManager.prototype.removeTask = function (task) {
  112893. var index = this._tasks.indexOf(task);
  112894. if (index > -1) {
  112895. this._tasks.splice(index, 1);
  112896. }
  112897. };
  112898. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  112899. this._waitingTasksCount--;
  112900. try {
  112901. if (this.onProgress) {
  112902. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  112903. }
  112904. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  112905. }
  112906. catch (e) {
  112907. BABYLON.Tools.Error("Error running progress callbacks.");
  112908. console.log(e);
  112909. }
  112910. if (this._waitingTasksCount === 0) {
  112911. try {
  112912. if (this.onFinish) {
  112913. this.onFinish(this._tasks);
  112914. }
  112915. // Let's remove successfull tasks
  112916. var currentTasks = this._tasks.slice();
  112917. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  112918. var task = currentTasks_1[_i];
  112919. if (task.taskState === AssetTaskState.DONE) {
  112920. var index = this._tasks.indexOf(task);
  112921. if (index > -1) {
  112922. this._tasks.splice(index, 1);
  112923. }
  112924. }
  112925. }
  112926. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112927. }
  112928. catch (e) {
  112929. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  112930. console.log(e);
  112931. }
  112932. this._isLoading = false;
  112933. this._scene.getEngine().hideLoadingUI();
  112934. }
  112935. };
  112936. AssetsManager.prototype._runTask = function (task) {
  112937. var _this = this;
  112938. var done = function () {
  112939. try {
  112940. if (_this.onTaskSuccess) {
  112941. _this.onTaskSuccess(task);
  112942. }
  112943. _this.onTaskSuccessObservable.notifyObservers(task);
  112944. _this._decreaseWaitingTasksCount(task);
  112945. }
  112946. catch (e) {
  112947. error("Error executing task success callbacks", e);
  112948. }
  112949. };
  112950. var error = function (message, exception) {
  112951. task._setErrorObject(message, exception);
  112952. if (_this.onTaskError) {
  112953. _this.onTaskError(task);
  112954. }
  112955. _this.onTaskErrorObservable.notifyObservers(task);
  112956. _this._decreaseWaitingTasksCount(task);
  112957. };
  112958. task.run(this._scene, done, error);
  112959. };
  112960. /**
  112961. * Reset the AssetsManager and remove all tasks
  112962. * @return the current instance of the AssetsManager
  112963. */
  112964. AssetsManager.prototype.reset = function () {
  112965. this._isLoading = false;
  112966. this._tasks = new Array();
  112967. return this;
  112968. };
  112969. /**
  112970. * Start the loading process
  112971. * @return the current instance of the AssetsManager
  112972. */
  112973. AssetsManager.prototype.load = function () {
  112974. if (this._isLoading) {
  112975. return this;
  112976. }
  112977. this._isLoading = true;
  112978. this._waitingTasksCount = this._tasks.length;
  112979. this._totalTasksCount = this._tasks.length;
  112980. if (this._waitingTasksCount === 0) {
  112981. this._isLoading = false;
  112982. if (this.onFinish) {
  112983. this.onFinish(this._tasks);
  112984. }
  112985. this.onTasksDoneObservable.notifyObservers(this._tasks);
  112986. return this;
  112987. }
  112988. if (this.useDefaultLoadingScreen) {
  112989. this._scene.getEngine().displayLoadingUI();
  112990. }
  112991. for (var index = 0; index < this._tasks.length; index++) {
  112992. var task = this._tasks[index];
  112993. if (task.taskState === AssetTaskState.INIT) {
  112994. this._runTask(task);
  112995. }
  112996. }
  112997. return this;
  112998. };
  112999. return AssetsManager;
  113000. }());
  113001. BABYLON.AssetsManager = AssetsManager;
  113002. })(BABYLON || (BABYLON = {}));
  113003. //# sourceMappingURL=babylon.assetsManager.js.map
  113004. var BABYLON;
  113005. (function (BABYLON) {
  113006. var serializedGeometries = [];
  113007. var serializeGeometry = function (geometry, serializationGeometries) {
  113008. if (serializedGeometries[geometry.id]) {
  113009. return;
  113010. }
  113011. if (geometry.doNotSerialize) {
  113012. return;
  113013. }
  113014. if (geometry instanceof BABYLON.BoxGeometry) {
  113015. serializationGeometries.boxes.push(geometry.serialize());
  113016. }
  113017. else if (geometry instanceof BABYLON.SphereGeometry) {
  113018. serializationGeometries.spheres.push(geometry.serialize());
  113019. }
  113020. else if (geometry instanceof BABYLON.CylinderGeometry) {
  113021. serializationGeometries.cylinders.push(geometry.serialize());
  113022. }
  113023. else if (geometry instanceof BABYLON.TorusGeometry) {
  113024. serializationGeometries.toruses.push(geometry.serialize());
  113025. }
  113026. else if (geometry instanceof BABYLON.GroundGeometry) {
  113027. serializationGeometries.grounds.push(geometry.serialize());
  113028. }
  113029. else if (geometry instanceof BABYLON.Plane) {
  113030. serializationGeometries.planes.push(geometry.serialize());
  113031. }
  113032. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  113033. serializationGeometries.torusKnots.push(geometry.serialize());
  113034. }
  113035. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  113036. throw new Error("Unknown primitive type");
  113037. }
  113038. else {
  113039. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  113040. }
  113041. serializedGeometries[geometry.id] = true;
  113042. };
  113043. var serializeMesh = function (mesh, serializationScene) {
  113044. var serializationObject = {};
  113045. // Geometry
  113046. var geometry = mesh._geometry;
  113047. if (geometry) {
  113048. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  113049. // 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
  113050. serializeGeometry(geometry, serializationScene.geometries);
  113051. }
  113052. }
  113053. // Custom
  113054. if (mesh.serialize) {
  113055. mesh.serialize(serializationObject);
  113056. }
  113057. return serializationObject;
  113058. };
  113059. var finalizeSingleMesh = function (mesh, serializationObject) {
  113060. //only works if the mesh is already loaded
  113061. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113062. //serialize material
  113063. if (mesh.material) {
  113064. if (mesh.material instanceof BABYLON.MultiMaterial) {
  113065. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  113066. serializationObject.materials = serializationObject.materials || [];
  113067. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113068. serializationObject.multiMaterials.push(mesh.material.serialize());
  113069. var _loop_1 = function (submaterial) {
  113070. if (submaterial) {
  113071. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  113072. serializationObject.materials.push(submaterial.serialize());
  113073. }
  113074. }
  113075. };
  113076. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  113077. var submaterial = _a[_i];
  113078. _loop_1(submaterial);
  113079. }
  113080. }
  113081. }
  113082. else {
  113083. serializationObject.materials = serializationObject.materials || [];
  113084. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113085. serializationObject.materials.push(mesh.material.serialize());
  113086. }
  113087. }
  113088. }
  113089. //serialize geometry
  113090. var geometry = mesh._geometry;
  113091. if (geometry) {
  113092. if (!serializationObject.geometries) {
  113093. serializationObject.geometries = {};
  113094. serializationObject.geometries.boxes = [];
  113095. serializationObject.geometries.spheres = [];
  113096. serializationObject.geometries.cylinders = [];
  113097. serializationObject.geometries.toruses = [];
  113098. serializationObject.geometries.grounds = [];
  113099. serializationObject.geometries.planes = [];
  113100. serializationObject.geometries.torusKnots = [];
  113101. serializationObject.geometries.vertexData = [];
  113102. }
  113103. serializeGeometry(geometry, serializationObject.geometries);
  113104. }
  113105. // Skeletons
  113106. if (mesh.skeleton) {
  113107. serializationObject.skeletons = serializationObject.skeletons || [];
  113108. serializationObject.skeletons.push(mesh.skeleton.serialize());
  113109. }
  113110. //serialize the actual mesh
  113111. serializationObject.meshes = serializationObject.meshes || [];
  113112. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113113. }
  113114. };
  113115. /**
  113116. * Class used to serialize a scene into a string
  113117. */
  113118. var SceneSerializer = /** @class */ (function () {
  113119. function SceneSerializer() {
  113120. }
  113121. /**
  113122. * Clear cache used by a previous serialization
  113123. */
  113124. SceneSerializer.ClearCache = function () {
  113125. serializedGeometries = [];
  113126. };
  113127. /**
  113128. * Serialize a scene into a JSON compatible object
  113129. * @param scene defines the scene to serialize
  113130. * @returns a JSON compatible object
  113131. */
  113132. SceneSerializer.Serialize = function (scene) {
  113133. var serializationObject = {};
  113134. SceneSerializer.ClearCache();
  113135. // Scene
  113136. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  113137. serializationObject.autoClear = scene.autoClear;
  113138. serializationObject.clearColor = scene.clearColor.asArray();
  113139. serializationObject.ambientColor = scene.ambientColor.asArray();
  113140. serializationObject.gravity = scene.gravity.asArray();
  113141. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  113142. serializationObject.workerCollisions = scene.workerCollisions;
  113143. // Fog
  113144. if (scene.fogMode && scene.fogMode !== 0) {
  113145. serializationObject.fogMode = scene.fogMode;
  113146. serializationObject.fogColor = scene.fogColor.asArray();
  113147. serializationObject.fogStart = scene.fogStart;
  113148. serializationObject.fogEnd = scene.fogEnd;
  113149. serializationObject.fogDensity = scene.fogDensity;
  113150. }
  113151. //Physics
  113152. if (scene.isPhysicsEnabled()) {
  113153. var physicEngine = scene.getPhysicsEngine();
  113154. if (physicEngine) {
  113155. serializationObject.physicsEnabled = true;
  113156. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  113157. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  113158. }
  113159. }
  113160. // Metadata
  113161. if (scene.metadata) {
  113162. serializationObject.metadata = scene.metadata;
  113163. }
  113164. // Morph targets
  113165. serializationObject.morphTargetManagers = [];
  113166. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  113167. var abstractMesh = _a[_i];
  113168. var manager = abstractMesh.morphTargetManager;
  113169. if (manager) {
  113170. serializationObject.morphTargetManagers.push(manager.serialize());
  113171. }
  113172. }
  113173. // Lights
  113174. serializationObject.lights = [];
  113175. var index;
  113176. var light;
  113177. for (index = 0; index < scene.lights.length; index++) {
  113178. light = scene.lights[index];
  113179. if (!light.doNotSerialize) {
  113180. serializationObject.lights.push(light.serialize());
  113181. }
  113182. }
  113183. // Cameras
  113184. serializationObject.cameras = [];
  113185. for (index = 0; index < scene.cameras.length; index++) {
  113186. var camera = scene.cameras[index];
  113187. if (!camera.doNotSerialize) {
  113188. serializationObject.cameras.push(camera.serialize());
  113189. }
  113190. }
  113191. if (scene.activeCamera) {
  113192. serializationObject.activeCameraID = scene.activeCamera.id;
  113193. }
  113194. // Animations
  113195. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  113196. // Materials
  113197. serializationObject.materials = [];
  113198. serializationObject.multiMaterials = [];
  113199. var material;
  113200. for (index = 0; index < scene.materials.length; index++) {
  113201. material = scene.materials[index];
  113202. if (!material.doNotSerialize) {
  113203. serializationObject.materials.push(material.serialize());
  113204. }
  113205. }
  113206. // MultiMaterials
  113207. serializationObject.multiMaterials = [];
  113208. for (index = 0; index < scene.multiMaterials.length; index++) {
  113209. var multiMaterial = scene.multiMaterials[index];
  113210. serializationObject.multiMaterials.push(multiMaterial.serialize());
  113211. }
  113212. // Environment texture
  113213. if (scene.environmentTexture) {
  113214. serializationObject.environmentTexture = scene.environmentTexture.name;
  113215. }
  113216. // Skeletons
  113217. serializationObject.skeletons = [];
  113218. for (index = 0; index < scene.skeletons.length; index++) {
  113219. var skeleton = scene.skeletons[index];
  113220. if (!skeleton.doNotSerialize) {
  113221. serializationObject.skeletons.push(skeleton.serialize());
  113222. }
  113223. }
  113224. // Transform nodes
  113225. serializationObject.transformNodes = [];
  113226. for (index = 0; index < scene.transformNodes.length; index++) {
  113227. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  113228. }
  113229. // Geometries
  113230. serializationObject.geometries = {};
  113231. serializationObject.geometries.boxes = [];
  113232. serializationObject.geometries.spheres = [];
  113233. serializationObject.geometries.cylinders = [];
  113234. serializationObject.geometries.toruses = [];
  113235. serializationObject.geometries.grounds = [];
  113236. serializationObject.geometries.planes = [];
  113237. serializationObject.geometries.torusKnots = [];
  113238. serializationObject.geometries.vertexData = [];
  113239. serializedGeometries = [];
  113240. var geometries = scene.getGeometries();
  113241. for (index = 0; index < geometries.length; index++) {
  113242. var geometry = geometries[index];
  113243. if (geometry.isReady()) {
  113244. serializeGeometry(geometry, serializationObject.geometries);
  113245. }
  113246. }
  113247. // Meshes
  113248. serializationObject.meshes = [];
  113249. for (index = 0; index < scene.meshes.length; index++) {
  113250. var abstractMesh = scene.meshes[index];
  113251. if (abstractMesh instanceof BABYLON.Mesh) {
  113252. var mesh = abstractMesh;
  113253. if (!mesh.doNotSerialize) {
  113254. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113255. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113256. }
  113257. }
  113258. }
  113259. }
  113260. // Particles Systems
  113261. serializationObject.particleSystems = [];
  113262. for (index = 0; index < scene.particleSystems.length; index++) {
  113263. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  113264. }
  113265. // Action Manager
  113266. if (scene.actionManager) {
  113267. serializationObject.actions = scene.actionManager.serialize("scene");
  113268. }
  113269. // Components
  113270. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  113271. var component = _c[_b];
  113272. component.serialize(serializationObject);
  113273. }
  113274. return serializationObject;
  113275. };
  113276. /**
  113277. * Serialize a mesh into a JSON compatible object
  113278. * @param toSerialize defines the mesh to serialize
  113279. * @param withParents defines if parents must be serialized as well
  113280. * @param withChildren defines if children must be serialized as well
  113281. * @returns a JSON compatible object
  113282. */
  113283. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  113284. if (withParents === void 0) { withParents = false; }
  113285. if (withChildren === void 0) { withChildren = false; }
  113286. var serializationObject = {};
  113287. SceneSerializer.ClearCache();
  113288. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  113289. if (withParents || withChildren) {
  113290. //deliberate for loop! not for each, appended should be processed as well.
  113291. for (var i = 0; i < toSerialize.length; ++i) {
  113292. if (withChildren) {
  113293. toSerialize[i].getDescendants().forEach(function (node) {
  113294. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  113295. toSerialize.push(node);
  113296. }
  113297. });
  113298. }
  113299. //make sure the array doesn't contain the object already
  113300. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  113301. toSerialize.push(toSerialize[i].parent);
  113302. }
  113303. }
  113304. }
  113305. toSerialize.forEach(function (mesh) {
  113306. finalizeSingleMesh(mesh, serializationObject);
  113307. });
  113308. return serializationObject;
  113309. };
  113310. return SceneSerializer;
  113311. }());
  113312. BABYLON.SceneSerializer = SceneSerializer;
  113313. })(BABYLON || (BABYLON = {}));
  113314. //# sourceMappingURL=babylon.sceneSerializer.js.map
  113315. var BABYLON;
  113316. (function (BABYLON) {
  113317. /**
  113318. * Class used to generate realtime reflection / refraction cube textures
  113319. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113320. */
  113321. var ReflectionProbe = /** @class */ (function () {
  113322. /**
  113323. * Creates a new reflection probe
  113324. * @param name defines the name of the probe
  113325. * @param size defines the texture resolution (for each face)
  113326. * @param scene defines the hosting scene
  113327. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  113328. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  113329. */
  113330. function ReflectionProbe(
  113331. /** defines the name of the probe */
  113332. name, size, scene, generateMipMaps, useFloat) {
  113333. if (generateMipMaps === void 0) { generateMipMaps = true; }
  113334. if (useFloat === void 0) { useFloat = false; }
  113335. var _this = this;
  113336. this.name = name;
  113337. this._viewMatrix = BABYLON.Matrix.Identity();
  113338. this._target = BABYLON.Vector3.Zero();
  113339. this._add = BABYLON.Vector3.Zero();
  113340. this._invertYAxis = false;
  113341. /** Gets or sets probe position (center of the cube map) */
  113342. this.position = BABYLON.Vector3.Zero();
  113343. this._scene = scene;
  113344. // Create the scene field if not exist.
  113345. if (!this._scene.reflectionProbes) {
  113346. this._scene.reflectionProbes = new Array();
  113347. }
  113348. this._scene.reflectionProbes.push(this);
  113349. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  113350. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  113351. switch (faceIndex) {
  113352. case 0:
  113353. _this._add.copyFromFloats(1, 0, 0);
  113354. break;
  113355. case 1:
  113356. _this._add.copyFromFloats(-1, 0, 0);
  113357. break;
  113358. case 2:
  113359. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  113360. break;
  113361. case 3:
  113362. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  113363. break;
  113364. case 4:
  113365. _this._add.copyFromFloats(0, 0, 1);
  113366. break;
  113367. case 5:
  113368. _this._add.copyFromFloats(0, 0, -1);
  113369. break;
  113370. }
  113371. if (_this._attachedMesh) {
  113372. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  113373. }
  113374. _this.position.addToRef(_this._add, _this._target);
  113375. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  113376. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  113377. scene._forcedViewPosition = _this.position;
  113378. });
  113379. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  113380. scene._forcedViewPosition = null;
  113381. scene.updateTransformMatrix(true);
  113382. });
  113383. if (scene.activeCamera) {
  113384. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  113385. }
  113386. }
  113387. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  113388. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  113389. get: function () {
  113390. return this._renderTargetTexture.samples;
  113391. },
  113392. set: function (value) {
  113393. this._renderTargetTexture.samples = value;
  113394. },
  113395. enumerable: true,
  113396. configurable: true
  113397. });
  113398. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  113399. /** Gets or sets the refresh rate to use (on every frame by default) */
  113400. get: function () {
  113401. return this._renderTargetTexture.refreshRate;
  113402. },
  113403. set: function (value) {
  113404. this._renderTargetTexture.refreshRate = value;
  113405. },
  113406. enumerable: true,
  113407. configurable: true
  113408. });
  113409. /**
  113410. * Gets the hosting scene
  113411. * @returns a Scene
  113412. */
  113413. ReflectionProbe.prototype.getScene = function () {
  113414. return this._scene;
  113415. };
  113416. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  113417. /** Gets the internal CubeTexture used to render to */
  113418. get: function () {
  113419. return this._renderTargetTexture;
  113420. },
  113421. enumerable: true,
  113422. configurable: true
  113423. });
  113424. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  113425. /** Gets the list of meshes to render */
  113426. get: function () {
  113427. return this._renderTargetTexture.renderList;
  113428. },
  113429. enumerable: true,
  113430. configurable: true
  113431. });
  113432. /**
  113433. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113434. * @param mesh defines the mesh to attach to
  113435. */
  113436. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  113437. this._attachedMesh = mesh;
  113438. };
  113439. /**
  113440. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113441. * @param renderingGroupId The rendering group id corresponding to its index
  113442. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113443. */
  113444. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  113445. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  113446. };
  113447. /**
  113448. * Clean all associated resources
  113449. */
  113450. ReflectionProbe.prototype.dispose = function () {
  113451. var index = this._scene.reflectionProbes.indexOf(this);
  113452. if (index !== -1) {
  113453. // Remove from the scene if found
  113454. this._scene.reflectionProbes.splice(index, 1);
  113455. }
  113456. if (this._renderTargetTexture) {
  113457. this._renderTargetTexture.dispose();
  113458. this._renderTargetTexture = null;
  113459. }
  113460. };
  113461. return ReflectionProbe;
  113462. }());
  113463. BABYLON.ReflectionProbe = ReflectionProbe;
  113464. })(BABYLON || (BABYLON = {}));
  113465. //# sourceMappingURL=babylon.reflectionProbe.js.map
  113466. var BABYLON;
  113467. (function (BABYLON) {
  113468. /**
  113469. * Defines the layer scene component responsible to manage any layers
  113470. * in a given scene.
  113471. */
  113472. var LayerSceneComponent = /** @class */ (function () {
  113473. /**
  113474. * Creates a new instance of the component for the given scene
  113475. * @param scene Defines the scene to register the component in
  113476. */
  113477. function LayerSceneComponent(scene) {
  113478. /**
  113479. * The component name helpfull to identify the component in the list of scene components.
  113480. */
  113481. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  113482. this.scene = scene;
  113483. this._engine = scene.getEngine();
  113484. scene.layers = new Array();
  113485. }
  113486. /**
  113487. * Registers the component in a given scene
  113488. */
  113489. LayerSceneComponent.prototype.register = function () {
  113490. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  113491. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  113492. };
  113493. /**
  113494. * Rebuilds the elements related to this component in case of
  113495. * context lost for instance.
  113496. */
  113497. LayerSceneComponent.prototype.rebuild = function () {
  113498. var layers = this.scene.layers;
  113499. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  113500. var layer = layers_1[_i];
  113501. layer._rebuild();
  113502. }
  113503. };
  113504. /**
  113505. * Disposes the component and the associated ressources.
  113506. */
  113507. LayerSceneComponent.prototype.dispose = function () {
  113508. var layers = this.scene.layers;
  113509. while (layers.length) {
  113510. layers[0].dispose();
  113511. }
  113512. };
  113513. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  113514. var layers = this.scene.layers;
  113515. if (layers.length) {
  113516. this._engine.setDepthBuffer(false);
  113517. var cameraLayerMask = camera.layerMask;
  113518. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  113519. var layer = layers_2[_i];
  113520. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  113521. layer.render();
  113522. }
  113523. }
  113524. this._engine.setDepthBuffer(true);
  113525. }
  113526. };
  113527. LayerSceneComponent.prototype._drawBackground = function (camera) {
  113528. this._draw(camera, true);
  113529. };
  113530. LayerSceneComponent.prototype._drawForeground = function (camera) {
  113531. this._draw(camera, false);
  113532. };
  113533. return LayerSceneComponent;
  113534. }());
  113535. BABYLON.LayerSceneComponent = LayerSceneComponent;
  113536. })(BABYLON || (BABYLON = {}));
  113537. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  113538. var BABYLON;
  113539. (function (BABYLON) {
  113540. /**
  113541. * This represents a full screen 2d layer.
  113542. * This can be usefull to display a picture in the background of your scene for instance.
  113543. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113544. */
  113545. var Layer = /** @class */ (function () {
  113546. /**
  113547. * Instantiates a new layer.
  113548. * This represents a full screen 2d layer.
  113549. * This can be usefull to display a picture in the background of your scene for instance.
  113550. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113551. * @param name Define the name of the layer in the scene
  113552. * @param imgUrl Define the url of the texture to display in the layer
  113553. * @param scene Define the scene the layer belongs to
  113554. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113555. * @param color Defines a color for the layer
  113556. */
  113557. function Layer(
  113558. /**
  113559. * Define the name of the layer.
  113560. */
  113561. name, imgUrl, scene, isBackground, color) {
  113562. this.name = name;
  113563. /**
  113564. * Define the scale of the layer in order to zoom in out of the texture.
  113565. */
  113566. this.scale = new BABYLON.Vector2(1, 1);
  113567. /**
  113568. * Define an offset for the layer in order to shift the texture.
  113569. */
  113570. this.offset = new BABYLON.Vector2(0, 0);
  113571. /**
  113572. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113573. */
  113574. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  113575. /**
  113576. * Define a mask to restrict the layer to only some of the scene cameras.
  113577. */
  113578. this.layerMask = 0x0FFFFFFF;
  113579. this._vertexBuffers = {};
  113580. /**
  113581. * An event triggered when the layer is disposed.
  113582. */
  113583. this.onDisposeObservable = new BABYLON.Observable();
  113584. /**
  113585. * An event triggered before rendering the scene
  113586. */
  113587. this.onBeforeRenderObservable = new BABYLON.Observable();
  113588. /**
  113589. * An event triggered after rendering the scene
  113590. */
  113591. this.onAfterRenderObservable = new BABYLON.Observable();
  113592. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  113593. this.isBackground = isBackground === undefined ? true : isBackground;
  113594. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  113595. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  113596. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  113597. if (!layerComponent) {
  113598. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  113599. this._scene._addComponent(layerComponent);
  113600. }
  113601. this._scene.layers.push(this);
  113602. var engine = this._scene.getEngine();
  113603. // VBO
  113604. var vertices = [];
  113605. vertices.push(1, 1);
  113606. vertices.push(-1, 1);
  113607. vertices.push(-1, -1);
  113608. vertices.push(1, -1);
  113609. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113610. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113611. this._createIndexBuffer();
  113612. // Effects
  113613. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  113614. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  113615. }
  113616. Object.defineProperty(Layer.prototype, "onDispose", {
  113617. /**
  113618. * Back compatibility with callback before the onDisposeObservable existed.
  113619. * The set callback will be triggered when the layer has been disposed.
  113620. */
  113621. set: function (callback) {
  113622. if (this._onDisposeObserver) {
  113623. this.onDisposeObservable.remove(this._onDisposeObserver);
  113624. }
  113625. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  113626. },
  113627. enumerable: true,
  113628. configurable: true
  113629. });
  113630. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  113631. /**
  113632. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113633. * The set callback will be triggered just before rendering the layer.
  113634. */
  113635. set: function (callback) {
  113636. if (this._onBeforeRenderObserver) {
  113637. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  113638. }
  113639. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  113640. },
  113641. enumerable: true,
  113642. configurable: true
  113643. });
  113644. Object.defineProperty(Layer.prototype, "onAfterRender", {
  113645. /**
  113646. * Back compatibility with callback before the onAfterRenderObservable existed.
  113647. * The set callback will be triggered just after rendering the layer.
  113648. */
  113649. set: function (callback) {
  113650. if (this._onAfterRenderObserver) {
  113651. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  113652. }
  113653. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  113654. },
  113655. enumerable: true,
  113656. configurable: true
  113657. });
  113658. Layer.prototype._createIndexBuffer = function () {
  113659. var engine = this._scene.getEngine();
  113660. // Indices
  113661. var indices = [];
  113662. indices.push(0);
  113663. indices.push(1);
  113664. indices.push(2);
  113665. indices.push(0);
  113666. indices.push(2);
  113667. indices.push(3);
  113668. this._indexBuffer = engine.createIndexBuffer(indices);
  113669. };
  113670. /** @hidden */
  113671. Layer.prototype._rebuild = function () {
  113672. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113673. if (vb) {
  113674. vb._rebuild();
  113675. }
  113676. this._createIndexBuffer();
  113677. };
  113678. /**
  113679. * Renders the layer in the scene.
  113680. */
  113681. Layer.prototype.render = function () {
  113682. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  113683. // Check
  113684. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  113685. return;
  113686. }
  113687. var engine = this._scene.getEngine();
  113688. this.onBeforeRenderObservable.notifyObservers(this);
  113689. // Render
  113690. engine.enableEffect(currentEffect);
  113691. engine.setState(false);
  113692. // Texture
  113693. currentEffect.setTexture("textureSampler", this.texture);
  113694. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  113695. // Color
  113696. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  113697. // Scale / offset
  113698. currentEffect.setVector2("offset", this.offset);
  113699. currentEffect.setVector2("scale", this.scale);
  113700. // VBOs
  113701. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113702. // Draw order
  113703. if (!this.alphaTest) {
  113704. engine.setAlphaMode(this.alphaBlendingMode);
  113705. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113706. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  113707. }
  113708. else {
  113709. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113710. }
  113711. this.onAfterRenderObservable.notifyObservers(this);
  113712. };
  113713. /**
  113714. * Disposes and releases the associated ressources.
  113715. */
  113716. Layer.prototype.dispose = function () {
  113717. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113718. if (vertexBuffer) {
  113719. vertexBuffer.dispose();
  113720. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113721. }
  113722. if (this._indexBuffer) {
  113723. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113724. this._indexBuffer = null;
  113725. }
  113726. if (this.texture) {
  113727. this.texture.dispose();
  113728. this.texture = null;
  113729. }
  113730. // Remove from scene
  113731. var index = this._scene.layers.indexOf(this);
  113732. this._scene.layers.splice(index, 1);
  113733. // Callback
  113734. this.onDisposeObservable.notifyObservers(this);
  113735. this.onDisposeObservable.clear();
  113736. this.onAfterRenderObservable.clear();
  113737. this.onBeforeRenderObservable.clear();
  113738. };
  113739. return Layer;
  113740. }());
  113741. BABYLON.Layer = Layer;
  113742. })(BABYLON || (BABYLON = {}));
  113743. //# sourceMappingURL=babylon.layer.js.map
  113744. var BABYLON;
  113745. (function (BABYLON) {
  113746. /**
  113747. * Class used to host texture specific utilities
  113748. */
  113749. var TextureTools = /** @class */ (function () {
  113750. function TextureTools() {
  113751. }
  113752. /**
  113753. * Uses the GPU to create a copy texture rescaled at a given size
  113754. * @param texture Texture to copy from
  113755. * @param width defines the desired width
  113756. * @param height defines the desired height
  113757. * @param useBilinearMode defines if bilinear mode has to be used
  113758. * @return the generated texture
  113759. */
  113760. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  113761. if (useBilinearMode === void 0) { useBilinearMode = true; }
  113762. var scene = texture.getScene();
  113763. var engine = scene.getEngine();
  113764. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  113765. rtt.wrapU = texture.wrapU;
  113766. rtt.wrapV = texture.wrapV;
  113767. rtt.uOffset = texture.uOffset;
  113768. rtt.vOffset = texture.vOffset;
  113769. rtt.uScale = texture.uScale;
  113770. rtt.vScale = texture.vScale;
  113771. rtt.uAng = texture.uAng;
  113772. rtt.vAng = texture.vAng;
  113773. rtt.wAng = texture.wAng;
  113774. rtt.coordinatesIndex = texture.coordinatesIndex;
  113775. rtt.level = texture.level;
  113776. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  113777. rtt._texture.isReady = false;
  113778. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113779. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113780. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113781. passPostProcess.getEffect().executeWhenCompiled(function () {
  113782. passPostProcess.onApply = function (effect) {
  113783. effect.setTexture("textureSampler", texture);
  113784. };
  113785. var internalTexture = rtt.getInternalTexture();
  113786. if (internalTexture) {
  113787. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  113788. engine.unBindFramebuffer(internalTexture);
  113789. rtt.disposeFramebufferObjects();
  113790. passPostProcess.dispose();
  113791. internalTexture.isReady = true;
  113792. }
  113793. });
  113794. return rtt;
  113795. };
  113796. /**
  113797. * Gets an environment BRDF texture for a given scene
  113798. * @param scene defines the hosting scene
  113799. * @returns the environment BRDF texture
  113800. */
  113801. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  113802. if (!scene._environmentBRDFTexture) {
  113803. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113804. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113805. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113806. scene._environmentBRDFTexture = texture;
  113807. }
  113808. return scene._environmentBRDFTexture;
  113809. };
  113810. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  113811. return TextureTools;
  113812. }());
  113813. BABYLON.TextureTools = TextureTools;
  113814. })(BABYLON || (BABYLON = {}));
  113815. //# sourceMappingURL=babylon.textureTools.js.map
  113816. var BABYLON;
  113817. (function (BABYLON) {
  113818. /**
  113819. * 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.
  113820. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  113821. */
  113822. var FramingBehavior = /** @class */ (function () {
  113823. function FramingBehavior() {
  113824. this._mode = FramingBehavior.FitFrustumSidesMode;
  113825. this._radiusScale = 1.0;
  113826. this._positionScale = 0.5;
  113827. this._defaultElevation = 0.3;
  113828. this._elevationReturnTime = 1500;
  113829. this._elevationReturnWaitTime = 1000;
  113830. this._zoomStopsAnimation = false;
  113831. this._framingTime = 1500;
  113832. /**
  113833. * Define if the behavior should automatically change the configured
  113834. * camera limits and sensibilities.
  113835. */
  113836. this.autoCorrectCameraLimitsAndSensibility = true;
  113837. this._isPointerDown = false;
  113838. this._lastInteractionTime = -Infinity;
  113839. // Framing control
  113840. this._animatables = new Array();
  113841. this._betaIsAnimating = false;
  113842. }
  113843. Object.defineProperty(FramingBehavior.prototype, "name", {
  113844. /**
  113845. * Gets the name of the behavior.
  113846. */
  113847. get: function () {
  113848. return "Framing";
  113849. },
  113850. enumerable: true,
  113851. configurable: true
  113852. });
  113853. Object.defineProperty(FramingBehavior.prototype, "mode", {
  113854. /**
  113855. * Gets current mode used by the behavior.
  113856. */
  113857. get: function () {
  113858. return this._mode;
  113859. },
  113860. /**
  113861. * Sets the current mode used by the behavior
  113862. */
  113863. set: function (mode) {
  113864. this._mode = mode;
  113865. },
  113866. enumerable: true,
  113867. configurable: true
  113868. });
  113869. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  113870. /**
  113871. * Gets the scale applied to the radius
  113872. */
  113873. get: function () {
  113874. return this._radiusScale;
  113875. },
  113876. /**
  113877. * Sets the scale applied to the radius (1 by default)
  113878. */
  113879. set: function (radius) {
  113880. this._radiusScale = radius;
  113881. },
  113882. enumerable: true,
  113883. configurable: true
  113884. });
  113885. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  113886. /**
  113887. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113888. */
  113889. get: function () {
  113890. return this._positionScale;
  113891. },
  113892. /**
  113893. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  113894. */
  113895. set: function (scale) {
  113896. this._positionScale = scale;
  113897. },
  113898. enumerable: true,
  113899. configurable: true
  113900. });
  113901. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  113902. /**
  113903. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113904. * behaviour is triggered, in radians.
  113905. */
  113906. get: function () {
  113907. return this._defaultElevation;
  113908. },
  113909. /**
  113910. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  113911. * behaviour is triggered, in radians.
  113912. */
  113913. set: function (elevation) {
  113914. this._defaultElevation = elevation;
  113915. },
  113916. enumerable: true,
  113917. configurable: true
  113918. });
  113919. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  113920. /**
  113921. * Gets the time (in milliseconds) taken to return to the default beta position.
  113922. * Negative value indicates camera should not return to default.
  113923. */
  113924. get: function () {
  113925. return this._elevationReturnTime;
  113926. },
  113927. /**
  113928. * Sets the time (in milliseconds) taken to return to the default beta position.
  113929. * Negative value indicates camera should not return to default.
  113930. */
  113931. set: function (speed) {
  113932. this._elevationReturnTime = speed;
  113933. },
  113934. enumerable: true,
  113935. configurable: true
  113936. });
  113937. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  113938. /**
  113939. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113940. */
  113941. get: function () {
  113942. return this._elevationReturnWaitTime;
  113943. },
  113944. /**
  113945. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  113946. */
  113947. set: function (time) {
  113948. this._elevationReturnWaitTime = time;
  113949. },
  113950. enumerable: true,
  113951. configurable: true
  113952. });
  113953. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  113954. /**
  113955. * Gets the flag that indicates if user zooming should stop animation.
  113956. */
  113957. get: function () {
  113958. return this._zoomStopsAnimation;
  113959. },
  113960. /**
  113961. * Sets the flag that indicates if user zooming should stop animation.
  113962. */
  113963. set: function (flag) {
  113964. this._zoomStopsAnimation = flag;
  113965. },
  113966. enumerable: true,
  113967. configurable: true
  113968. });
  113969. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  113970. /**
  113971. * Gets the transition time when framing the mesh, in milliseconds
  113972. */
  113973. get: function () {
  113974. return this._framingTime;
  113975. },
  113976. /**
  113977. * Sets the transition time when framing the mesh, in milliseconds
  113978. */
  113979. set: function (time) {
  113980. this._framingTime = time;
  113981. },
  113982. enumerable: true,
  113983. configurable: true
  113984. });
  113985. /**
  113986. * Initializes the behavior.
  113987. */
  113988. FramingBehavior.prototype.init = function () {
  113989. // Do notihng
  113990. };
  113991. /**
  113992. * Attaches the behavior to its arc rotate camera.
  113993. * @param camera Defines the camera to attach the behavior to
  113994. */
  113995. FramingBehavior.prototype.attach = function (camera) {
  113996. var _this = this;
  113997. this._attachedCamera = camera;
  113998. var scene = this._attachedCamera.getScene();
  113999. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  114000. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114001. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114002. _this._isPointerDown = true;
  114003. return;
  114004. }
  114005. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114006. _this._isPointerDown = false;
  114007. }
  114008. });
  114009. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  114010. if (mesh) {
  114011. _this.zoomOnMesh(mesh);
  114012. }
  114013. });
  114014. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114015. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114016. _this._applyUserInteraction();
  114017. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  114018. // back to the default position after a given timeout
  114019. _this._maintainCameraAboveGround();
  114020. });
  114021. };
  114022. /**
  114023. * Detaches the behavior from its current arc rotate camera.
  114024. */
  114025. FramingBehavior.prototype.detach = function () {
  114026. if (!this._attachedCamera) {
  114027. return;
  114028. }
  114029. var scene = this._attachedCamera.getScene();
  114030. if (this._onPrePointerObservableObserver) {
  114031. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114032. }
  114033. if (this._onAfterCheckInputsObserver) {
  114034. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114035. }
  114036. if (this._onMeshTargetChangedObserver) {
  114037. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114038. }
  114039. this._attachedCamera = null;
  114040. };
  114041. /**
  114042. * Targets the given mesh and updates zoom level accordingly.
  114043. * @param mesh The mesh to target.
  114044. * @param radius Optional. If a cached radius position already exists, overrides default.
  114045. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114046. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114047. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114048. */
  114049. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114050. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114051. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114052. mesh.computeWorldMatrix(true);
  114053. var boundingBox = mesh.getBoundingInfo().boundingBox;
  114054. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  114055. };
  114056. /**
  114057. * Targets the given mesh with its children and updates zoom level accordingly.
  114058. * @param mesh The mesh to target.
  114059. * @param radius Optional. If a cached radius position already exists, overrides default.
  114060. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114061. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114062. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114063. */
  114064. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114065. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114066. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114067. mesh.computeWorldMatrix(true);
  114068. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  114069. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  114070. };
  114071. /**
  114072. * Targets the given meshes with their children and updates zoom level accordingly.
  114073. * @param meshes The mesh to target.
  114074. * @param radius Optional. If a cached radius position already exists, overrides default.
  114075. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114076. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114077. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114078. */
  114079. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  114080. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114081. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114082. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  114083. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  114084. for (var i = 0; i < meshes.length; i++) {
  114085. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  114086. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  114087. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  114088. }
  114089. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  114090. };
  114091. /**
  114092. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  114093. * @param minimumWorld Determines the smaller position of the bounding box extend
  114094. * @param maximumWorld Determines the bigger position of the bounding box extend
  114095. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114096. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114097. */
  114098. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  114099. var _this = this;
  114100. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114101. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114102. var zoomTarget;
  114103. if (!this._attachedCamera) {
  114104. return;
  114105. }
  114106. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  114107. var bottom = minimumWorld.y;
  114108. var top = maximumWorld.y;
  114109. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  114110. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  114111. if (focusOnOriginXZ) {
  114112. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  114113. }
  114114. else {
  114115. var centerWorld = minimumWorld.add(radiusWorld);
  114116. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  114117. }
  114118. if (!this._vectorTransition) {
  114119. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  114120. }
  114121. this._betaIsAnimating = true;
  114122. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  114123. if (animatable) {
  114124. this._animatables.push(animatable);
  114125. }
  114126. // sets the radius and lower radius bounds
  114127. // Small delta ensures camera is not always at lower zoom limit.
  114128. var radius = 0;
  114129. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  114130. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114131. if (this.autoCorrectCameraLimitsAndSensibility) {
  114132. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  114133. }
  114134. radius = position;
  114135. }
  114136. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114137. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114138. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  114139. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  114140. }
  114141. }
  114142. // Set sensibilities
  114143. if (this.autoCorrectCameraLimitsAndSensibility) {
  114144. var extend = maximumWorld.subtract(minimumWorld).length();
  114145. this._attachedCamera.panningSensibility = 5000 / extend;
  114146. this._attachedCamera.wheelPrecision = 100 / radius;
  114147. }
  114148. // transition to new radius
  114149. if (!this._radiusTransition) {
  114150. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114151. }
  114152. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  114153. _this.stopAllAnimations();
  114154. if (onAnimationEnd) {
  114155. onAnimationEnd();
  114156. }
  114157. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  114158. _this._attachedCamera.storeState();
  114159. }
  114160. });
  114161. if (animatable) {
  114162. this._animatables.push(animatable);
  114163. }
  114164. };
  114165. /**
  114166. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  114167. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  114168. * frustum width.
  114169. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  114170. * to fully enclose the mesh in the viewing frustum.
  114171. */
  114172. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  114173. var size = maximumWorld.subtract(minimumWorld);
  114174. var boxVectorGlobalDiagonal = size.length();
  114175. var frustumSlope = this._getFrustumSlope();
  114176. // Formula for setting distance
  114177. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  114178. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  114179. // Horizon distance
  114180. var radius = radiusWithoutFraming * this._radiusScale;
  114181. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  114182. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  114183. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  114184. var camera = this._attachedCamera;
  114185. if (!camera) {
  114186. return 0;
  114187. }
  114188. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114189. // Don't exceed the requested limit
  114190. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  114191. }
  114192. // Don't exceed the upper radius limit
  114193. if (camera.upperRadiusLimit) {
  114194. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  114195. }
  114196. return distance;
  114197. };
  114198. /**
  114199. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  114200. * is automatically returned to its default position (expected to be above ground plane).
  114201. */
  114202. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  114203. var _this = this;
  114204. if (this._elevationReturnTime < 0) {
  114205. return;
  114206. }
  114207. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  114208. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  114209. var limitBeta = Math.PI * 0.5;
  114210. // Bring the camera back up if below the ground plane
  114211. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  114212. this._betaIsAnimating = true;
  114213. //Transition to new position
  114214. this.stopAllAnimations();
  114215. if (!this._betaTransition) {
  114216. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114217. }
  114218. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  114219. _this._clearAnimationLocks();
  114220. _this.stopAllAnimations();
  114221. });
  114222. if (animatabe) {
  114223. this._animatables.push(animatabe);
  114224. }
  114225. }
  114226. };
  114227. /**
  114228. * Returns the frustum slope based on the canvas ratio and camera FOV
  114229. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  114230. */
  114231. FramingBehavior.prototype._getFrustumSlope = function () {
  114232. // Calculate the viewport ratio
  114233. // Aspect Ratio is Height/Width.
  114234. var camera = this._attachedCamera;
  114235. if (!camera) {
  114236. return BABYLON.Vector2.Zero();
  114237. }
  114238. var engine = camera.getScene().getEngine();
  114239. var aspectRatio = engine.getAspectRatio(camera);
  114240. // Camera FOV is the vertical field of view (top-bottom) in radians.
  114241. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  114242. var frustumSlopeY = Math.tan(camera.fov / 2);
  114243. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  114244. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  114245. // along the forward vector.
  114246. var frustumSlopeX = frustumSlopeY * aspectRatio;
  114247. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  114248. };
  114249. /**
  114250. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  114251. */
  114252. FramingBehavior.prototype._clearAnimationLocks = function () {
  114253. this._betaIsAnimating = false;
  114254. };
  114255. /**
  114256. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114257. */
  114258. FramingBehavior.prototype._applyUserInteraction = function () {
  114259. if (this.isUserIsMoving) {
  114260. this._lastInteractionTime = BABYLON.Tools.Now;
  114261. this.stopAllAnimations();
  114262. this._clearAnimationLocks();
  114263. }
  114264. };
  114265. /**
  114266. * Stops and removes all animations that have been applied to the camera
  114267. */
  114268. FramingBehavior.prototype.stopAllAnimations = function () {
  114269. if (this._attachedCamera) {
  114270. this._attachedCamera.animations = [];
  114271. }
  114272. while (this._animatables.length) {
  114273. if (this._animatables[0]) {
  114274. this._animatables[0].onAnimationEnd = null;
  114275. this._animatables[0].stop();
  114276. }
  114277. this._animatables.shift();
  114278. }
  114279. };
  114280. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  114281. /**
  114282. * Gets a value indicating if the user is moving the camera
  114283. */
  114284. get: function () {
  114285. if (!this._attachedCamera) {
  114286. return false;
  114287. }
  114288. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114289. this._attachedCamera.inertialBetaOffset !== 0 ||
  114290. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114291. this._attachedCamera.inertialPanningX !== 0 ||
  114292. this._attachedCamera.inertialPanningY !== 0 ||
  114293. this._isPointerDown;
  114294. },
  114295. enumerable: true,
  114296. configurable: true
  114297. });
  114298. /**
  114299. * The easing function used by animations
  114300. */
  114301. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  114302. /**
  114303. * The easing mode used by animations
  114304. */
  114305. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  114306. // Statics
  114307. /**
  114308. * The camera can move all the way towards the mesh.
  114309. */
  114310. FramingBehavior.IgnoreBoundsSizeMode = 0;
  114311. /**
  114312. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  114313. */
  114314. FramingBehavior.FitFrustumSidesMode = 1;
  114315. return FramingBehavior;
  114316. }());
  114317. BABYLON.FramingBehavior = FramingBehavior;
  114318. })(BABYLON || (BABYLON = {}));
  114319. //# sourceMappingURL=babylon.framingBehavior.js.map
  114320. var BABYLON;
  114321. (function (BABYLON) {
  114322. /**
  114323. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  114324. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  114325. */
  114326. var BouncingBehavior = /** @class */ (function () {
  114327. function BouncingBehavior() {
  114328. /**
  114329. * The duration of the animation, in milliseconds
  114330. */
  114331. this.transitionDuration = 450;
  114332. /**
  114333. * Length of the distance animated by the transition when lower radius is reached
  114334. */
  114335. this.lowerRadiusTransitionRange = 2;
  114336. /**
  114337. * Length of the distance animated by the transition when upper radius is reached
  114338. */
  114339. this.upperRadiusTransitionRange = -2;
  114340. this._autoTransitionRange = false;
  114341. // Animations
  114342. this._radiusIsAnimating = false;
  114343. this._radiusBounceTransition = null;
  114344. this._animatables = new Array();
  114345. }
  114346. Object.defineProperty(BouncingBehavior.prototype, "name", {
  114347. /**
  114348. * Gets the name of the behavior.
  114349. */
  114350. get: function () {
  114351. return "Bouncing";
  114352. },
  114353. enumerable: true,
  114354. configurable: true
  114355. });
  114356. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  114357. /**
  114358. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  114359. */
  114360. get: function () {
  114361. return this._autoTransitionRange;
  114362. },
  114363. /**
  114364. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  114365. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  114366. */
  114367. set: function (value) {
  114368. var _this = this;
  114369. if (this._autoTransitionRange === value) {
  114370. return;
  114371. }
  114372. this._autoTransitionRange = value;
  114373. var camera = this._attachedCamera;
  114374. if (!camera) {
  114375. return;
  114376. }
  114377. if (value) {
  114378. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  114379. if (!mesh) {
  114380. return;
  114381. }
  114382. mesh.computeWorldMatrix(true);
  114383. var diagonal = mesh.getBoundingInfo().diagonalLength;
  114384. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  114385. _this.upperRadiusTransitionRange = diagonal * 0.05;
  114386. });
  114387. }
  114388. else if (this._onMeshTargetChangedObserver) {
  114389. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114390. }
  114391. },
  114392. enumerable: true,
  114393. configurable: true
  114394. });
  114395. /**
  114396. * Initializes the behavior.
  114397. */
  114398. BouncingBehavior.prototype.init = function () {
  114399. // Do notihng
  114400. };
  114401. /**
  114402. * Attaches the behavior to its arc rotate camera.
  114403. * @param camera Defines the camera to attach the behavior to
  114404. */
  114405. BouncingBehavior.prototype.attach = function (camera) {
  114406. var _this = this;
  114407. this._attachedCamera = camera;
  114408. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114409. if (!_this._attachedCamera) {
  114410. return;
  114411. }
  114412. // Add the bounce animation to the lower radius limit
  114413. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  114414. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  114415. }
  114416. // Add the bounce animation to the upper radius limit
  114417. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  114418. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  114419. }
  114420. });
  114421. };
  114422. /**
  114423. * Detaches the behavior from its current arc rotate camera.
  114424. */
  114425. BouncingBehavior.prototype.detach = function () {
  114426. if (!this._attachedCamera) {
  114427. return;
  114428. }
  114429. if (this._onAfterCheckInputsObserver) {
  114430. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114431. }
  114432. if (this._onMeshTargetChangedObserver) {
  114433. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114434. }
  114435. this._attachedCamera = null;
  114436. };
  114437. /**
  114438. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  114439. * @param radiusLimit The limit to check against.
  114440. * @return Bool to indicate if at limit.
  114441. */
  114442. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  114443. if (!this._attachedCamera) {
  114444. return false;
  114445. }
  114446. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  114447. return true;
  114448. }
  114449. return false;
  114450. };
  114451. /**
  114452. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  114453. * @param radiusDelta The delta by which to animate to. Can be negative.
  114454. */
  114455. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  114456. var _this = this;
  114457. if (!this._attachedCamera) {
  114458. return;
  114459. }
  114460. if (!this._radiusBounceTransition) {
  114461. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  114462. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  114463. }
  114464. // Prevent zoom until bounce has completed
  114465. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  114466. this._attachedCamera.wheelPrecision = Infinity;
  114467. this._attachedCamera.inertialRadiusOffset = 0;
  114468. // Animate to the radius limit
  114469. this.stopAllAnimations();
  114470. this._radiusIsAnimating = true;
  114471. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  114472. if (animatable) {
  114473. this._animatables.push(animatable);
  114474. }
  114475. };
  114476. /**
  114477. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  114478. */
  114479. BouncingBehavior.prototype._clearAnimationLocks = function () {
  114480. this._radiusIsAnimating = false;
  114481. if (this._attachedCamera) {
  114482. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  114483. }
  114484. };
  114485. /**
  114486. * Stops and removes all animations that have been applied to the camera
  114487. */
  114488. BouncingBehavior.prototype.stopAllAnimations = function () {
  114489. if (this._attachedCamera) {
  114490. this._attachedCamera.animations = [];
  114491. }
  114492. while (this._animatables.length) {
  114493. this._animatables[0].onAnimationEnd = null;
  114494. this._animatables[0].stop();
  114495. this._animatables.shift();
  114496. }
  114497. };
  114498. /**
  114499. * The easing function used by animations
  114500. */
  114501. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  114502. /**
  114503. * The easing mode used by animations
  114504. */
  114505. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  114506. return BouncingBehavior;
  114507. }());
  114508. BABYLON.BouncingBehavior = BouncingBehavior;
  114509. })(BABYLON || (BABYLON = {}));
  114510. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  114511. var BABYLON;
  114512. (function (BABYLON) {
  114513. /**
  114514. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  114515. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  114516. */
  114517. var AutoRotationBehavior = /** @class */ (function () {
  114518. function AutoRotationBehavior() {
  114519. this._zoomStopsAnimation = false;
  114520. this._idleRotationSpeed = 0.05;
  114521. this._idleRotationWaitTime = 2000;
  114522. this._idleRotationSpinupTime = 2000;
  114523. this._isPointerDown = false;
  114524. this._lastFrameTime = null;
  114525. this._lastInteractionTime = -Infinity;
  114526. this._cameraRotationSpeed = 0;
  114527. this._lastFrameRadius = 0;
  114528. }
  114529. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  114530. /**
  114531. * Gets the name of the behavior.
  114532. */
  114533. get: function () {
  114534. return "AutoRotation";
  114535. },
  114536. enumerable: true,
  114537. configurable: true
  114538. });
  114539. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  114540. /**
  114541. * Gets the flag that indicates if user zooming should stop animation.
  114542. */
  114543. get: function () {
  114544. return this._zoomStopsAnimation;
  114545. },
  114546. /**
  114547. * Sets the flag that indicates if user zooming should stop animation.
  114548. */
  114549. set: function (flag) {
  114550. this._zoomStopsAnimation = flag;
  114551. },
  114552. enumerable: true,
  114553. configurable: true
  114554. });
  114555. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  114556. /**
  114557. * Gets the default speed at which the camera rotates around the model.
  114558. */
  114559. get: function () {
  114560. return this._idleRotationSpeed;
  114561. },
  114562. /**
  114563. * Sets the default speed at which the camera rotates around the model.
  114564. */
  114565. set: function (speed) {
  114566. this._idleRotationSpeed = speed;
  114567. },
  114568. enumerable: true,
  114569. configurable: true
  114570. });
  114571. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  114572. /**
  114573. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  114574. */
  114575. get: function () {
  114576. return this._idleRotationWaitTime;
  114577. },
  114578. /**
  114579. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  114580. */
  114581. set: function (time) {
  114582. this._idleRotationWaitTime = time;
  114583. },
  114584. enumerable: true,
  114585. configurable: true
  114586. });
  114587. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  114588. /**
  114589. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114590. */
  114591. get: function () {
  114592. return this._idleRotationSpinupTime;
  114593. },
  114594. /**
  114595. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114596. */
  114597. set: function (time) {
  114598. this._idleRotationSpinupTime = time;
  114599. },
  114600. enumerable: true,
  114601. configurable: true
  114602. });
  114603. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  114604. /**
  114605. * Gets a value indicating if the camera is currently rotating because of this behavior
  114606. */
  114607. get: function () {
  114608. return Math.abs(this._cameraRotationSpeed) > 0;
  114609. },
  114610. enumerable: true,
  114611. configurable: true
  114612. });
  114613. /**
  114614. * Initializes the behavior.
  114615. */
  114616. AutoRotationBehavior.prototype.init = function () {
  114617. // Do notihng
  114618. };
  114619. /**
  114620. * Attaches the behavior to its arc rotate camera.
  114621. * @param camera Defines the camera to attach the behavior to
  114622. */
  114623. AutoRotationBehavior.prototype.attach = function (camera) {
  114624. var _this = this;
  114625. this._attachedCamera = camera;
  114626. var scene = this._attachedCamera.getScene();
  114627. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114628. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114629. _this._isPointerDown = true;
  114630. return;
  114631. }
  114632. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114633. _this._isPointerDown = false;
  114634. }
  114635. });
  114636. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114637. var now = BABYLON.Tools.Now;
  114638. var dt = 0;
  114639. if (_this._lastFrameTime != null) {
  114640. dt = now - _this._lastFrameTime;
  114641. }
  114642. _this._lastFrameTime = now;
  114643. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114644. _this._applyUserInteraction();
  114645. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  114646. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  114647. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  114648. // Step camera rotation by rotation speed
  114649. if (_this._attachedCamera) {
  114650. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  114651. }
  114652. });
  114653. };
  114654. /**
  114655. * Detaches the behavior from its current arc rotate camera.
  114656. */
  114657. AutoRotationBehavior.prototype.detach = function () {
  114658. if (!this._attachedCamera) {
  114659. return;
  114660. }
  114661. var scene = this._attachedCamera.getScene();
  114662. if (this._onPrePointerObservableObserver) {
  114663. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114664. }
  114665. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114666. this._attachedCamera = null;
  114667. };
  114668. /**
  114669. * Returns true if user is scrolling.
  114670. * @return true if user is scrolling.
  114671. */
  114672. AutoRotationBehavior.prototype._userIsZooming = function () {
  114673. if (!this._attachedCamera) {
  114674. return false;
  114675. }
  114676. return this._attachedCamera.inertialRadiusOffset !== 0;
  114677. };
  114678. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  114679. if (!this._attachedCamera) {
  114680. return false;
  114681. }
  114682. var zoomHasHitLimit = false;
  114683. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  114684. zoomHasHitLimit = true;
  114685. }
  114686. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  114687. this._lastFrameRadius = this._attachedCamera.radius;
  114688. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  114689. };
  114690. /**
  114691. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114692. */
  114693. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  114694. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  114695. this._lastInteractionTime = BABYLON.Tools.Now;
  114696. }
  114697. };
  114698. // Tools
  114699. AutoRotationBehavior.prototype._userIsMoving = function () {
  114700. if (!this._attachedCamera) {
  114701. return false;
  114702. }
  114703. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114704. this._attachedCamera.inertialBetaOffset !== 0 ||
  114705. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114706. this._attachedCamera.inertialPanningX !== 0 ||
  114707. this._attachedCamera.inertialPanningY !== 0 ||
  114708. this._isPointerDown;
  114709. };
  114710. return AutoRotationBehavior;
  114711. }());
  114712. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  114713. })(BABYLON || (BABYLON = {}));
  114714. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  114715. var BABYLON;
  114716. (function (BABYLON) {
  114717. /**
  114718. * Options to create the null engine
  114719. */
  114720. var NullEngineOptions = /** @class */ (function () {
  114721. function NullEngineOptions() {
  114722. /**
  114723. * Render width (Default: 512)
  114724. */
  114725. this.renderWidth = 512;
  114726. /**
  114727. * Render height (Default: 256)
  114728. */
  114729. this.renderHeight = 256;
  114730. /**
  114731. * Texture size (Default: 512)
  114732. */
  114733. this.textureSize = 512;
  114734. /**
  114735. * If delta time between frames should be constant
  114736. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114737. */
  114738. this.deterministicLockstep = false;
  114739. /**
  114740. * Maximum about of steps between frames (Default: 4)
  114741. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114742. */
  114743. this.lockstepMaxSteps = 4;
  114744. }
  114745. return NullEngineOptions;
  114746. }());
  114747. BABYLON.NullEngineOptions = NullEngineOptions;
  114748. /**
  114749. * The null engine class provides support for headless version of babylon.js.
  114750. * This can be used in server side scenario or for testing purposes
  114751. */
  114752. var NullEngine = /** @class */ (function (_super) {
  114753. __extends(NullEngine, _super);
  114754. function NullEngine(options) {
  114755. if (options === void 0) { options = new NullEngineOptions(); }
  114756. var _this = _super.call(this, null) || this;
  114757. if (options.deterministicLockstep === undefined) {
  114758. options.deterministicLockstep = false;
  114759. }
  114760. if (options.lockstepMaxSteps === undefined) {
  114761. options.lockstepMaxSteps = 4;
  114762. }
  114763. _this._options = options;
  114764. // Init caps
  114765. // We consider we are on a webgl1 capable device
  114766. _this._caps = new BABYLON.EngineCapabilities();
  114767. _this._caps.maxTexturesImageUnits = 16;
  114768. _this._caps.maxVertexTextureImageUnits = 16;
  114769. _this._caps.maxTextureSize = 512;
  114770. _this._caps.maxCubemapTextureSize = 512;
  114771. _this._caps.maxRenderTextureSize = 512;
  114772. _this._caps.maxVertexAttribs = 16;
  114773. _this._caps.maxVaryingVectors = 16;
  114774. _this._caps.maxFragmentUniformVectors = 16;
  114775. _this._caps.maxVertexUniformVectors = 16;
  114776. // Extensions
  114777. _this._caps.standardDerivatives = false;
  114778. _this._caps.astc = null;
  114779. _this._caps.s3tc = null;
  114780. _this._caps.pvrtc = null;
  114781. _this._caps.etc1 = null;
  114782. _this._caps.etc2 = null;
  114783. _this._caps.textureAnisotropicFilterExtension = null;
  114784. _this._caps.maxAnisotropy = 0;
  114785. _this._caps.uintIndices = false;
  114786. _this._caps.fragmentDepthSupported = false;
  114787. _this._caps.highPrecisionShaderSupported = true;
  114788. _this._caps.colorBufferFloat = false;
  114789. _this._caps.textureFloat = false;
  114790. _this._caps.textureFloatLinearFiltering = false;
  114791. _this._caps.textureFloatRender = false;
  114792. _this._caps.textureHalfFloat = false;
  114793. _this._caps.textureHalfFloatLinearFiltering = false;
  114794. _this._caps.textureHalfFloatRender = false;
  114795. _this._caps.textureLOD = false;
  114796. _this._caps.drawBuffersExtension = false;
  114797. _this._caps.depthTextureExtension = false;
  114798. _this._caps.vertexArrayObject = false;
  114799. _this._caps.instancedArrays = false;
  114800. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  114801. // Wrappers
  114802. if (typeof URL === "undefined") {
  114803. URL = {
  114804. createObjectURL: function () { },
  114805. revokeObjectURL: function () { }
  114806. };
  114807. }
  114808. if (typeof Blob === "undefined") {
  114809. Blob = function () { };
  114810. }
  114811. return _this;
  114812. }
  114813. /**
  114814. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114815. */
  114816. NullEngine.prototype.isDeterministicLockStep = function () {
  114817. return this._options.deterministicLockstep;
  114818. };
  114819. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  114820. NullEngine.prototype.getLockstepMaxSteps = function () {
  114821. return this._options.lockstepMaxSteps;
  114822. };
  114823. /**
  114824. * Sets hardware scaling, used to save performance if needed
  114825. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  114826. */
  114827. NullEngine.prototype.getHardwareScalingLevel = function () {
  114828. return 1.0;
  114829. };
  114830. NullEngine.prototype.createVertexBuffer = function (vertices) {
  114831. return {
  114832. capacity: 0,
  114833. references: 1,
  114834. is32Bits: false
  114835. };
  114836. };
  114837. NullEngine.prototype.createIndexBuffer = function (indices) {
  114838. return {
  114839. capacity: 0,
  114840. references: 1,
  114841. is32Bits: false
  114842. };
  114843. };
  114844. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  114845. if (stencil === void 0) { stencil = false; }
  114846. };
  114847. NullEngine.prototype.getRenderWidth = function (useScreen) {
  114848. if (useScreen === void 0) { useScreen = false; }
  114849. if (!useScreen && this._currentRenderTarget) {
  114850. return this._currentRenderTarget.width;
  114851. }
  114852. return this._options.renderWidth;
  114853. };
  114854. NullEngine.prototype.getRenderHeight = function (useScreen) {
  114855. if (useScreen === void 0) { useScreen = false; }
  114856. if (!useScreen && this._currentRenderTarget) {
  114857. return this._currentRenderTarget.height;
  114858. }
  114859. return this._options.renderHeight;
  114860. };
  114861. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  114862. this._cachedViewport = viewport;
  114863. };
  114864. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  114865. return {
  114866. transformFeedback: null,
  114867. __SPECTOR_rebuildProgram: null,
  114868. isParallelCompiled: false
  114869. };
  114870. };
  114871. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  114872. return [];
  114873. };
  114874. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  114875. return [];
  114876. };
  114877. NullEngine.prototype.bindSamplers = function (effect) {
  114878. this._currentEffect = null;
  114879. };
  114880. NullEngine.prototype.enableEffect = function (effect) {
  114881. this._currentEffect = effect;
  114882. if (effect.onBind) {
  114883. effect.onBind(effect);
  114884. }
  114885. if (effect._onBindObservable) {
  114886. effect._onBindObservable.notifyObservers(effect);
  114887. }
  114888. };
  114889. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  114890. if (zOffset === void 0) { zOffset = 0; }
  114891. if (reverseSide === void 0) { reverseSide = false; }
  114892. };
  114893. NullEngine.prototype.setIntArray = function (uniform, array) {
  114894. };
  114895. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  114896. };
  114897. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  114898. };
  114899. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  114900. };
  114901. NullEngine.prototype.setFloatArray = function (uniform, array) {
  114902. };
  114903. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  114904. };
  114905. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  114906. };
  114907. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  114908. };
  114909. NullEngine.prototype.setArray = function (uniform, array) {
  114910. };
  114911. NullEngine.prototype.setArray2 = function (uniform, array) {
  114912. };
  114913. NullEngine.prototype.setArray3 = function (uniform, array) {
  114914. };
  114915. NullEngine.prototype.setArray4 = function (uniform, array) {
  114916. };
  114917. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  114918. };
  114919. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  114920. };
  114921. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  114922. };
  114923. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  114924. };
  114925. NullEngine.prototype.setFloat = function (uniform, value) {
  114926. };
  114927. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  114928. };
  114929. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  114930. };
  114931. NullEngine.prototype.setBool = function (uniform, bool) {
  114932. };
  114933. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  114934. };
  114935. NullEngine.prototype.setColor3 = function (uniform, color3) {
  114936. };
  114937. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  114938. };
  114939. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  114940. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  114941. if (this._alphaMode === mode) {
  114942. return;
  114943. }
  114944. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  114945. if (!noDepthWriteChange) {
  114946. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  114947. }
  114948. this._alphaMode = mode;
  114949. };
  114950. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  114951. };
  114952. NullEngine.prototype.wipeCaches = function (bruteForce) {
  114953. if (this.preventCacheWipeBetweenFrames) {
  114954. return;
  114955. }
  114956. this.resetTextureCache();
  114957. this._currentEffect = null;
  114958. if (bruteForce) {
  114959. this._currentProgram = null;
  114960. this._stencilState.reset();
  114961. this._depthCullingState.reset();
  114962. this._alphaState.reset();
  114963. }
  114964. this._cachedVertexBuffers = null;
  114965. this._cachedIndexBuffer = null;
  114966. this._cachedEffectForVertexBuffers = null;
  114967. };
  114968. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  114969. };
  114970. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  114971. };
  114972. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  114973. };
  114974. /** @hidden */
  114975. NullEngine.prototype._createTexture = function () {
  114976. return {};
  114977. };
  114978. /** @hidden */
  114979. NullEngine.prototype._releaseTexture = function (texture) {
  114980. };
  114981. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  114982. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114983. if (onLoad === void 0) { onLoad = null; }
  114984. if (onError === void 0) { onError = null; }
  114985. if (buffer === void 0) { buffer = null; }
  114986. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  114987. var url = String(urlArg);
  114988. texture.url = url;
  114989. texture.generateMipMaps = !noMipmap;
  114990. texture.samplingMode = samplingMode;
  114991. texture.invertY = invertY;
  114992. texture.baseWidth = this._options.textureSize;
  114993. texture.baseHeight = this._options.textureSize;
  114994. texture.width = this._options.textureSize;
  114995. texture.height = this._options.textureSize;
  114996. if (format) {
  114997. texture.format = format;
  114998. }
  114999. texture.isReady = true;
  115000. if (onLoad) {
  115001. onLoad();
  115002. }
  115003. this._internalTexturesCache.push(texture);
  115004. return texture;
  115005. };
  115006. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  115007. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  115008. if (options !== undefined && typeof options === "object") {
  115009. fullOptions.generateMipMaps = options.generateMipMaps;
  115010. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  115011. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  115012. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  115013. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  115014. }
  115015. else {
  115016. fullOptions.generateMipMaps = options;
  115017. fullOptions.generateDepthBuffer = true;
  115018. fullOptions.generateStencilBuffer = false;
  115019. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  115020. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  115021. }
  115022. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  115023. var width = size.width || size;
  115024. var height = size.height || size;
  115025. texture._depthStencilBuffer = {};
  115026. texture._framebuffer = {};
  115027. texture.baseWidth = width;
  115028. texture.baseHeight = height;
  115029. texture.width = width;
  115030. texture.height = height;
  115031. texture.isReady = true;
  115032. texture.samples = 1;
  115033. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  115034. texture.samplingMode = fullOptions.samplingMode;
  115035. texture.type = fullOptions.type;
  115036. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  115037. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  115038. this._internalTexturesCache.push(texture);
  115039. return texture;
  115040. };
  115041. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  115042. texture.samplingMode = samplingMode;
  115043. };
  115044. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  115045. if (this._currentRenderTarget) {
  115046. this.unBindFramebuffer(this._currentRenderTarget);
  115047. }
  115048. this._currentRenderTarget = texture;
  115049. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  115050. if (this._cachedViewport && !forceFullscreenViewport) {
  115051. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  115052. }
  115053. };
  115054. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  115055. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  115056. this._currentRenderTarget = null;
  115057. if (onBeforeUnbind) {
  115058. if (texture._MSAAFramebuffer) {
  115059. this._currentFramebuffer = texture._framebuffer;
  115060. }
  115061. onBeforeUnbind();
  115062. }
  115063. this._currentFramebuffer = null;
  115064. };
  115065. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  115066. var vbo = {
  115067. capacity: 1,
  115068. references: 1,
  115069. is32Bits: false
  115070. };
  115071. return vbo;
  115072. };
  115073. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  115074. if (premulAlpha === void 0) { premulAlpha = false; }
  115075. };
  115076. NullEngine.prototype.areAllEffectsReady = function () {
  115077. return true;
  115078. };
  115079. /**
  115080. * @hidden
  115081. * Get the current error code of the webGL context
  115082. * @returns the error code
  115083. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  115084. */
  115085. NullEngine.prototype.getError = function () {
  115086. return 0;
  115087. };
  115088. /** @hidden */
  115089. NullEngine.prototype._getUnpackAlignement = function () {
  115090. return 1;
  115091. };
  115092. /** @hidden */
  115093. NullEngine.prototype._unpackFlipY = function (value) {
  115094. };
  115095. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  115096. if (offset === void 0) { offset = 0; }
  115097. };
  115098. /**
  115099. * Updates a dynamic vertex buffer.
  115100. * @param vertexBuffer the vertex buffer to update
  115101. * @param data the data used to update the vertex buffer
  115102. * @param byteOffset the byte offset of the data (optional)
  115103. * @param byteLength the byte length of the data (optional)
  115104. */
  115105. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  115106. };
  115107. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  115108. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  115109. this._boundTexturesCache[this._activeChannel] = texture;
  115110. return true;
  115111. }
  115112. return false;
  115113. };
  115114. /** @hidden */
  115115. NullEngine.prototype._bindTexture = function (channel, texture) {
  115116. if (channel < 0) {
  115117. return;
  115118. }
  115119. this._bindTextureDirectly(0, texture);
  115120. };
  115121. /** @hidden */
  115122. NullEngine.prototype._releaseBuffer = function (buffer) {
  115123. buffer.references--;
  115124. if (buffer.references === 0) {
  115125. return true;
  115126. }
  115127. return false;
  115128. };
  115129. NullEngine.prototype.releaseEffects = function () {
  115130. };
  115131. NullEngine.prototype.displayLoadingUI = function () {
  115132. };
  115133. NullEngine.prototype.hideLoadingUI = function () {
  115134. };
  115135. /** @hidden */
  115136. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  115137. if (faceIndex === void 0) { faceIndex = 0; }
  115138. if (lod === void 0) { lod = 0; }
  115139. };
  115140. /** @hidden */
  115141. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  115142. if (faceIndex === void 0) { faceIndex = 0; }
  115143. if (lod === void 0) { lod = 0; }
  115144. };
  115145. /** @hidden */
  115146. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  115147. if (faceIndex === void 0) { faceIndex = 0; }
  115148. if (lod === void 0) { lod = 0; }
  115149. };
  115150. /** @hidden */
  115151. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  115152. if (faceIndex === void 0) { faceIndex = 0; }
  115153. if (lod === void 0) { lod = 0; }
  115154. };
  115155. return NullEngine;
  115156. }(BABYLON.Engine));
  115157. BABYLON.NullEngine = NullEngine;
  115158. })(BABYLON || (BABYLON = {}));
  115159. //# sourceMappingURL=babylon.nullEngine.js.map
  115160. var BABYLON;
  115161. (function (BABYLON) {
  115162. /**
  115163. * This class can be used to get instrumentation data from a Babylon engine
  115164. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115165. */
  115166. var EngineInstrumentation = /** @class */ (function () {
  115167. /**
  115168. * Instantiates a new engine instrumentation.
  115169. * This class can be used to get instrumentation data from a Babylon engine
  115170. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115171. * @param engine Defines the engine to instrument
  115172. */
  115173. function EngineInstrumentation(
  115174. /**
  115175. * Define the instrumented engine.
  115176. */
  115177. engine) {
  115178. this.engine = engine;
  115179. this._captureGPUFrameTime = false;
  115180. this._gpuFrameTime = new BABYLON.PerfCounter();
  115181. this._captureShaderCompilationTime = false;
  115182. this._shaderCompilationTime = new BABYLON.PerfCounter();
  115183. // Observers
  115184. this._onBeginFrameObserver = null;
  115185. this._onEndFrameObserver = null;
  115186. this._onBeforeShaderCompilationObserver = null;
  115187. this._onAfterShaderCompilationObserver = null;
  115188. }
  115189. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  115190. // Properties
  115191. /**
  115192. * Gets the perf counter used for GPU frame time
  115193. */
  115194. get: function () {
  115195. return this._gpuFrameTime;
  115196. },
  115197. enumerable: true,
  115198. configurable: true
  115199. });
  115200. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  115201. /**
  115202. * Gets the GPU frame time capture status
  115203. */
  115204. get: function () {
  115205. return this._captureGPUFrameTime;
  115206. },
  115207. /**
  115208. * Enable or disable the GPU frame time capture
  115209. */
  115210. set: function (value) {
  115211. var _this = this;
  115212. if (value === this._captureGPUFrameTime) {
  115213. return;
  115214. }
  115215. this._captureGPUFrameTime = value;
  115216. if (value) {
  115217. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  115218. if (!_this._gpuFrameTimeToken) {
  115219. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  115220. }
  115221. });
  115222. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  115223. if (!_this._gpuFrameTimeToken) {
  115224. return;
  115225. }
  115226. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  115227. if (time > -1) {
  115228. _this._gpuFrameTimeToken = null;
  115229. _this._gpuFrameTime.fetchNewFrame();
  115230. _this._gpuFrameTime.addCount(time, true);
  115231. }
  115232. });
  115233. }
  115234. else {
  115235. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  115236. this._onBeginFrameObserver = null;
  115237. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  115238. this._onEndFrameObserver = null;
  115239. }
  115240. },
  115241. enumerable: true,
  115242. configurable: true
  115243. });
  115244. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  115245. /**
  115246. * Gets the perf counter used for shader compilation time
  115247. */
  115248. get: function () {
  115249. return this._shaderCompilationTime;
  115250. },
  115251. enumerable: true,
  115252. configurable: true
  115253. });
  115254. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  115255. /**
  115256. * Gets the shader compilation time capture status
  115257. */
  115258. get: function () {
  115259. return this._captureShaderCompilationTime;
  115260. },
  115261. /**
  115262. * Enable or disable the shader compilation time capture
  115263. */
  115264. set: function (value) {
  115265. var _this = this;
  115266. if (value === this._captureShaderCompilationTime) {
  115267. return;
  115268. }
  115269. this._captureShaderCompilationTime = value;
  115270. if (value) {
  115271. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  115272. _this._shaderCompilationTime.fetchNewFrame();
  115273. _this._shaderCompilationTime.beginMonitoring();
  115274. });
  115275. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  115276. _this._shaderCompilationTime.endMonitoring();
  115277. });
  115278. }
  115279. else {
  115280. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  115281. this._onBeforeShaderCompilationObserver = null;
  115282. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  115283. this._onAfterShaderCompilationObserver = null;
  115284. }
  115285. },
  115286. enumerable: true,
  115287. configurable: true
  115288. });
  115289. /**
  115290. * Dispose and release associated resources.
  115291. */
  115292. EngineInstrumentation.prototype.dispose = function () {
  115293. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  115294. this._onBeginFrameObserver = null;
  115295. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  115296. this._onEndFrameObserver = null;
  115297. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  115298. this._onBeforeShaderCompilationObserver = null;
  115299. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  115300. this._onAfterShaderCompilationObserver = null;
  115301. this.engine = null;
  115302. };
  115303. return EngineInstrumentation;
  115304. }());
  115305. BABYLON.EngineInstrumentation = EngineInstrumentation;
  115306. })(BABYLON || (BABYLON = {}));
  115307. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  115308. var BABYLON;
  115309. (function (BABYLON) {
  115310. /**
  115311. * This class can be used to get instrumentation data from a Babylon engine
  115312. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  115313. */
  115314. var SceneInstrumentation = /** @class */ (function () {
  115315. /**
  115316. * Instantiates a new scene instrumentation.
  115317. * This class can be used to get instrumentation data from a Babylon engine
  115318. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  115319. * @param scene Defines the scene to instrument
  115320. */
  115321. function SceneInstrumentation(
  115322. /**
  115323. * Defines the scene to instrument
  115324. */
  115325. scene) {
  115326. var _this = this;
  115327. this.scene = scene;
  115328. this._captureActiveMeshesEvaluationTime = false;
  115329. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  115330. this._captureRenderTargetsRenderTime = false;
  115331. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  115332. this._captureFrameTime = false;
  115333. this._frameTime = new BABYLON.PerfCounter();
  115334. this._captureRenderTime = false;
  115335. this._renderTime = new BABYLON.PerfCounter();
  115336. this._captureInterFrameTime = false;
  115337. this._interFrameTime = new BABYLON.PerfCounter();
  115338. this._captureParticlesRenderTime = false;
  115339. this._particlesRenderTime = new BABYLON.PerfCounter();
  115340. this._captureSpritesRenderTime = false;
  115341. this._spritesRenderTime = new BABYLON.PerfCounter();
  115342. this._capturePhysicsTime = false;
  115343. this._physicsTime = new BABYLON.PerfCounter();
  115344. this._captureAnimationsTime = false;
  115345. this._animationsTime = new BABYLON.PerfCounter();
  115346. this._captureCameraRenderTime = false;
  115347. this._cameraRenderTime = new BABYLON.PerfCounter();
  115348. // Observers
  115349. this._onBeforeActiveMeshesEvaluationObserver = null;
  115350. this._onAfterActiveMeshesEvaluationObserver = null;
  115351. this._onBeforeRenderTargetsRenderObserver = null;
  115352. this._onAfterRenderTargetsRenderObserver = null;
  115353. this._onAfterRenderObserver = null;
  115354. this._onBeforeDrawPhaseObserver = null;
  115355. this._onAfterDrawPhaseObserver = null;
  115356. this._onBeforeAnimationsObserver = null;
  115357. this._onBeforeParticlesRenderingObserver = null;
  115358. this._onAfterParticlesRenderingObserver = null;
  115359. this._onBeforeSpritesRenderingObserver = null;
  115360. this._onAfterSpritesRenderingObserver = null;
  115361. this._onBeforePhysicsObserver = null;
  115362. this._onAfterPhysicsObserver = null;
  115363. this._onAfterAnimationsObserver = null;
  115364. this._onBeforeCameraRenderObserver = null;
  115365. this._onAfterCameraRenderObserver = null;
  115366. // Before render
  115367. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  115368. if (_this._captureActiveMeshesEvaluationTime) {
  115369. _this._activeMeshesEvaluationTime.fetchNewFrame();
  115370. }
  115371. if (_this._captureRenderTargetsRenderTime) {
  115372. _this._renderTargetsRenderTime.fetchNewFrame();
  115373. }
  115374. if (_this._captureFrameTime) {
  115375. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  115376. _this._frameTime.beginMonitoring();
  115377. }
  115378. if (_this._captureInterFrameTime) {
  115379. _this._interFrameTime.endMonitoring();
  115380. }
  115381. if (_this._captureParticlesRenderTime) {
  115382. _this._particlesRenderTime.fetchNewFrame();
  115383. }
  115384. if (_this._captureSpritesRenderTime) {
  115385. _this._spritesRenderTime.fetchNewFrame();
  115386. }
  115387. if (_this._captureAnimationsTime) {
  115388. _this._animationsTime.beginMonitoring();
  115389. }
  115390. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  115391. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  115392. });
  115393. // After render
  115394. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  115395. if (_this._captureFrameTime) {
  115396. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  115397. _this._frameTime.endMonitoring();
  115398. }
  115399. if (_this._captureRenderTime) {
  115400. _this._renderTime.endMonitoring(false);
  115401. }
  115402. if (_this._captureInterFrameTime) {
  115403. _this._interFrameTime.beginMonitoring();
  115404. }
  115405. });
  115406. }
  115407. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  115408. // Properties
  115409. /**
  115410. * Gets the perf counter used for active meshes evaluation time
  115411. */
  115412. get: function () {
  115413. return this._activeMeshesEvaluationTime;
  115414. },
  115415. enumerable: true,
  115416. configurable: true
  115417. });
  115418. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  115419. /**
  115420. * Gets the active meshes evaluation time capture status
  115421. */
  115422. get: function () {
  115423. return this._captureActiveMeshesEvaluationTime;
  115424. },
  115425. /**
  115426. * Enable or disable the active meshes evaluation time capture
  115427. */
  115428. set: function (value) {
  115429. var _this = this;
  115430. if (value === this._captureActiveMeshesEvaluationTime) {
  115431. return;
  115432. }
  115433. this._captureActiveMeshesEvaluationTime = value;
  115434. if (value) {
  115435. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  115436. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  115437. _this._activeMeshesEvaluationTime.beginMonitoring();
  115438. });
  115439. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  115440. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  115441. _this._activeMeshesEvaluationTime.endMonitoring();
  115442. });
  115443. }
  115444. else {
  115445. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115446. this._onBeforeActiveMeshesEvaluationObserver = null;
  115447. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115448. this._onAfterActiveMeshesEvaluationObserver = null;
  115449. }
  115450. },
  115451. enumerable: true,
  115452. configurable: true
  115453. });
  115454. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  115455. /**
  115456. * Gets the perf counter used for render targets render time
  115457. */
  115458. get: function () {
  115459. return this._renderTargetsRenderTime;
  115460. },
  115461. enumerable: true,
  115462. configurable: true
  115463. });
  115464. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  115465. /**
  115466. * Gets the render targets render time capture status
  115467. */
  115468. get: function () {
  115469. return this._captureRenderTargetsRenderTime;
  115470. },
  115471. /**
  115472. * Enable or disable the render targets render time capture
  115473. */
  115474. set: function (value) {
  115475. var _this = this;
  115476. if (value === this._captureRenderTargetsRenderTime) {
  115477. return;
  115478. }
  115479. this._captureRenderTargetsRenderTime = value;
  115480. if (value) {
  115481. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  115482. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  115483. _this._renderTargetsRenderTime.beginMonitoring();
  115484. });
  115485. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  115486. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  115487. _this._renderTargetsRenderTime.endMonitoring(false);
  115488. });
  115489. }
  115490. else {
  115491. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115492. this._onBeforeRenderTargetsRenderObserver = null;
  115493. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115494. this._onAfterRenderTargetsRenderObserver = null;
  115495. }
  115496. },
  115497. enumerable: true,
  115498. configurable: true
  115499. });
  115500. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  115501. /**
  115502. * Gets the perf counter used for particles render time
  115503. */
  115504. get: function () {
  115505. return this._particlesRenderTime;
  115506. },
  115507. enumerable: true,
  115508. configurable: true
  115509. });
  115510. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  115511. /**
  115512. * Gets the particles render time capture status
  115513. */
  115514. get: function () {
  115515. return this._captureParticlesRenderTime;
  115516. },
  115517. /**
  115518. * Enable or disable the particles render time capture
  115519. */
  115520. set: function (value) {
  115521. var _this = this;
  115522. if (value === this._captureParticlesRenderTime) {
  115523. return;
  115524. }
  115525. this._captureParticlesRenderTime = value;
  115526. if (value) {
  115527. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  115528. BABYLON.Tools.StartPerformanceCounter("Particles");
  115529. _this._particlesRenderTime.beginMonitoring();
  115530. });
  115531. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  115532. BABYLON.Tools.EndPerformanceCounter("Particles");
  115533. _this._particlesRenderTime.endMonitoring(false);
  115534. });
  115535. }
  115536. else {
  115537. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115538. this._onBeforeParticlesRenderingObserver = null;
  115539. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115540. this._onAfterParticlesRenderingObserver = null;
  115541. }
  115542. },
  115543. enumerable: true,
  115544. configurable: true
  115545. });
  115546. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  115547. /**
  115548. * Gets the perf counter used for sprites render time
  115549. */
  115550. get: function () {
  115551. return this._spritesRenderTime;
  115552. },
  115553. enumerable: true,
  115554. configurable: true
  115555. });
  115556. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  115557. /**
  115558. * Gets the sprites render time capture status
  115559. */
  115560. get: function () {
  115561. return this._captureSpritesRenderTime;
  115562. },
  115563. /**
  115564. * Enable or disable the sprites render time capture
  115565. */
  115566. set: function (value) {
  115567. var _this = this;
  115568. if (value === this._captureSpritesRenderTime) {
  115569. return;
  115570. }
  115571. this._captureSpritesRenderTime = value;
  115572. if (!this.scene.spriteManagers) {
  115573. return;
  115574. }
  115575. if (value) {
  115576. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  115577. BABYLON.Tools.StartPerformanceCounter("Sprites");
  115578. _this._spritesRenderTime.beginMonitoring();
  115579. });
  115580. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  115581. BABYLON.Tools.EndPerformanceCounter("Sprites");
  115582. _this._spritesRenderTime.endMonitoring(false);
  115583. });
  115584. }
  115585. else {
  115586. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115587. this._onBeforeSpritesRenderingObserver = null;
  115588. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115589. this._onAfterSpritesRenderingObserver = null;
  115590. }
  115591. },
  115592. enumerable: true,
  115593. configurable: true
  115594. });
  115595. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  115596. /**
  115597. * Gets the perf counter used for physics time
  115598. */
  115599. get: function () {
  115600. return this._physicsTime;
  115601. },
  115602. enumerable: true,
  115603. configurable: true
  115604. });
  115605. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  115606. /**
  115607. * Gets the physics time capture status
  115608. */
  115609. get: function () {
  115610. return this._capturePhysicsTime;
  115611. },
  115612. /**
  115613. * Enable or disable the physics time capture
  115614. */
  115615. set: function (value) {
  115616. var _this = this;
  115617. if (value === this._capturePhysicsTime) {
  115618. return;
  115619. }
  115620. if (!this.scene.onBeforePhysicsObservable) {
  115621. return;
  115622. }
  115623. this._capturePhysicsTime = value;
  115624. if (value) {
  115625. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  115626. BABYLON.Tools.StartPerformanceCounter("Physics");
  115627. _this._physicsTime.beginMonitoring();
  115628. });
  115629. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  115630. BABYLON.Tools.EndPerformanceCounter("Physics");
  115631. _this._physicsTime.endMonitoring();
  115632. });
  115633. }
  115634. else {
  115635. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115636. this._onBeforePhysicsObserver = null;
  115637. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115638. this._onAfterPhysicsObserver = null;
  115639. }
  115640. },
  115641. enumerable: true,
  115642. configurable: true
  115643. });
  115644. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  115645. /**
  115646. * Gets the perf counter used for animations time
  115647. */
  115648. get: function () {
  115649. return this._animationsTime;
  115650. },
  115651. enumerable: true,
  115652. configurable: true
  115653. });
  115654. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  115655. /**
  115656. * Gets the animations time capture status
  115657. */
  115658. get: function () {
  115659. return this._captureAnimationsTime;
  115660. },
  115661. /**
  115662. * Enable or disable the animations time capture
  115663. */
  115664. set: function (value) {
  115665. var _this = this;
  115666. if (value === this._captureAnimationsTime) {
  115667. return;
  115668. }
  115669. this._captureAnimationsTime = value;
  115670. if (value) {
  115671. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  115672. _this._animationsTime.endMonitoring();
  115673. });
  115674. }
  115675. else {
  115676. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115677. this._onAfterAnimationsObserver = null;
  115678. }
  115679. },
  115680. enumerable: true,
  115681. configurable: true
  115682. });
  115683. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  115684. /**
  115685. * Gets the perf counter used for frame time capture
  115686. */
  115687. get: function () {
  115688. return this._frameTime;
  115689. },
  115690. enumerable: true,
  115691. configurable: true
  115692. });
  115693. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  115694. /**
  115695. * Gets the frame time capture status
  115696. */
  115697. get: function () {
  115698. return this._captureFrameTime;
  115699. },
  115700. /**
  115701. * Enable or disable the frame time capture
  115702. */
  115703. set: function (value) {
  115704. this._captureFrameTime = value;
  115705. },
  115706. enumerable: true,
  115707. configurable: true
  115708. });
  115709. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  115710. /**
  115711. * Gets the perf counter used for inter-frames time capture
  115712. */
  115713. get: function () {
  115714. return this._interFrameTime;
  115715. },
  115716. enumerable: true,
  115717. configurable: true
  115718. });
  115719. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  115720. /**
  115721. * Gets the inter-frames time capture status
  115722. */
  115723. get: function () {
  115724. return this._captureInterFrameTime;
  115725. },
  115726. /**
  115727. * Enable or disable the inter-frames time capture
  115728. */
  115729. set: function (value) {
  115730. this._captureInterFrameTime = value;
  115731. },
  115732. enumerable: true,
  115733. configurable: true
  115734. });
  115735. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  115736. /**
  115737. * Gets the perf counter used for render time capture
  115738. */
  115739. get: function () {
  115740. return this._renderTime;
  115741. },
  115742. enumerable: true,
  115743. configurable: true
  115744. });
  115745. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  115746. /**
  115747. * Gets the render time capture status
  115748. */
  115749. get: function () {
  115750. return this._captureRenderTime;
  115751. },
  115752. /**
  115753. * Enable or disable the render time capture
  115754. */
  115755. set: function (value) {
  115756. var _this = this;
  115757. if (value === this._captureRenderTime) {
  115758. return;
  115759. }
  115760. this._captureRenderTime = value;
  115761. if (value) {
  115762. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  115763. _this._renderTime.beginMonitoring();
  115764. BABYLON.Tools.StartPerformanceCounter("Main render");
  115765. });
  115766. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  115767. _this._renderTime.endMonitoring(false);
  115768. BABYLON.Tools.EndPerformanceCounter("Main render");
  115769. });
  115770. }
  115771. else {
  115772. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115773. this._onBeforeDrawPhaseObserver = null;
  115774. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115775. this._onAfterDrawPhaseObserver = null;
  115776. }
  115777. },
  115778. enumerable: true,
  115779. configurable: true
  115780. });
  115781. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  115782. /**
  115783. * Gets the perf counter used for camera render time capture
  115784. */
  115785. get: function () {
  115786. return this._cameraRenderTime;
  115787. },
  115788. enumerable: true,
  115789. configurable: true
  115790. });
  115791. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  115792. /**
  115793. * Gets the camera render time capture status
  115794. */
  115795. get: function () {
  115796. return this._captureCameraRenderTime;
  115797. },
  115798. /**
  115799. * Enable or disable the camera render time capture
  115800. */
  115801. set: function (value) {
  115802. var _this = this;
  115803. if (value === this._captureCameraRenderTime) {
  115804. return;
  115805. }
  115806. this._captureCameraRenderTime = value;
  115807. if (value) {
  115808. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  115809. _this._cameraRenderTime.beginMonitoring();
  115810. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  115811. });
  115812. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  115813. _this._cameraRenderTime.endMonitoring(false);
  115814. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  115815. });
  115816. }
  115817. else {
  115818. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115819. this._onBeforeCameraRenderObserver = null;
  115820. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115821. this._onAfterCameraRenderObserver = null;
  115822. }
  115823. },
  115824. enumerable: true,
  115825. configurable: true
  115826. });
  115827. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  115828. /**
  115829. * Gets the perf counter used for draw calls
  115830. */
  115831. get: function () {
  115832. return this.scene.getEngine()._drawCalls;
  115833. },
  115834. enumerable: true,
  115835. configurable: true
  115836. });
  115837. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  115838. /**
  115839. * Gets the perf counter used for texture collisions
  115840. */
  115841. get: function () {
  115842. return this.scene.getEngine()._textureCollisions;
  115843. },
  115844. enumerable: true,
  115845. configurable: true
  115846. });
  115847. /**
  115848. * Dispose and release associated resources.
  115849. */
  115850. SceneInstrumentation.prototype.dispose = function () {
  115851. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  115852. this._onAfterRenderObserver = null;
  115853. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115854. this._onBeforeActiveMeshesEvaluationObserver = null;
  115855. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115856. this._onAfterActiveMeshesEvaluationObserver = null;
  115857. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115858. this._onBeforeRenderTargetsRenderObserver = null;
  115859. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115860. this._onAfterRenderTargetsRenderObserver = null;
  115861. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  115862. this._onBeforeAnimationsObserver = null;
  115863. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115864. this._onBeforeParticlesRenderingObserver = null;
  115865. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115866. this._onAfterParticlesRenderingObserver = null;
  115867. if (this._onBeforeSpritesRenderingObserver) {
  115868. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115869. this._onBeforeSpritesRenderingObserver = null;
  115870. }
  115871. if (this._onAfterSpritesRenderingObserver) {
  115872. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115873. this._onAfterSpritesRenderingObserver = null;
  115874. }
  115875. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  115876. this._onBeforeDrawPhaseObserver = null;
  115877. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  115878. this._onAfterDrawPhaseObserver = null;
  115879. if (this._onBeforePhysicsObserver) {
  115880. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115881. this._onBeforePhysicsObserver = null;
  115882. }
  115883. if (this._onAfterPhysicsObserver) {
  115884. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115885. this._onAfterPhysicsObserver = null;
  115886. }
  115887. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115888. this._onAfterAnimationsObserver = null;
  115889. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  115890. this._onBeforeCameraRenderObserver = null;
  115891. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  115892. this._onAfterCameraRenderObserver = null;
  115893. this.scene = null;
  115894. };
  115895. return SceneInstrumentation;
  115896. }());
  115897. BABYLON.SceneInstrumentation = SceneInstrumentation;
  115898. })(BABYLON || (BABYLON = {}));
  115899. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  115900. var BABYLON;
  115901. (function (BABYLON) {
  115902. /**
  115903. * @hidden
  115904. **/
  115905. var _TimeToken = /** @class */ (function () {
  115906. function _TimeToken() {
  115907. this._timeElapsedQueryEnded = false;
  115908. }
  115909. return _TimeToken;
  115910. }());
  115911. BABYLON._TimeToken = _TimeToken;
  115912. })(BABYLON || (BABYLON = {}));
  115913. //# sourceMappingURL=babylon.timeToken.js.map
  115914. var BABYLON;
  115915. (function (BABYLON) {
  115916. /**
  115917. * Background material defines definition.
  115918. * @hidden Mainly internal Use
  115919. */
  115920. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  115921. __extends(BackgroundMaterialDefines, _super);
  115922. /**
  115923. * Constructor of the defines.
  115924. */
  115925. function BackgroundMaterialDefines() {
  115926. var _this = _super.call(this) || this;
  115927. /**
  115928. * True if the diffuse texture is in use.
  115929. */
  115930. _this.DIFFUSE = false;
  115931. /**
  115932. * The direct UV channel to use.
  115933. */
  115934. _this.DIFFUSEDIRECTUV = 0;
  115935. /**
  115936. * True if the diffuse texture is in gamma space.
  115937. */
  115938. _this.GAMMADIFFUSE = false;
  115939. /**
  115940. * True if the diffuse texture has opacity in the alpha channel.
  115941. */
  115942. _this.DIFFUSEHASALPHA = false;
  115943. /**
  115944. * True if you want the material to fade to transparent at grazing angle.
  115945. */
  115946. _this.OPACITYFRESNEL = false;
  115947. /**
  115948. * True if an extra blur needs to be added in the reflection.
  115949. */
  115950. _this.REFLECTIONBLUR = false;
  115951. /**
  115952. * True if you want the material to fade to reflection at grazing angle.
  115953. */
  115954. _this.REFLECTIONFRESNEL = false;
  115955. /**
  115956. * True if you want the material to falloff as far as you move away from the scene center.
  115957. */
  115958. _this.REFLECTIONFALLOFF = false;
  115959. /**
  115960. * False if the current Webgl implementation does not support the texture lod extension.
  115961. */
  115962. _this.TEXTURELODSUPPORT = false;
  115963. /**
  115964. * True to ensure the data are premultiplied.
  115965. */
  115966. _this.PREMULTIPLYALPHA = false;
  115967. /**
  115968. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  115969. */
  115970. _this.USERGBCOLOR = false;
  115971. /**
  115972. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  115973. * stays aligned with the desired configuration.
  115974. */
  115975. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  115976. /**
  115977. * True to add noise in order to reduce the banding effect.
  115978. */
  115979. _this.NOISE = false;
  115980. /**
  115981. * is the reflection texture in BGR color scheme?
  115982. * Mainly used to solve a bug in ios10 video tag
  115983. */
  115984. _this.REFLECTIONBGR = false;
  115985. _this.IMAGEPROCESSING = false;
  115986. _this.VIGNETTE = false;
  115987. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  115988. _this.VIGNETTEBLENDMODEOPAQUE = false;
  115989. _this.TONEMAPPING = false;
  115990. _this.TONEMAPPING_ACES = false;
  115991. _this.CONTRAST = false;
  115992. _this.COLORCURVES = false;
  115993. _this.COLORGRADING = false;
  115994. _this.COLORGRADING3D = false;
  115995. _this.SAMPLER3DGREENDEPTH = false;
  115996. _this.SAMPLER3DBGRMAP = false;
  115997. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  115998. _this.EXPOSURE = false;
  115999. // Reflection.
  116000. _this.REFLECTION = false;
  116001. _this.REFLECTIONMAP_3D = false;
  116002. _this.REFLECTIONMAP_SPHERICAL = false;
  116003. _this.REFLECTIONMAP_PLANAR = false;
  116004. _this.REFLECTIONMAP_CUBIC = false;
  116005. _this.REFLECTIONMAP_PROJECTION = false;
  116006. _this.REFLECTIONMAP_SKYBOX = false;
  116007. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116008. _this.REFLECTIONMAP_EXPLICIT = false;
  116009. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116010. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116011. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116012. _this.INVERTCUBICMAP = false;
  116013. _this.REFLECTIONMAP_OPPOSITEZ = false;
  116014. _this.LODINREFLECTIONALPHA = false;
  116015. _this.GAMMAREFLECTION = false;
  116016. _this.RGBDREFLECTION = false;
  116017. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  116018. // Default BJS.
  116019. _this.MAINUV1 = false;
  116020. _this.MAINUV2 = false;
  116021. _this.UV1 = false;
  116022. _this.UV2 = false;
  116023. _this.CLIPPLANE = false;
  116024. _this.CLIPPLANE2 = false;
  116025. _this.CLIPPLANE3 = false;
  116026. _this.CLIPPLANE4 = false;
  116027. _this.POINTSIZE = false;
  116028. _this.FOG = false;
  116029. _this.NORMAL = false;
  116030. _this.NUM_BONE_INFLUENCERS = 0;
  116031. _this.BonesPerMesh = 0;
  116032. _this.INSTANCES = false;
  116033. _this.SHADOWFLOAT = false;
  116034. _this.rebuild();
  116035. return _this;
  116036. }
  116037. return BackgroundMaterialDefines;
  116038. }(BABYLON.MaterialDefines));
  116039. /**
  116040. * Background material used to create an efficient environement around your scene.
  116041. */
  116042. var BackgroundMaterial = /** @class */ (function (_super) {
  116043. __extends(BackgroundMaterial, _super);
  116044. /**
  116045. * Instantiates a Background Material in the given scene
  116046. * @param name The friendly name of the material
  116047. * @param scene The scene to add the material to
  116048. */
  116049. function BackgroundMaterial(name, scene) {
  116050. var _this = _super.call(this, name, scene) || this;
  116051. /**
  116052. * Key light Color (multiply against the environement texture)
  116053. */
  116054. _this.primaryColor = BABYLON.Color3.White();
  116055. _this._primaryColorShadowLevel = 0;
  116056. _this._primaryColorHighlightLevel = 0;
  116057. /**
  116058. * Reflection Texture used in the material.
  116059. * Should be author in a specific way for the best result (refer to the documentation).
  116060. */
  116061. _this.reflectionTexture = null;
  116062. /**
  116063. * Reflection Texture level of blur.
  116064. *
  116065. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  116066. * texture twice.
  116067. */
  116068. _this.reflectionBlur = 0;
  116069. /**
  116070. * Diffuse Texture used in the material.
  116071. * Should be author in a specific way for the best result (refer to the documentation).
  116072. */
  116073. _this.diffuseTexture = null;
  116074. _this._shadowLights = null;
  116075. /**
  116076. * Specify the list of lights casting shadow on the material.
  116077. * All scene shadow lights will be included if null.
  116078. */
  116079. _this.shadowLights = null;
  116080. /**
  116081. * Helps adjusting the shadow to a softer level if required.
  116082. * 0 means black shadows and 1 means no shadows.
  116083. */
  116084. _this.shadowLevel = 0;
  116085. /**
  116086. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  116087. * It is usually zero but might be interesting to modify according to your setup.
  116088. */
  116089. _this.sceneCenter = BABYLON.Vector3.Zero();
  116090. /**
  116091. * This helps specifying that the material is falling off to the sky box at grazing angle.
  116092. * This helps ensuring a nice transition when the camera goes under the ground.
  116093. */
  116094. _this.opacityFresnel = true;
  116095. /**
  116096. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  116097. * This helps adding a mirror texture on the ground.
  116098. */
  116099. _this.reflectionFresnel = false;
  116100. /**
  116101. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  116102. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  116103. */
  116104. _this.reflectionFalloffDistance = 0.0;
  116105. /**
  116106. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  116107. */
  116108. _this.reflectionAmount = 1.0;
  116109. /**
  116110. * This specifies the weight of the reflection at grazing angle.
  116111. */
  116112. _this.reflectionReflectance0 = 0.05;
  116113. /**
  116114. * This specifies the weight of the reflection at a perpendicular point of view.
  116115. */
  116116. _this.reflectionReflectance90 = 0.5;
  116117. /**
  116118. * Helps to directly use the maps channels instead of their level.
  116119. */
  116120. _this.useRGBColor = true;
  116121. /**
  116122. * This helps reducing the banding effect that could occur on the background.
  116123. */
  116124. _this.enableNoise = false;
  116125. _this._fovMultiplier = 1.0;
  116126. /**
  116127. * Enable the FOV adjustment feature controlled by fovMultiplier.
  116128. */
  116129. _this.useEquirectangularFOV = false;
  116130. _this._maxSimultaneousLights = 4;
  116131. /**
  116132. * Number of Simultaneous lights allowed on the material.
  116133. */
  116134. _this.maxSimultaneousLights = 4;
  116135. /**
  116136. * Keep track of the image processing observer to allow dispose and replace.
  116137. */
  116138. _this._imageProcessingObserver = null;
  116139. /**
  116140. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  116141. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  116142. */
  116143. _this.switchToBGR = false;
  116144. // Temp values kept as cache in the material.
  116145. _this._renderTargets = new BABYLON.SmartArray(16);
  116146. _this._reflectionControls = BABYLON.Vector4.Zero();
  116147. _this._white = BABYLON.Color3.White();
  116148. _this._primaryShadowColor = BABYLON.Color3.Black();
  116149. _this._primaryHighlightColor = BABYLON.Color3.Black();
  116150. // Setup the default processing configuration to the scene.
  116151. _this._attachImageProcessingConfiguration(null);
  116152. _this.getRenderTargetTextures = function () {
  116153. _this._renderTargets.reset();
  116154. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  116155. _this._renderTargets.push(_this._diffuseTexture);
  116156. }
  116157. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  116158. _this._renderTargets.push(_this._reflectionTexture);
  116159. }
  116160. return _this._renderTargets;
  116161. };
  116162. return _this;
  116163. }
  116164. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  116165. /**
  116166. * Experimental Internal Use Only.
  116167. *
  116168. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  116169. * This acts as a helper to set the primary color to a more "human friendly" value.
  116170. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  116171. * output color as close as possible from the chosen value.
  116172. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  116173. * part of lighting setup.)
  116174. */
  116175. get: function () {
  116176. return this.__perceptualColor;
  116177. },
  116178. set: function (value) {
  116179. this.__perceptualColor = value;
  116180. this._computePrimaryColorFromPerceptualColor();
  116181. this._markAllSubMeshesAsLightsDirty();
  116182. },
  116183. enumerable: true,
  116184. configurable: true
  116185. });
  116186. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  116187. /**
  116188. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  116189. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  116190. */
  116191. get: function () {
  116192. return this._primaryColorShadowLevel;
  116193. },
  116194. set: function (value) {
  116195. this._primaryColorShadowLevel = value;
  116196. this._computePrimaryColors();
  116197. this._markAllSubMeshesAsLightsDirty();
  116198. },
  116199. enumerable: true,
  116200. configurable: true
  116201. });
  116202. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  116203. /**
  116204. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  116205. * The primary color is used at the level chosen to define what the white area would look.
  116206. */
  116207. get: function () {
  116208. return this._primaryColorHighlightLevel;
  116209. },
  116210. set: function (value) {
  116211. this._primaryColorHighlightLevel = value;
  116212. this._computePrimaryColors();
  116213. this._markAllSubMeshesAsLightsDirty();
  116214. },
  116215. enumerable: true,
  116216. configurable: true
  116217. });
  116218. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  116219. /**
  116220. * Sets the reflection reflectance fresnel values according to the default standard
  116221. * empirically know to work well :-)
  116222. */
  116223. set: function (value) {
  116224. var reflectionWeight = value;
  116225. if (reflectionWeight < 0.5) {
  116226. reflectionWeight = reflectionWeight * 2.0;
  116227. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  116228. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  116229. }
  116230. else {
  116231. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  116232. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  116233. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  116234. }
  116235. },
  116236. enumerable: true,
  116237. configurable: true
  116238. });
  116239. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  116240. /**
  116241. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  116242. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  116243. * Recommended to be keep at 1.0 except for special cases.
  116244. */
  116245. get: function () {
  116246. return this._fovMultiplier;
  116247. },
  116248. set: function (value) {
  116249. if (isNaN(value)) {
  116250. value = 1.0;
  116251. }
  116252. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  116253. },
  116254. enumerable: true,
  116255. configurable: true
  116256. });
  116257. /**
  116258. * Attaches a new image processing configuration to the PBR Material.
  116259. * @param configuration (if null the scene configuration will be use)
  116260. */
  116261. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  116262. var _this = this;
  116263. if (configuration === this._imageProcessingConfiguration) {
  116264. return;
  116265. }
  116266. // Detaches observer.
  116267. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  116268. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  116269. }
  116270. // Pick the scene configuration if needed.
  116271. if (!configuration) {
  116272. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  116273. }
  116274. else {
  116275. this._imageProcessingConfiguration = configuration;
  116276. }
  116277. // Attaches observer.
  116278. if (this._imageProcessingConfiguration) {
  116279. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  116280. _this._computePrimaryColorFromPerceptualColor();
  116281. _this._markAllSubMeshesAsImageProcessingDirty();
  116282. });
  116283. }
  116284. };
  116285. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  116286. /**
  116287. * Gets the image processing configuration used either in this material.
  116288. */
  116289. get: function () {
  116290. return this._imageProcessingConfiguration;
  116291. },
  116292. /**
  116293. * Sets the Default image processing configuration used either in the this material.
  116294. *
  116295. * If sets to null, the scene one is in use.
  116296. */
  116297. set: function (value) {
  116298. this._attachImageProcessingConfiguration(value);
  116299. // Ensure the effect will be rebuilt.
  116300. this._markAllSubMeshesAsTexturesDirty();
  116301. },
  116302. enumerable: true,
  116303. configurable: true
  116304. });
  116305. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  116306. /**
  116307. * Gets wether the color curves effect is enabled.
  116308. */
  116309. get: function () {
  116310. return this.imageProcessingConfiguration.colorCurvesEnabled;
  116311. },
  116312. /**
  116313. * Sets wether the color curves effect is enabled.
  116314. */
  116315. set: function (value) {
  116316. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  116317. },
  116318. enumerable: true,
  116319. configurable: true
  116320. });
  116321. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  116322. /**
  116323. * Gets wether the color grading effect is enabled.
  116324. */
  116325. get: function () {
  116326. return this.imageProcessingConfiguration.colorGradingEnabled;
  116327. },
  116328. /**
  116329. * Gets wether the color grading effect is enabled.
  116330. */
  116331. set: function (value) {
  116332. this.imageProcessingConfiguration.colorGradingEnabled = value;
  116333. },
  116334. enumerable: true,
  116335. configurable: true
  116336. });
  116337. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  116338. /**
  116339. * Gets wether tonemapping is enabled or not.
  116340. */
  116341. get: function () {
  116342. return this._imageProcessingConfiguration.toneMappingEnabled;
  116343. },
  116344. /**
  116345. * Sets wether tonemapping is enabled or not
  116346. */
  116347. set: function (value) {
  116348. this._imageProcessingConfiguration.toneMappingEnabled = value;
  116349. },
  116350. enumerable: true,
  116351. configurable: true
  116352. });
  116353. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  116354. /**
  116355. * The camera exposure used on this material.
  116356. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116357. * This corresponds to a photographic exposure.
  116358. */
  116359. get: function () {
  116360. return this._imageProcessingConfiguration.exposure;
  116361. },
  116362. /**
  116363. * The camera exposure used on this material.
  116364. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116365. * This corresponds to a photographic exposure.
  116366. */
  116367. set: function (value) {
  116368. this._imageProcessingConfiguration.exposure = value;
  116369. },
  116370. enumerable: true,
  116371. configurable: true
  116372. });
  116373. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  116374. /**
  116375. * Gets The camera contrast used on this material.
  116376. */
  116377. get: function () {
  116378. return this._imageProcessingConfiguration.contrast;
  116379. },
  116380. /**
  116381. * Sets The camera contrast used on this material.
  116382. */
  116383. set: function (value) {
  116384. this._imageProcessingConfiguration.contrast = value;
  116385. },
  116386. enumerable: true,
  116387. configurable: true
  116388. });
  116389. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  116390. /**
  116391. * Gets the Color Grading 2D Lookup Texture.
  116392. */
  116393. get: function () {
  116394. return this._imageProcessingConfiguration.colorGradingTexture;
  116395. },
  116396. /**
  116397. * Sets the Color Grading 2D Lookup Texture.
  116398. */
  116399. set: function (value) {
  116400. this.imageProcessingConfiguration.colorGradingTexture = value;
  116401. },
  116402. enumerable: true,
  116403. configurable: true
  116404. });
  116405. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  116406. /**
  116407. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116408. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116409. * 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;
  116410. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116411. */
  116412. get: function () {
  116413. return this.imageProcessingConfiguration.colorCurves;
  116414. },
  116415. /**
  116416. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116417. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116418. * 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;
  116419. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116420. */
  116421. set: function (value) {
  116422. this.imageProcessingConfiguration.colorCurves = value;
  116423. },
  116424. enumerable: true,
  116425. configurable: true
  116426. });
  116427. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  116428. /**
  116429. * Gets a boolean indicating that current material needs to register RTT
  116430. */
  116431. get: function () {
  116432. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116433. return true;
  116434. }
  116435. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116436. return true;
  116437. }
  116438. return false;
  116439. },
  116440. enumerable: true,
  116441. configurable: true
  116442. });
  116443. /**
  116444. * The entire material has been created in order to prevent overdraw.
  116445. * @returns false
  116446. */
  116447. BackgroundMaterial.prototype.needAlphaTesting = function () {
  116448. return true;
  116449. };
  116450. /**
  116451. * The entire material has been created in order to prevent overdraw.
  116452. * @returns true if blending is enable
  116453. */
  116454. BackgroundMaterial.prototype.needAlphaBlending = function () {
  116455. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  116456. };
  116457. /**
  116458. * Checks wether the material is ready to be rendered for a given mesh.
  116459. * @param mesh The mesh to render
  116460. * @param subMesh The submesh to check against
  116461. * @param useInstances Specify wether or not the material is used with instances
  116462. * @returns true if all the dependencies are ready (Textures, Effects...)
  116463. */
  116464. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  116465. var _this = this;
  116466. if (useInstances === void 0) { useInstances = false; }
  116467. if (subMesh.effect && this.isFrozen) {
  116468. if (this._wasPreviouslyReady) {
  116469. return true;
  116470. }
  116471. }
  116472. if (!subMesh._materialDefines) {
  116473. subMesh._materialDefines = new BackgroundMaterialDefines();
  116474. }
  116475. var scene = this.getScene();
  116476. var defines = subMesh._materialDefines;
  116477. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  116478. if (defines._renderId === scene.getRenderId()) {
  116479. return true;
  116480. }
  116481. }
  116482. var engine = scene.getEngine();
  116483. // Lights
  116484. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  116485. defines._needNormals = true;
  116486. // Textures
  116487. if (defines._areTexturesDirty) {
  116488. defines._needUVs = false;
  116489. if (scene.texturesEnabled) {
  116490. if (scene.getEngine().getCaps().textureLOD) {
  116491. defines.TEXTURELODSUPPORT = true;
  116492. }
  116493. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116494. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  116495. return false;
  116496. }
  116497. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  116498. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  116499. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  116500. defines.OPACITYFRESNEL = this._opacityFresnel;
  116501. }
  116502. else {
  116503. defines.DIFFUSE = false;
  116504. defines.DIFFUSEHASALPHA = false;
  116505. defines.GAMMADIFFUSE = false;
  116506. defines.OPACITYFRESNEL = false;
  116507. }
  116508. var reflectionTexture = this._reflectionTexture;
  116509. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116510. if (!reflectionTexture.isReadyOrNotBlocking()) {
  116511. return false;
  116512. }
  116513. defines.REFLECTION = true;
  116514. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  116515. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  116516. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  116517. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  116518. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  116519. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  116520. defines.REFLECTIONBGR = this.switchToBGR;
  116521. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  116522. defines.INVERTCUBICMAP = true;
  116523. }
  116524. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  116525. switch (reflectionTexture.coordinatesMode) {
  116526. case BABYLON.Texture.EXPLICIT_MODE:
  116527. defines.REFLECTIONMAP_EXPLICIT = true;
  116528. break;
  116529. case BABYLON.Texture.PLANAR_MODE:
  116530. defines.REFLECTIONMAP_PLANAR = true;
  116531. break;
  116532. case BABYLON.Texture.PROJECTION_MODE:
  116533. defines.REFLECTIONMAP_PROJECTION = true;
  116534. break;
  116535. case BABYLON.Texture.SKYBOX_MODE:
  116536. defines.REFLECTIONMAP_SKYBOX = true;
  116537. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  116538. break;
  116539. case BABYLON.Texture.SPHERICAL_MODE:
  116540. defines.REFLECTIONMAP_SPHERICAL = true;
  116541. break;
  116542. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  116543. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  116544. break;
  116545. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  116546. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  116547. break;
  116548. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  116549. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  116550. break;
  116551. case BABYLON.Texture.CUBIC_MODE:
  116552. case BABYLON.Texture.INVCUBIC_MODE:
  116553. default:
  116554. defines.REFLECTIONMAP_CUBIC = true;
  116555. break;
  116556. }
  116557. if (this.reflectionFresnel) {
  116558. defines.REFLECTIONFRESNEL = true;
  116559. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  116560. this._reflectionControls.x = this.reflectionAmount;
  116561. this._reflectionControls.y = this.reflectionReflectance0;
  116562. this._reflectionControls.z = this.reflectionReflectance90;
  116563. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  116564. }
  116565. else {
  116566. defines.REFLECTIONFRESNEL = false;
  116567. defines.REFLECTIONFALLOFF = false;
  116568. }
  116569. }
  116570. else {
  116571. defines.REFLECTION = false;
  116572. defines.REFLECTIONFRESNEL = false;
  116573. defines.REFLECTIONFALLOFF = false;
  116574. defines.REFLECTIONBLUR = false;
  116575. defines.REFLECTIONMAP_3D = false;
  116576. defines.REFLECTIONMAP_SPHERICAL = false;
  116577. defines.REFLECTIONMAP_PLANAR = false;
  116578. defines.REFLECTIONMAP_CUBIC = false;
  116579. defines.REFLECTIONMAP_PROJECTION = false;
  116580. defines.REFLECTIONMAP_SKYBOX = false;
  116581. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116582. defines.REFLECTIONMAP_EXPLICIT = false;
  116583. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116584. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116585. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116586. defines.INVERTCUBICMAP = false;
  116587. defines.REFLECTIONMAP_OPPOSITEZ = false;
  116588. defines.LODINREFLECTIONALPHA = false;
  116589. defines.GAMMAREFLECTION = false;
  116590. defines.RGBDREFLECTION = false;
  116591. }
  116592. }
  116593. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  116594. defines.USERGBCOLOR = this._useRGBColor;
  116595. defines.NOISE = this._enableNoise;
  116596. }
  116597. if (defines._areLightsDirty) {
  116598. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  116599. }
  116600. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  116601. if (!this._imageProcessingConfiguration.isReady()) {
  116602. return false;
  116603. }
  116604. this._imageProcessingConfiguration.prepareDefines(defines);
  116605. }
  116606. // Misc.
  116607. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  116608. // Values that need to be evaluated on every frame
  116609. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  116610. // Attribs
  116611. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  116612. if (mesh) {
  116613. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  116614. mesh.createNormals(true);
  116615. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  116616. }
  116617. }
  116618. }
  116619. // Get correct effect
  116620. if (defines.isDirty) {
  116621. defines.markAsProcessed();
  116622. scene.resetCachedMaterial();
  116623. // Fallbacks
  116624. var fallbacks = new BABYLON.EffectFallbacks();
  116625. if (defines.FOG) {
  116626. fallbacks.addFallback(0, "FOG");
  116627. }
  116628. if (defines.POINTSIZE) {
  116629. fallbacks.addFallback(1, "POINTSIZE");
  116630. }
  116631. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  116632. if (defines.NUM_BONE_INFLUENCERS > 0) {
  116633. fallbacks.addCPUSkinningFallback(0, mesh);
  116634. }
  116635. //Attributes
  116636. var attribs = [BABYLON.VertexBuffer.PositionKind];
  116637. if (defines.NORMAL) {
  116638. attribs.push(BABYLON.VertexBuffer.NormalKind);
  116639. }
  116640. if (defines.UV1) {
  116641. attribs.push(BABYLON.VertexBuffer.UVKind);
  116642. }
  116643. if (defines.UV2) {
  116644. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  116645. }
  116646. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  116647. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  116648. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  116649. "vFogInfos", "vFogColor", "pointSize",
  116650. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  116651. "vPrimaryColor", "vPrimaryColorShadow",
  116652. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  116653. "shadowLevel", "alpha",
  116654. "vBackgroundCenter", "vReflectionControl",
  116655. "vDiffuseInfos", "diffuseMatrix",
  116656. ];
  116657. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  116658. var uniformBuffers = ["Material", "Scene"];
  116659. if (BABYLON.ImageProcessingConfiguration) {
  116660. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  116661. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  116662. }
  116663. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  116664. uniformsNames: uniforms,
  116665. uniformBuffersNames: uniformBuffers,
  116666. samplers: samplers,
  116667. defines: defines,
  116668. maxSimultaneousLights: this._maxSimultaneousLights
  116669. });
  116670. var onCompiled = function (effect) {
  116671. if (_this.onCompiled) {
  116672. _this.onCompiled(effect);
  116673. }
  116674. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  116675. };
  116676. var join = defines.toString();
  116677. subMesh.setEffect(scene.getEngine().createEffect("background", {
  116678. attributes: attribs,
  116679. uniformsNames: uniforms,
  116680. uniformBuffersNames: uniformBuffers,
  116681. samplers: samplers,
  116682. defines: join,
  116683. fallbacks: fallbacks,
  116684. onCompiled: onCompiled,
  116685. onError: this.onError,
  116686. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  116687. }, engine), defines);
  116688. this.buildUniformLayout();
  116689. }
  116690. if (!subMesh.effect || !subMesh.effect.isReady()) {
  116691. return false;
  116692. }
  116693. defines._renderId = scene.getRenderId();
  116694. this._wasPreviouslyReady = true;
  116695. return true;
  116696. };
  116697. /**
  116698. * Compute the primary color according to the chosen perceptual color.
  116699. */
  116700. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  116701. if (!this.__perceptualColor) {
  116702. return;
  116703. }
  116704. this._primaryColor.copyFrom(this.__perceptualColor);
  116705. // Revert gamma space.
  116706. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  116707. // Revert image processing configuration.
  116708. if (this._imageProcessingConfiguration) {
  116709. // Revert Exposure.
  116710. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  116711. }
  116712. this._computePrimaryColors();
  116713. };
  116714. /**
  116715. * Compute the highlights and shadow colors according to their chosen levels.
  116716. */
  116717. BackgroundMaterial.prototype._computePrimaryColors = function () {
  116718. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  116719. return;
  116720. }
  116721. // Find the highlight color based on the configuration.
  116722. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  116723. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  116724. // Find the shadow color based on the configuration.
  116725. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  116726. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  116727. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  116728. };
  116729. /**
  116730. * Build the uniform buffer used in the material.
  116731. */
  116732. BackgroundMaterial.prototype.buildUniformLayout = function () {
  116733. // Order is important !
  116734. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  116735. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  116736. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  116737. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  116738. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  116739. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  116740. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  116741. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  116742. this._uniformBuffer.addUniform("pointSize", 1);
  116743. this._uniformBuffer.addUniform("shadowLevel", 1);
  116744. this._uniformBuffer.addUniform("alpha", 1);
  116745. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  116746. this._uniformBuffer.addUniform("vReflectionControl", 4);
  116747. this._uniformBuffer.create();
  116748. };
  116749. /**
  116750. * Unbind the material.
  116751. */
  116752. BackgroundMaterial.prototype.unbind = function () {
  116753. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116754. this._uniformBuffer.setTexture("diffuseSampler", null);
  116755. }
  116756. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116757. this._uniformBuffer.setTexture("reflectionSampler", null);
  116758. }
  116759. _super.prototype.unbind.call(this);
  116760. };
  116761. /**
  116762. * Bind only the world matrix to the material.
  116763. * @param world The world matrix to bind.
  116764. */
  116765. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  116766. this._activeEffect.setMatrix("world", world);
  116767. };
  116768. /**
  116769. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  116770. * @param world The world matrix to bind.
  116771. * @param subMesh The submesh to bind for.
  116772. */
  116773. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  116774. var scene = this.getScene();
  116775. var defines = subMesh._materialDefines;
  116776. if (!defines) {
  116777. return;
  116778. }
  116779. var effect = subMesh.effect;
  116780. if (!effect) {
  116781. return;
  116782. }
  116783. this._activeEffect = effect;
  116784. // Matrices
  116785. this.bindOnlyWorldMatrix(world);
  116786. // Bones
  116787. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  116788. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  116789. if (mustRebind) {
  116790. this._uniformBuffer.bindToEffect(effect, "Material");
  116791. this.bindViewProjection(effect);
  116792. var reflectionTexture = this._reflectionTexture;
  116793. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  116794. // Texture uniforms
  116795. if (scene.texturesEnabled) {
  116796. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116797. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  116798. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  116799. }
  116800. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116801. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  116802. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  116803. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  116804. }
  116805. }
  116806. if (this.shadowLevel > 0) {
  116807. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  116808. }
  116809. this._uniformBuffer.updateFloat("alpha", this.alpha);
  116810. // Point size
  116811. if (this.pointsCloud) {
  116812. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  116813. }
  116814. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  116815. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  116816. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  116817. }
  116818. else {
  116819. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  116820. }
  116821. }
  116822. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  116823. // Textures
  116824. if (scene.texturesEnabled) {
  116825. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116826. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  116827. }
  116828. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116829. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  116830. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116831. }
  116832. else if (!defines.REFLECTIONBLUR) {
  116833. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  116834. }
  116835. else {
  116836. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  116837. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  116838. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  116839. }
  116840. if (defines.REFLECTIONFRESNEL) {
  116841. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  116842. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  116843. }
  116844. }
  116845. }
  116846. // Clip plane
  116847. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  116848. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  116849. }
  116850. if (mustRebind || !this.isFrozen) {
  116851. if (scene.lightsEnabled) {
  116852. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  116853. }
  116854. // View
  116855. this.bindView(effect);
  116856. // Fog
  116857. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  116858. // image processing
  116859. if (this._imageProcessingConfiguration) {
  116860. this._imageProcessingConfiguration.bind(this._activeEffect);
  116861. }
  116862. }
  116863. this._uniformBuffer.update();
  116864. this._afterBind(mesh, this._activeEffect);
  116865. };
  116866. /**
  116867. * Dispose the material.
  116868. * @param forceDisposeEffect Force disposal of the associated effect.
  116869. * @param forceDisposeTextures Force disposal of the associated textures.
  116870. */
  116871. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  116872. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  116873. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  116874. if (forceDisposeTextures) {
  116875. if (this.diffuseTexture) {
  116876. this.diffuseTexture.dispose();
  116877. }
  116878. if (this.reflectionTexture) {
  116879. this.reflectionTexture.dispose();
  116880. }
  116881. }
  116882. this._renderTargets.dispose();
  116883. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  116884. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  116885. }
  116886. _super.prototype.dispose.call(this, forceDisposeEffect);
  116887. };
  116888. /**
  116889. * Clones the material.
  116890. * @param name The cloned name.
  116891. * @returns The cloned material.
  116892. */
  116893. BackgroundMaterial.prototype.clone = function (name) {
  116894. var _this = this;
  116895. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  116896. };
  116897. /**
  116898. * Serializes the current material to its JSON representation.
  116899. * @returns The JSON representation.
  116900. */
  116901. BackgroundMaterial.prototype.serialize = function () {
  116902. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  116903. serializationObject.customType = "BABYLON.BackgroundMaterial";
  116904. return serializationObject;
  116905. };
  116906. /**
  116907. * Gets the class name of the material
  116908. * @returns "BackgroundMaterial"
  116909. */
  116910. BackgroundMaterial.prototype.getClassName = function () {
  116911. return "BackgroundMaterial";
  116912. };
  116913. /**
  116914. * Parse a JSON input to create back a background material.
  116915. * @param source The JSON data to parse
  116916. * @param scene The scene to create the parsed material in
  116917. * @param rootUrl The root url of the assets the material depends upon
  116918. * @returns the instantiated BackgroundMaterial.
  116919. */
  116920. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  116921. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  116922. };
  116923. /**
  116924. * Standard reflectance value at parallel view angle.
  116925. */
  116926. BackgroundMaterial.StandardReflectance0 = 0.05;
  116927. /**
  116928. * Standard reflectance value at grazing angle.
  116929. */
  116930. BackgroundMaterial.StandardReflectance90 = 0.5;
  116931. __decorate([
  116932. BABYLON.serializeAsColor3()
  116933. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  116934. __decorate([
  116935. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116936. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  116937. __decorate([
  116938. BABYLON.serializeAsColor3()
  116939. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  116940. __decorate([
  116941. BABYLON.serialize()
  116942. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  116943. __decorate([
  116944. BABYLON.serialize()
  116945. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  116946. __decorate([
  116947. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  116948. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  116949. __decorate([
  116950. BABYLON.serializeAsTexture()
  116951. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  116952. __decorate([
  116953. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116954. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  116955. __decorate([
  116956. BABYLON.serialize()
  116957. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  116958. __decorate([
  116959. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116960. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  116961. __decorate([
  116962. BABYLON.serializeAsTexture()
  116963. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  116964. __decorate([
  116965. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116966. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  116967. __decorate([
  116968. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116969. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  116970. __decorate([
  116971. BABYLON.serialize()
  116972. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  116973. __decorate([
  116974. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116975. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  116976. __decorate([
  116977. BABYLON.serializeAsVector3()
  116978. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  116979. __decorate([
  116980. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116981. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  116982. __decorate([
  116983. BABYLON.serialize()
  116984. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  116985. __decorate([
  116986. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116987. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  116988. __decorate([
  116989. BABYLON.serialize()
  116990. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  116991. __decorate([
  116992. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116993. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  116994. __decorate([
  116995. BABYLON.serialize()
  116996. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  116997. __decorate([
  116998. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  116999. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  117000. __decorate([
  117001. BABYLON.serialize()
  117002. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  117003. __decorate([
  117004. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117005. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  117006. __decorate([
  117007. BABYLON.serialize()
  117008. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  117009. __decorate([
  117010. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117011. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  117012. __decorate([
  117013. BABYLON.serialize()
  117014. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  117015. __decorate([
  117016. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117017. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  117018. __decorate([
  117019. BABYLON.serialize()
  117020. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  117021. __decorate([
  117022. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117023. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  117024. __decorate([
  117025. BABYLON.serialize()
  117026. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  117027. __decorate([
  117028. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117029. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  117030. __decorate([
  117031. BABYLON.serialize()
  117032. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  117033. __decorate([
  117034. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117035. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  117036. __decorate([
  117037. BABYLON.serializeAsImageProcessingConfiguration()
  117038. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  117039. return BackgroundMaterial;
  117040. }(BABYLON.PushMaterial));
  117041. BABYLON.BackgroundMaterial = BackgroundMaterial;
  117042. })(BABYLON || (BABYLON = {}));
  117043. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  117044. var __assign = (this && this.__assign) || function () {
  117045. __assign = Object.assign || function(t) {
  117046. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117047. s = arguments[i];
  117048. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117049. t[p] = s[p];
  117050. }
  117051. return t;
  117052. };
  117053. return __assign.apply(this, arguments);
  117054. };
  117055. var BABYLON;
  117056. (function (BABYLON) {
  117057. /**
  117058. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  117059. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  117060. * It also helps with the default setup of your imageProcessing configuration.
  117061. */
  117062. var EnvironmentHelper = /** @class */ (function () {
  117063. /**
  117064. * constructor
  117065. * @param options
  117066. * @param scene The scene to add the material to
  117067. */
  117068. function EnvironmentHelper(options, scene) {
  117069. var _this = this;
  117070. this._errorHandler = function (message, exception) {
  117071. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  117072. };
  117073. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  117074. this._scene = scene;
  117075. this.onErrorObservable = new BABYLON.Observable();
  117076. this._setupBackground();
  117077. this._setupImageProcessing();
  117078. }
  117079. /**
  117080. * Creates the default options for the helper.
  117081. */
  117082. EnvironmentHelper._getDefaultOptions = function () {
  117083. return {
  117084. createGround: true,
  117085. groundSize: 15,
  117086. groundTexture: this._groundTextureCDNUrl,
  117087. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117088. groundOpacity: 0.9,
  117089. enableGroundShadow: true,
  117090. groundShadowLevel: 0.5,
  117091. enableGroundMirror: false,
  117092. groundMirrorSizeRatio: 0.3,
  117093. groundMirrorBlurKernel: 64,
  117094. groundMirrorAmount: 1,
  117095. groundMirrorFresnelWeight: 1,
  117096. groundMirrorFallOffDistance: 0,
  117097. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  117098. groundYBias: 0.00001,
  117099. createSkybox: true,
  117100. skyboxSize: 20,
  117101. skyboxTexture: this._skyboxTextureCDNUrl,
  117102. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117103. backgroundYRotation: 0,
  117104. sizeAuto: true,
  117105. rootPosition: BABYLON.Vector3.Zero(),
  117106. setupImageProcessing: true,
  117107. environmentTexture: this._environmentTextureCDNUrl,
  117108. cameraExposure: 0.8,
  117109. cameraContrast: 1.2,
  117110. toneMappingEnabled: true,
  117111. };
  117112. };
  117113. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  117114. /**
  117115. * Gets the root mesh created by the helper.
  117116. */
  117117. get: function () {
  117118. return this._rootMesh;
  117119. },
  117120. enumerable: true,
  117121. configurable: true
  117122. });
  117123. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  117124. /**
  117125. * Gets the skybox created by the helper.
  117126. */
  117127. get: function () {
  117128. return this._skybox;
  117129. },
  117130. enumerable: true,
  117131. configurable: true
  117132. });
  117133. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  117134. /**
  117135. * Gets the skybox texture created by the helper.
  117136. */
  117137. get: function () {
  117138. return this._skyboxTexture;
  117139. },
  117140. enumerable: true,
  117141. configurable: true
  117142. });
  117143. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  117144. /**
  117145. * Gets the skybox material created by the helper.
  117146. */
  117147. get: function () {
  117148. return this._skyboxMaterial;
  117149. },
  117150. enumerable: true,
  117151. configurable: true
  117152. });
  117153. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  117154. /**
  117155. * Gets the ground mesh created by the helper.
  117156. */
  117157. get: function () {
  117158. return this._ground;
  117159. },
  117160. enumerable: true,
  117161. configurable: true
  117162. });
  117163. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  117164. /**
  117165. * Gets the ground texture created by the helper.
  117166. */
  117167. get: function () {
  117168. return this._groundTexture;
  117169. },
  117170. enumerable: true,
  117171. configurable: true
  117172. });
  117173. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  117174. /**
  117175. * Gets the ground mirror created by the helper.
  117176. */
  117177. get: function () {
  117178. return this._groundMirror;
  117179. },
  117180. enumerable: true,
  117181. configurable: true
  117182. });
  117183. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  117184. /**
  117185. * Gets the ground mirror render list to helps pushing the meshes
  117186. * you wish in the ground reflection.
  117187. */
  117188. get: function () {
  117189. if (this._groundMirror) {
  117190. return this._groundMirror.renderList;
  117191. }
  117192. return null;
  117193. },
  117194. enumerable: true,
  117195. configurable: true
  117196. });
  117197. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  117198. /**
  117199. * Gets the ground material created by the helper.
  117200. */
  117201. get: function () {
  117202. return this._groundMaterial;
  117203. },
  117204. enumerable: true,
  117205. configurable: true
  117206. });
  117207. /**
  117208. * Updates the background according to the new options
  117209. * @param options
  117210. */
  117211. EnvironmentHelper.prototype.updateOptions = function (options) {
  117212. var newOptions = __assign({}, this._options, options);
  117213. if (this._ground && !newOptions.createGround) {
  117214. this._ground.dispose();
  117215. this._ground = null;
  117216. }
  117217. if (this._groundMaterial && !newOptions.createGround) {
  117218. this._groundMaterial.dispose();
  117219. this._groundMaterial = null;
  117220. }
  117221. if (this._groundTexture) {
  117222. if (this._options.groundTexture != newOptions.groundTexture) {
  117223. this._groundTexture.dispose();
  117224. this._groundTexture = null;
  117225. }
  117226. }
  117227. if (this._skybox && !newOptions.createSkybox) {
  117228. this._skybox.dispose();
  117229. this._skybox = null;
  117230. }
  117231. if (this._skyboxMaterial && !newOptions.createSkybox) {
  117232. this._skyboxMaterial.dispose();
  117233. this._skyboxMaterial = null;
  117234. }
  117235. if (this._skyboxTexture) {
  117236. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  117237. this._skyboxTexture.dispose();
  117238. this._skyboxTexture = null;
  117239. }
  117240. }
  117241. if (this._groundMirror && !newOptions.enableGroundMirror) {
  117242. this._groundMirror.dispose();
  117243. this._groundMirror = null;
  117244. }
  117245. if (this._scene.environmentTexture) {
  117246. if (this._options.environmentTexture != newOptions.environmentTexture) {
  117247. this._scene.environmentTexture.dispose();
  117248. }
  117249. }
  117250. this._options = newOptions;
  117251. this._setupBackground();
  117252. this._setupImageProcessing();
  117253. };
  117254. /**
  117255. * Sets the primary color of all the available elements.
  117256. * @param color the main color to affect to the ground and the background
  117257. */
  117258. EnvironmentHelper.prototype.setMainColor = function (color) {
  117259. if (this.groundMaterial) {
  117260. this.groundMaterial.primaryColor = color;
  117261. }
  117262. if (this.skyboxMaterial) {
  117263. this.skyboxMaterial.primaryColor = color;
  117264. }
  117265. if (this.groundMirror) {
  117266. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  117267. }
  117268. };
  117269. /**
  117270. * Setup the image processing according to the specified options.
  117271. */
  117272. EnvironmentHelper.prototype._setupImageProcessing = function () {
  117273. if (this._options.setupImageProcessing) {
  117274. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  117275. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  117276. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  117277. this._setupEnvironmentTexture();
  117278. }
  117279. };
  117280. /**
  117281. * Setup the environment texture according to the specified options.
  117282. */
  117283. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  117284. if (this._scene.environmentTexture) {
  117285. return;
  117286. }
  117287. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  117288. this._scene.environmentTexture = this._options.environmentTexture;
  117289. return;
  117290. }
  117291. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  117292. this._scene.environmentTexture = environmentTexture;
  117293. };
  117294. /**
  117295. * Setup the background according to the specified options.
  117296. */
  117297. EnvironmentHelper.prototype._setupBackground = function () {
  117298. if (!this._rootMesh) {
  117299. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  117300. }
  117301. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  117302. var sceneSize = this._getSceneSize();
  117303. if (this._options.createGround) {
  117304. this._setupGround(sceneSize);
  117305. this._setupGroundMaterial();
  117306. this._setupGroundDiffuseTexture();
  117307. if (this._options.enableGroundMirror) {
  117308. this._setupGroundMirrorTexture(sceneSize);
  117309. }
  117310. this._setupMirrorInGroundMaterial();
  117311. }
  117312. if (this._options.createSkybox) {
  117313. this._setupSkybox(sceneSize);
  117314. this._setupSkyboxMaterial();
  117315. this._setupSkyboxReflectionTexture();
  117316. }
  117317. this._rootMesh.position.x = sceneSize.rootPosition.x;
  117318. this._rootMesh.position.z = sceneSize.rootPosition.z;
  117319. this._rootMesh.position.y = sceneSize.rootPosition.y;
  117320. };
  117321. /**
  117322. * Get the scene sizes according to the setup.
  117323. */
  117324. EnvironmentHelper.prototype._getSceneSize = function () {
  117325. var _this = this;
  117326. var groundSize = this._options.groundSize;
  117327. var skyboxSize = this._options.skyboxSize;
  117328. var rootPosition = this._options.rootPosition;
  117329. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  117330. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  117331. }
  117332. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  117333. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  117334. });
  117335. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  117336. if (this._options.sizeAuto) {
  117337. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  117338. this._scene.activeCamera.upperRadiusLimit) {
  117339. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  117340. skyboxSize = groundSize;
  117341. }
  117342. var sceneDiagonalLenght = sceneDiagonal.length();
  117343. if (sceneDiagonalLenght > groundSize) {
  117344. groundSize = sceneDiagonalLenght * 2;
  117345. skyboxSize = groundSize;
  117346. }
  117347. // 10 % bigger.
  117348. groundSize *= 1.1;
  117349. skyboxSize *= 1.5;
  117350. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  117351. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  117352. }
  117353. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  117354. };
  117355. /**
  117356. * Setup the ground according to the specified options.
  117357. */
  117358. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  117359. var _this = this;
  117360. if (!this._ground || this._ground.isDisposed()) {
  117361. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  117362. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  117363. this._ground.parent = this._rootMesh;
  117364. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  117365. }
  117366. this._ground.receiveShadows = this._options.enableGroundShadow;
  117367. };
  117368. /**
  117369. * Setup the ground material according to the specified options.
  117370. */
  117371. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  117372. if (!this._groundMaterial) {
  117373. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  117374. }
  117375. this._groundMaterial.alpha = this._options.groundOpacity;
  117376. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  117377. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  117378. this._groundMaterial.primaryColor = this._options.groundColor;
  117379. this._groundMaterial.useRGBColor = false;
  117380. this._groundMaterial.enableNoise = true;
  117381. if (this._ground) {
  117382. this._ground.material = this._groundMaterial;
  117383. }
  117384. };
  117385. /**
  117386. * Setup the ground diffuse texture according to the specified options.
  117387. */
  117388. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  117389. if (!this._groundMaterial) {
  117390. return;
  117391. }
  117392. if (this._groundTexture) {
  117393. return;
  117394. }
  117395. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  117396. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  117397. return;
  117398. }
  117399. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117400. diffuseTexture.gammaSpace = false;
  117401. diffuseTexture.hasAlpha = true;
  117402. this._groundMaterial.diffuseTexture = diffuseTexture;
  117403. };
  117404. /**
  117405. * Setup the ground mirror texture according to the specified options.
  117406. */
  117407. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  117408. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117409. if (!this._groundMirror) {
  117410. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  117411. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  117412. this._groundMirror.anisotropicFilteringLevel = 1;
  117413. this._groundMirror.wrapU = wrapping;
  117414. this._groundMirror.wrapV = wrapping;
  117415. this._groundMirror.gammaSpace = false;
  117416. if (this._groundMirror.renderList) {
  117417. for (var i = 0; i < this._scene.meshes.length; i++) {
  117418. var mesh = this._scene.meshes[i];
  117419. if (mesh !== this._ground &&
  117420. mesh !== this._skybox &&
  117421. mesh !== this._rootMesh) {
  117422. this._groundMirror.renderList.push(mesh);
  117423. }
  117424. }
  117425. }
  117426. }
  117427. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  117428. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  117429. };
  117430. /**
  117431. * Setup the ground to receive the mirror texture.
  117432. */
  117433. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  117434. if (this._groundMaterial) {
  117435. this._groundMaterial.reflectionTexture = this._groundMirror;
  117436. this._groundMaterial.reflectionFresnel = true;
  117437. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  117438. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  117439. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  117440. }
  117441. };
  117442. /**
  117443. * Setup the skybox according to the specified options.
  117444. */
  117445. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  117446. var _this = this;
  117447. if (!this._skybox || this._skybox.isDisposed()) {
  117448. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  117449. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  117450. }
  117451. this._skybox.parent = this._rootMesh;
  117452. };
  117453. /**
  117454. * Setup the skybox material according to the specified options.
  117455. */
  117456. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  117457. if (!this._skybox) {
  117458. return;
  117459. }
  117460. if (!this._skyboxMaterial) {
  117461. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  117462. }
  117463. this._skyboxMaterial.useRGBColor = false;
  117464. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  117465. this._skyboxMaterial.enableNoise = true;
  117466. this._skybox.material = this._skyboxMaterial;
  117467. };
  117468. /**
  117469. * Setup the skybox reflection texture according to the specified options.
  117470. */
  117471. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  117472. if (!this._skyboxMaterial) {
  117473. return;
  117474. }
  117475. if (this._skyboxTexture) {
  117476. return;
  117477. }
  117478. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  117479. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  117480. return;
  117481. }
  117482. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117483. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  117484. this._skyboxTexture.gammaSpace = false;
  117485. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  117486. };
  117487. /**
  117488. * Dispose all the elements created by the Helper.
  117489. */
  117490. EnvironmentHelper.prototype.dispose = function () {
  117491. if (this._groundMaterial) {
  117492. this._groundMaterial.dispose(true, true);
  117493. }
  117494. if (this._skyboxMaterial) {
  117495. this._skyboxMaterial.dispose(true, true);
  117496. }
  117497. this._rootMesh.dispose(false);
  117498. };
  117499. /**
  117500. * Default ground texture URL.
  117501. */
  117502. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  117503. /**
  117504. * Default skybox texture URL.
  117505. */
  117506. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  117507. /**
  117508. * Default environment texture URL.
  117509. */
  117510. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  117511. return EnvironmentHelper;
  117512. }());
  117513. BABYLON.EnvironmentHelper = EnvironmentHelper;
  117514. })(BABYLON || (BABYLON = {}));
  117515. //# sourceMappingURL=babylon.environmentHelper.js.map
  117516. var BABYLON;
  117517. (function (BABYLON) {
  117518. /** Internal class used to store shapes for emitters */
  117519. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  117520. function ParticleSystemSetEmitterCreationOptions() {
  117521. }
  117522. return ParticleSystemSetEmitterCreationOptions;
  117523. }());
  117524. /**
  117525. * Represents a set of particle systems working together to create a specific effect
  117526. */
  117527. var ParticleSystemSet = /** @class */ (function () {
  117528. function ParticleSystemSet() {
  117529. /**
  117530. * Gets the particle system list
  117531. */
  117532. this.systems = new Array();
  117533. }
  117534. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  117535. /**
  117536. * Gets the emitter node used with this set
  117537. */
  117538. get: function () {
  117539. return this._emitterNode;
  117540. },
  117541. enumerable: true,
  117542. configurable: true
  117543. });
  117544. /**
  117545. * Creates a new emitter mesh as a sphere
  117546. * @param options defines the options used to create the sphere
  117547. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  117548. * @param scene defines the hosting scene
  117549. */
  117550. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  117551. if (this._emitterNode) {
  117552. this._emitterNode.dispose();
  117553. }
  117554. this._emitterCreationOptions = {
  117555. kind: "Sphere",
  117556. options: options,
  117557. renderingGroupId: renderingGroupId
  117558. };
  117559. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  117560. emitterMesh.renderingGroupId = renderingGroupId;
  117561. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  117562. material.emissiveColor = options.color;
  117563. emitterMesh.material = material;
  117564. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117565. var system = _a[_i];
  117566. system.emitter = emitterMesh;
  117567. }
  117568. this._emitterNode = emitterMesh;
  117569. };
  117570. /**
  117571. * Starts all particle systems of the set
  117572. * @param emitter defines an optional mesh to use as emitter for the particle systems
  117573. */
  117574. ParticleSystemSet.prototype.start = function (emitter) {
  117575. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117576. var system = _a[_i];
  117577. if (emitter) {
  117578. system.emitter = emitter;
  117579. }
  117580. system.start();
  117581. }
  117582. };
  117583. /**
  117584. * Release all associated resources
  117585. */
  117586. ParticleSystemSet.prototype.dispose = function () {
  117587. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117588. var system = _a[_i];
  117589. system.dispose();
  117590. }
  117591. this.systems = [];
  117592. if (this._emitterNode) {
  117593. this._emitterNode.dispose();
  117594. this._emitterNode = null;
  117595. }
  117596. };
  117597. /**
  117598. * Serialize the set into a JSON compatible object
  117599. * @returns a JSON compatible representation of the set
  117600. */
  117601. ParticleSystemSet.prototype.serialize = function () {
  117602. var result = {};
  117603. result.systems = [];
  117604. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117605. var system = _a[_i];
  117606. result.systems.push(system.serialize());
  117607. }
  117608. if (this._emitterNode) {
  117609. result.emitter = this._emitterCreationOptions;
  117610. }
  117611. return result;
  117612. };
  117613. /**
  117614. * Parse a new ParticleSystemSet from a serialized source
  117615. * @param data defines a JSON compatible representation of the set
  117616. * @param scene defines the hosting scene
  117617. * @param gpu defines if we want GPU particles or CPU particles
  117618. * @returns a new ParticleSystemSet
  117619. */
  117620. ParticleSystemSet.Parse = function (data, scene, gpu) {
  117621. if (gpu === void 0) { gpu = false; }
  117622. var result = new ParticleSystemSet();
  117623. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  117624. scene = scene || BABYLON.Engine.LastCreatedScene;
  117625. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  117626. var system = _a[_i];
  117627. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  117628. }
  117629. if (data.emitter) {
  117630. var options = data.emitter.options;
  117631. switch (data.emitter.kind) {
  117632. case "Sphere":
  117633. result.setEmitterAsSphere({
  117634. diameter: options.diameter,
  117635. segments: options.segments,
  117636. color: BABYLON.Color3.FromArray(options.color)
  117637. }, data.emitter.renderingGroupId, scene);
  117638. break;
  117639. }
  117640. }
  117641. return result;
  117642. };
  117643. return ParticleSystemSet;
  117644. }());
  117645. BABYLON.ParticleSystemSet = ParticleSystemSet;
  117646. })(BABYLON || (BABYLON = {}));
  117647. //# sourceMappingURL=babylon.particleSystemSet.js.map
  117648. var BABYLON;
  117649. (function (BABYLON) {
  117650. /**
  117651. * This class is made for on one-liner static method to help creating particle system set.
  117652. */
  117653. var ParticleHelper = /** @class */ (function () {
  117654. function ParticleHelper() {
  117655. }
  117656. /**
  117657. * Create a default particle system that you can tweak
  117658. * @param emitter defines the emitter to use
  117659. * @param capacity defines the system capacity (default is 500 particles)
  117660. * @param scene defines the hosting scene
  117661. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  117662. * @returns the new Particle system
  117663. */
  117664. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  117665. if (capacity === void 0) { capacity = 500; }
  117666. if (useGPU === void 0) { useGPU = false; }
  117667. var system;
  117668. if (useGPU) {
  117669. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  117670. }
  117671. else {
  117672. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  117673. }
  117674. system.emitter = emitter;
  117675. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  117676. system.createConeEmitter(0.1, Math.PI / 4);
  117677. // Particle color
  117678. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117679. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117680. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  117681. // Particle Size
  117682. system.minSize = 0.1;
  117683. system.maxSize = 0.1;
  117684. // Emission speed
  117685. system.minEmitPower = 2;
  117686. system.maxEmitPower = 2;
  117687. // Update speed
  117688. system.updateSpeed = 1 / 60;
  117689. system.emitRate = 30;
  117690. return system;
  117691. };
  117692. /**
  117693. * This is the main static method (one-liner) of this helper to create different particle systems
  117694. * @param type This string represents the type to the particle system to create
  117695. * @param scene The scene where the particle system should live
  117696. * @param gpu If the system will use gpu
  117697. * @returns the ParticleSystemSet created
  117698. */
  117699. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  117700. if (gpu === void 0) { gpu = false; }
  117701. if (!scene) {
  117702. scene = BABYLON.Engine.LastCreatedScene;
  117703. }
  117704. var token = {};
  117705. scene._addPendingData(token);
  117706. return new Promise(function (resolve, reject) {
  117707. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  117708. scene._removePendingData(token);
  117709. return reject("Particle system with GPU is not supported.");
  117710. }
  117711. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  117712. scene._removePendingData(token);
  117713. var newData = JSON.parse(data.toString());
  117714. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  117715. }, undefined, undefined, undefined, function (req, exception) {
  117716. scene._removePendingData(token);
  117717. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  117718. });
  117719. });
  117720. };
  117721. /**
  117722. * Static function used to export a particle system to a ParticleSystemSet variable.
  117723. * Please note that the emitter shape is not exported
  117724. * @param systems defines the particle systems to export
  117725. * @returns the created particle system set
  117726. */
  117727. ParticleHelper.ExportSet = function (systems) {
  117728. var set = new BABYLON.ParticleSystemSet();
  117729. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  117730. var system = systems_1[_i];
  117731. set.systems.push(system);
  117732. }
  117733. return set;
  117734. };
  117735. /**
  117736. * Gets or sets base Assets URL
  117737. */
  117738. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  117739. return ParticleHelper;
  117740. }());
  117741. BABYLON.ParticleHelper = ParticleHelper;
  117742. })(BABYLON || (BABYLON = {}));
  117743. //# sourceMappingURL=babylon.particleHelper.js.map
  117744. var BABYLON;
  117745. (function (BABYLON) {
  117746. /**
  117747. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117748. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117749. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117750. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117751. */
  117752. var VideoDome = /** @class */ (function (_super) {
  117753. __extends(VideoDome, _super);
  117754. /**
  117755. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117756. * @param name Element's name, child elements will append suffixes for their own names.
  117757. * @param urlsOrVideo defines the url(s) or the video element to use
  117758. * @param options An object containing optional or exposed sub element properties
  117759. */
  117760. function VideoDome(name, urlsOrVideo, options, scene) {
  117761. var _this = _super.call(this, name, scene) || this;
  117762. _this._useDirectMapping = false;
  117763. // set defaults and manage values
  117764. name = name || "videoDome";
  117765. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117766. options.clickToPlay = Boolean(options.clickToPlay);
  117767. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  117768. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  117769. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117770. if (options.useDirectMapping === undefined) {
  117771. _this._useDirectMapping = true;
  117772. }
  117773. else {
  117774. _this._useDirectMapping = options.useDirectMapping;
  117775. }
  117776. _this._setReady(false);
  117777. // create
  117778. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  117779. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117780. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  117781. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117782. texture.onLoadObservable.addOnce(function () {
  117783. _this._setReady(true);
  117784. });
  117785. // configure material
  117786. material.useEquirectangularFOV = true;
  117787. material.fovMultiplier = 1.0;
  117788. material.opacityFresnel = false;
  117789. if (_this._useDirectMapping) {
  117790. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117791. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117792. material.diffuseTexture = texture;
  117793. }
  117794. else {
  117795. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117796. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117797. material.reflectionTexture = texture;
  117798. }
  117799. // configure mesh
  117800. _this._mesh.material = material;
  117801. _this._mesh.parent = _this;
  117802. // optional configuration
  117803. if (options.clickToPlay) {
  117804. scene.onPointerUp = function () {
  117805. _this._videoTexture.video.play();
  117806. };
  117807. }
  117808. return _this;
  117809. }
  117810. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  117811. /**
  117812. * Gets the video texture being displayed on the sphere
  117813. */
  117814. get: function () {
  117815. return this._videoTexture;
  117816. },
  117817. enumerable: true,
  117818. configurable: true
  117819. });
  117820. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  117821. /**
  117822. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117823. * Also see the options.resolution property.
  117824. */
  117825. get: function () {
  117826. return this._material.fovMultiplier;
  117827. },
  117828. set: function (value) {
  117829. this._material.fovMultiplier = value;
  117830. },
  117831. enumerable: true,
  117832. configurable: true
  117833. });
  117834. /**
  117835. * Releases resources associated with this node.
  117836. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117837. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117838. */
  117839. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117840. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117841. this._videoTexture.dispose();
  117842. this._mesh.dispose();
  117843. this._material.dispose();
  117844. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117845. };
  117846. return VideoDome;
  117847. }(BABYLON.TransformNode));
  117848. BABYLON.VideoDome = VideoDome;
  117849. })(BABYLON || (BABYLON = {}));
  117850. //# sourceMappingURL=babylon.videoDome.js.map
  117851. var BABYLON;
  117852. (function (BABYLON) {
  117853. /**
  117854. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  117855. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  117856. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  117857. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117858. */
  117859. var PhotoDome = /** @class */ (function (_super) {
  117860. __extends(PhotoDome, _super);
  117861. /**
  117862. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  117863. * @param name Element's name, child elements will append suffixes for their own names.
  117864. * @param urlsOfPhoto defines the url of the photo to display
  117865. * @param options defines an object containing optional or exposed sub element properties
  117866. * @param onError defines a callback called when an error occured while loading the texture
  117867. */
  117868. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  117869. if (onError === void 0) { onError = null; }
  117870. var _this = _super.call(this, name, scene) || this;
  117871. _this._useDirectMapping = false;
  117872. /**
  117873. * Observable raised when an error occured while loading the 360 image
  117874. */
  117875. _this.onLoadErrorObservable = new BABYLON.Observable();
  117876. // set defaults and manage values
  117877. name = name || "photoDome";
  117878. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  117879. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  117880. if (options.useDirectMapping === undefined) {
  117881. _this._useDirectMapping = true;
  117882. }
  117883. else {
  117884. _this._useDirectMapping = options.useDirectMapping;
  117885. }
  117886. _this._setReady(false);
  117887. // create
  117888. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  117889. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  117890. // configure material
  117891. material.opacityFresnel = false;
  117892. material.useEquirectangularFOV = true;
  117893. material.fovMultiplier = 1.0;
  117894. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  117895. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  117896. if (onError) {
  117897. onError(message, exception);
  117898. }
  117899. });
  117900. _this.photoTexture.onLoadObservable.addOnce(function () {
  117901. _this._setReady(true);
  117902. });
  117903. // configure mesh
  117904. _this._mesh.material = material;
  117905. _this._mesh.parent = _this;
  117906. return _this;
  117907. }
  117908. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  117909. /**
  117910. * Gets or sets the texture being displayed on the sphere
  117911. */
  117912. get: function () {
  117913. return this._photoTexture;
  117914. },
  117915. set: function (value) {
  117916. if (this._photoTexture === value) {
  117917. return;
  117918. }
  117919. this._photoTexture = value;
  117920. if (this._useDirectMapping) {
  117921. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117922. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117923. this._material.diffuseTexture = this._photoTexture;
  117924. }
  117925. else {
  117926. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  117927. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117928. this._material.reflectionTexture = this._photoTexture;
  117929. }
  117930. },
  117931. enumerable: true,
  117932. configurable: true
  117933. });
  117934. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  117935. /**
  117936. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117937. * Also see the options.resolution property.
  117938. */
  117939. get: function () {
  117940. return this._material.fovMultiplier;
  117941. },
  117942. set: function (value) {
  117943. this._material.fovMultiplier = value;
  117944. },
  117945. enumerable: true,
  117946. configurable: true
  117947. });
  117948. /**
  117949. * Releases resources associated with this node.
  117950. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117951. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117952. */
  117953. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  117954. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  117955. this._photoTexture.dispose();
  117956. this._mesh.dispose();
  117957. this._material.dispose();
  117958. this.onLoadErrorObservable.clear();
  117959. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  117960. };
  117961. return PhotoDome;
  117962. }(BABYLON.TransformNode));
  117963. BABYLON.PhotoDome = PhotoDome;
  117964. })(BABYLON || (BABYLON = {}));
  117965. //# sourceMappingURL=babylon.photoDome.js.map
  117966. var BABYLON;
  117967. (function (BABYLON) {
  117968. /** @hidden */
  117969. var _OcclusionDataStorage = /** @class */ (function () {
  117970. function _OcclusionDataStorage() {
  117971. /** @hidden */
  117972. this.occlusionInternalRetryCounter = 0;
  117973. /** @hidden */
  117974. this.isOcclusionQueryInProgress = false;
  117975. /** @hidden */
  117976. this.isOccluded = false;
  117977. /** @hidden */
  117978. this.occlusionRetryCount = -1;
  117979. /** @hidden */
  117980. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  117981. /** @hidden */
  117982. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  117983. }
  117984. return _OcclusionDataStorage;
  117985. }());
  117986. BABYLON.Engine.prototype.createQuery = function () {
  117987. return this._gl.createQuery();
  117988. };
  117989. BABYLON.Engine.prototype.deleteQuery = function (query) {
  117990. this._gl.deleteQuery(query);
  117991. return this;
  117992. };
  117993. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  117994. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  117995. };
  117996. BABYLON.Engine.prototype.getQueryResult = function (query) {
  117997. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  117998. };
  117999. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  118000. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118001. this._gl.beginQuery(glAlgorithm, query);
  118002. return this;
  118003. };
  118004. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  118005. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118006. this._gl.endQuery(glAlgorithm);
  118007. return this;
  118008. };
  118009. BABYLON.Engine.prototype._createTimeQuery = function () {
  118010. var timerQuery = this.getCaps().timerQuery;
  118011. if (timerQuery.createQueryEXT) {
  118012. return timerQuery.createQueryEXT();
  118013. }
  118014. return this.createQuery();
  118015. };
  118016. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  118017. var timerQuery = this.getCaps().timerQuery;
  118018. if (timerQuery.deleteQueryEXT) {
  118019. timerQuery.deleteQueryEXT(query);
  118020. return;
  118021. }
  118022. this.deleteQuery(query);
  118023. };
  118024. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  118025. var timerQuery = this.getCaps().timerQuery;
  118026. if (timerQuery.getQueryObjectEXT) {
  118027. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  118028. }
  118029. return this.getQueryResult(query);
  118030. };
  118031. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  118032. var timerQuery = this.getCaps().timerQuery;
  118033. if (timerQuery.getQueryObjectEXT) {
  118034. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  118035. }
  118036. return this.isQueryResultAvailable(query);
  118037. };
  118038. BABYLON.Engine.prototype.startTimeQuery = function () {
  118039. var caps = this.getCaps();
  118040. var timerQuery = caps.timerQuery;
  118041. if (!timerQuery) {
  118042. return null;
  118043. }
  118044. var token = new BABYLON._TimeToken();
  118045. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118046. if (caps.canUseTimestampForTimerQuery) {
  118047. token._startTimeQuery = this._createTimeQuery();
  118048. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  118049. }
  118050. else {
  118051. if (this._currentNonTimestampToken) {
  118052. return this._currentNonTimestampToken;
  118053. }
  118054. token._timeElapsedQuery = this._createTimeQuery();
  118055. if (timerQuery.beginQueryEXT) {
  118056. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118057. }
  118058. else {
  118059. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118060. }
  118061. this._currentNonTimestampToken = token;
  118062. }
  118063. return token;
  118064. };
  118065. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  118066. var caps = this.getCaps();
  118067. var timerQuery = caps.timerQuery;
  118068. if (!timerQuery || !token) {
  118069. return -1;
  118070. }
  118071. if (caps.canUseTimestampForTimerQuery) {
  118072. if (!token._startTimeQuery) {
  118073. return -1;
  118074. }
  118075. if (!token._endTimeQuery) {
  118076. token._endTimeQuery = this._createTimeQuery();
  118077. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  118078. }
  118079. }
  118080. else if (!token._timeElapsedQueryEnded) {
  118081. if (!token._timeElapsedQuery) {
  118082. return -1;
  118083. }
  118084. if (timerQuery.endQueryEXT) {
  118085. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  118086. }
  118087. else {
  118088. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  118089. }
  118090. token._timeElapsedQueryEnded = true;
  118091. }
  118092. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118093. var available = false;
  118094. if (token._endTimeQuery) {
  118095. available = this._getTimeQueryAvailability(token._endTimeQuery);
  118096. }
  118097. else if (token._timeElapsedQuery) {
  118098. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  118099. }
  118100. if (available && !disjoint) {
  118101. var result = 0;
  118102. if (caps.canUseTimestampForTimerQuery) {
  118103. if (!token._startTimeQuery || !token._endTimeQuery) {
  118104. return -1;
  118105. }
  118106. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  118107. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  118108. result = timeEnd - timeStart;
  118109. this._deleteTimeQuery(token._startTimeQuery);
  118110. this._deleteTimeQuery(token._endTimeQuery);
  118111. token._startTimeQuery = null;
  118112. token._endTimeQuery = null;
  118113. }
  118114. else {
  118115. if (!token._timeElapsedQuery) {
  118116. return -1;
  118117. }
  118118. result = this._getTimeQueryResult(token._timeElapsedQuery);
  118119. this._deleteTimeQuery(token._timeElapsedQuery);
  118120. token._timeElapsedQuery = null;
  118121. token._timeElapsedQueryEnded = false;
  118122. this._currentNonTimestampToken = null;
  118123. }
  118124. return result;
  118125. }
  118126. return -1;
  118127. };
  118128. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  118129. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  118130. };
  118131. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  118132. get: function () {
  118133. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  118134. },
  118135. enumerable: false,
  118136. configurable: true
  118137. });
  118138. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  118139. get: function () {
  118140. if (!this.__occlusionDataStorage) {
  118141. this.__occlusionDataStorage = new _OcclusionDataStorage();
  118142. }
  118143. return this.__occlusionDataStorage;
  118144. },
  118145. enumerable: false,
  118146. configurable: true
  118147. });
  118148. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  118149. get: function () {
  118150. return this._occlusionDataStorage.isOccluded;
  118151. },
  118152. set: function (value) {
  118153. this._occlusionDataStorage.isOccluded = value;
  118154. },
  118155. enumerable: true,
  118156. configurable: true
  118157. });
  118158. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  118159. get: function () {
  118160. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  118161. },
  118162. set: function (value) {
  118163. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  118164. },
  118165. enumerable: true,
  118166. configurable: true
  118167. });
  118168. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  118169. get: function () {
  118170. return this._occlusionDataStorage.occlusionType;
  118171. },
  118172. set: function (value) {
  118173. this._occlusionDataStorage.occlusionType = value;
  118174. },
  118175. enumerable: true,
  118176. configurable: true
  118177. });
  118178. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  118179. get: function () {
  118180. return this._occlusionDataStorage.occlusionRetryCount;
  118181. },
  118182. set: function (value) {
  118183. this._occlusionDataStorage.occlusionRetryCount = value;
  118184. },
  118185. enumerable: true,
  118186. configurable: true
  118187. });
  118188. // We also need to update AbstractMesh as there is a portion of the code there
  118189. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  118190. var dataStorage = this._occlusionDataStorage;
  118191. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  118192. dataStorage.isOccluded = false;
  118193. return false;
  118194. }
  118195. var engine = this.getEngine();
  118196. if (engine.webGLVersion < 2) {
  118197. dataStorage.isOccluded = false;
  118198. return false;
  118199. }
  118200. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  118201. dataStorage.isOccluded = false;
  118202. return false;
  118203. }
  118204. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  118205. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  118206. if (isOcclusionQueryAvailable) {
  118207. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  118208. dataStorage.isOcclusionQueryInProgress = false;
  118209. dataStorage.occlusionInternalRetryCounter = 0;
  118210. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  118211. }
  118212. else {
  118213. dataStorage.occlusionInternalRetryCounter++;
  118214. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  118215. dataStorage.isOcclusionQueryInProgress = false;
  118216. dataStorage.occlusionInternalRetryCounter = 0;
  118217. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  118218. // if strict continue the last state of the object.
  118219. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  118220. }
  118221. else {
  118222. return false;
  118223. }
  118224. }
  118225. }
  118226. var scene = this.getScene();
  118227. if (scene.getBoundingBoxRenderer) {
  118228. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  118229. if (!this._occlusionQuery) {
  118230. this._occlusionQuery = engine.createQuery();
  118231. }
  118232. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  118233. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  118234. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  118235. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  118236. }
  118237. return dataStorage.isOccluded;
  118238. };
  118239. })(BABYLON || (BABYLON = {}));
  118240. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  118241. var BABYLON;
  118242. (function (BABYLON) {
  118243. /**
  118244. * Class used to generate noise procedural textures
  118245. */
  118246. var NoiseProceduralTexture = /** @class */ (function (_super) {
  118247. __extends(NoiseProceduralTexture, _super);
  118248. /**
  118249. * Creates a new NoiseProceduralTexture
  118250. * @param name defines the name fo the texture
  118251. * @param size defines the size of the texture (default is 256)
  118252. * @param scene defines the hosting scene
  118253. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  118254. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  118255. */
  118256. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  118257. if (size === void 0) { size = 256; }
  118258. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  118259. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  118260. _this._time = 0;
  118261. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  118262. _this.brightness = 0.2;
  118263. /** Defines the number of octaves to process */
  118264. _this.octaves = 3;
  118265. /** Defines the level of persistence (0.8 by default) */
  118266. _this.persistence = 0.8;
  118267. /** Gets or sets animation speed factor (default is 1) */
  118268. _this.animationSpeedFactor = 1;
  118269. _this.autoClear = false;
  118270. _this._updateShaderUniforms();
  118271. return _this;
  118272. }
  118273. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  118274. var scene = this.getScene();
  118275. if (!scene) {
  118276. return;
  118277. }
  118278. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  118279. this.setFloat("brightness", this.brightness);
  118280. this.setFloat("persistence", this.persistence);
  118281. this.setFloat("timeScale", this._time);
  118282. };
  118283. NoiseProceduralTexture.prototype._getDefines = function () {
  118284. return "#define OCTAVES " + (this.octaves | 0);
  118285. };
  118286. /** Generate the current state of the procedural texture */
  118287. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  118288. this._updateShaderUniforms();
  118289. _super.prototype.render.call(this, useCameraPostProcess);
  118290. };
  118291. /**
  118292. * Serializes this noise procedural texture
  118293. * @returns a serialized noise procedural texture object
  118294. */
  118295. NoiseProceduralTexture.prototype.serialize = function () {
  118296. var serializationObject = {};
  118297. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  118298. serializationObject.brightness = this.brightness;
  118299. serializationObject.octaves = this.octaves;
  118300. serializationObject.persistence = this.persistence;
  118301. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  118302. serializationObject.size = this.getSize().width;
  118303. serializationObject.generateMipMaps = this._generateMipMaps;
  118304. return serializationObject;
  118305. };
  118306. /**
  118307. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  118308. * @param parsedTexture defines parsed texture data
  118309. * @param scene defines the current scene
  118310. * @param rootUrl defines the root URL containing noise procedural texture information
  118311. * @returns a parsed NoiseProceduralTexture
  118312. */
  118313. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  118314. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  118315. texture.brightness = parsedTexture.brightness;
  118316. texture.octaves = parsedTexture.octaves;
  118317. texture.persistence = parsedTexture.persistence;
  118318. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  118319. return texture;
  118320. };
  118321. return NoiseProceduralTexture;
  118322. }(BABYLON.ProceduralTexture));
  118323. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  118324. })(BABYLON || (BABYLON = {}));
  118325. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  118326. var __assign = (this && this.__assign) || function () {
  118327. __assign = Object.assign || function(t) {
  118328. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118329. s = arguments[i];
  118330. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118331. t[p] = s[p];
  118332. }
  118333. return t;
  118334. };
  118335. return __assign.apply(this, arguments);
  118336. };
  118337. var BABYLON;
  118338. (function (BABYLON) {
  118339. /**
  118340. * This can helps recording videos from BabylonJS.
  118341. * This is based on the available WebRTC functionalities of the browser.
  118342. *
  118343. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  118344. */
  118345. var VideoRecorder = /** @class */ (function () {
  118346. /**
  118347. * Create a new VideoCapture object which can help converting what you see in Babylon to
  118348. * a video file.
  118349. * @param engine Defines the BabylonJS Engine you wish to record
  118350. * @param options Defines options that can be used to customized the capture
  118351. */
  118352. function VideoRecorder(engine, options) {
  118353. if (options === void 0) { options = null; }
  118354. if (!VideoRecorder.IsSupported(engine)) {
  118355. throw "Your browser does not support recording so far.";
  118356. }
  118357. var canvas = engine.getRenderingCanvas();
  118358. if (!canvas) {
  118359. throw "The babylon engine must have a canvas to be recorded";
  118360. }
  118361. this._canvas = canvas;
  118362. this._canvas.isRecording = false;
  118363. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  118364. var stream = this._canvas.captureStream(this._options.fps);
  118365. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  118366. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  118367. this._mediaRecorder.onerror = this._handleError.bind(this);
  118368. this._mediaRecorder.onstop = this._handleStop.bind(this);
  118369. }
  118370. /**
  118371. * Returns wehther or not the VideoRecorder is available in your browser.
  118372. * @param engine Defines the Babylon Engine to check the support for
  118373. * @returns true if supported otherwise false
  118374. */
  118375. VideoRecorder.IsSupported = function (engine) {
  118376. var canvas = engine.getRenderingCanvas();
  118377. return (!!canvas && typeof canvas.captureStream === "function");
  118378. };
  118379. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  118380. /**
  118381. * True wether a recording is already in progress.
  118382. */
  118383. get: function () {
  118384. return !!this._canvas && this._canvas.isRecording;
  118385. },
  118386. enumerable: true,
  118387. configurable: true
  118388. });
  118389. /**
  118390. * Stops the current recording before the default capture timeout passed in the startRecording
  118391. * functions.
  118392. */
  118393. VideoRecorder.prototype.stopRecording = function () {
  118394. if (!this._canvas || !this._mediaRecorder) {
  118395. return;
  118396. }
  118397. if (!this.isRecording) {
  118398. return;
  118399. }
  118400. this._canvas.isRecording = false;
  118401. this._mediaRecorder.stop();
  118402. };
  118403. /**
  118404. * Starts recording the canvas for a max duration specified in parameters.
  118405. * @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.
  118406. * @param maxDuration Defines the maximum recording time in seconds.
  118407. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  118408. * @return a promise callback at the end of the recording with the video data in Blob.
  118409. */
  118410. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  118411. var _this = this;
  118412. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  118413. if (maxDuration === void 0) { maxDuration = 7; }
  118414. if (!this._canvas || !this._mediaRecorder) {
  118415. throw "Recorder has already been disposed";
  118416. }
  118417. if (this.isRecording) {
  118418. throw "Recording already in progress";
  118419. }
  118420. if (maxDuration > 0) {
  118421. setTimeout(function () {
  118422. _this.stopRecording();
  118423. }, maxDuration * 1000);
  118424. }
  118425. this._fileName = fileName;
  118426. this._recordedChunks = [];
  118427. this._resolve = null;
  118428. this._reject = null;
  118429. this._canvas.isRecording = true;
  118430. this._mediaRecorder.start(this._options.recordChunckSize);
  118431. return new Promise(function (resolve, reject) {
  118432. _this._resolve = resolve;
  118433. _this._reject = reject;
  118434. });
  118435. };
  118436. /**
  118437. * Releases internal resources used during the recording.
  118438. */
  118439. VideoRecorder.prototype.dispose = function () {
  118440. this._canvas = null;
  118441. this._mediaRecorder = null;
  118442. this._recordedChunks = [];
  118443. this._fileName = null;
  118444. this._resolve = null;
  118445. this._reject = null;
  118446. };
  118447. VideoRecorder.prototype._handleDataAvailable = function (event) {
  118448. if (event.data.size > 0) {
  118449. this._recordedChunks.push(event.data);
  118450. }
  118451. };
  118452. VideoRecorder.prototype._handleError = function (event) {
  118453. this.stopRecording();
  118454. if (this._reject) {
  118455. this._reject(event.error);
  118456. }
  118457. else {
  118458. throw new event.error();
  118459. }
  118460. };
  118461. VideoRecorder.prototype._handleStop = function () {
  118462. this.stopRecording();
  118463. var superBuffer = new Blob(this._recordedChunks);
  118464. if (this._resolve) {
  118465. this._resolve(superBuffer);
  118466. }
  118467. window.URL.createObjectURL(superBuffer);
  118468. if (this._fileName) {
  118469. BABYLON.Tools.Download(superBuffer, this._fileName);
  118470. }
  118471. };
  118472. VideoRecorder._defaultOptions = {
  118473. mimeType: "video/webm",
  118474. fps: 25,
  118475. recordChunckSize: 3000
  118476. };
  118477. return VideoRecorder;
  118478. }());
  118479. BABYLON.VideoRecorder = VideoRecorder;
  118480. })(BABYLON || (BABYLON = {}));
  118481. //# sourceMappingURL=babylon.videoRecorder.js.map
  118482. var BABYLON;
  118483. (function (BABYLON) {
  118484. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  118485. if (replace === void 0) { replace = false; }
  118486. // Dispose existing light in replace mode.
  118487. if (replace) {
  118488. if (this.lights) {
  118489. for (var i = 0; i < this.lights.length; i++) {
  118490. this.lights[i].dispose();
  118491. }
  118492. }
  118493. }
  118494. // Light
  118495. if (this.lights.length === 0) {
  118496. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  118497. }
  118498. };
  118499. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  118500. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118501. if (replace === void 0) { replace = false; }
  118502. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118503. // Dispose existing camera in replace mode.
  118504. if (replace) {
  118505. if (this.activeCamera) {
  118506. this.activeCamera.dispose();
  118507. this.activeCamera = null;
  118508. }
  118509. }
  118510. // Camera
  118511. if (!this.activeCamera) {
  118512. var worldExtends = this.getWorldExtends();
  118513. var worldSize = worldExtends.max.subtract(worldExtends.min);
  118514. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  118515. var camera;
  118516. var radius = worldSize.length() * 1.5;
  118517. // empty scene scenario!
  118518. if (!isFinite(radius)) {
  118519. radius = 1;
  118520. worldCenter.copyFromFloats(0, 0, 0);
  118521. }
  118522. if (createArcRotateCamera) {
  118523. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  118524. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  118525. arcRotateCamera.wheelPrecision = 100 / radius;
  118526. camera = arcRotateCamera;
  118527. }
  118528. else {
  118529. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  118530. freeCamera.setTarget(worldCenter);
  118531. camera = freeCamera;
  118532. }
  118533. camera.minZ = radius * 0.01;
  118534. camera.maxZ = radius * 1000;
  118535. camera.speed = radius * 0.2;
  118536. this.activeCamera = camera;
  118537. var canvas = this.getEngine().getRenderingCanvas();
  118538. if (attachCameraControls && canvas) {
  118539. camera.attachControl(canvas);
  118540. }
  118541. }
  118542. };
  118543. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  118544. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118545. if (replace === void 0) { replace = false; }
  118546. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118547. this.createDefaultLight(replace);
  118548. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  118549. };
  118550. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  118551. if (pbr === void 0) { pbr = false; }
  118552. if (scale === void 0) { scale = 1000; }
  118553. if (blur === void 0) { blur = 0; }
  118554. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  118555. if (!environmentTexture) {
  118556. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  118557. return null;
  118558. }
  118559. if (setGlobalEnvTexture) {
  118560. if (environmentTexture) {
  118561. this.environmentTexture = environmentTexture;
  118562. }
  118563. }
  118564. // Skybox
  118565. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  118566. if (pbr) {
  118567. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  118568. hdrSkyboxMaterial.backFaceCulling = false;
  118569. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  118570. if (hdrSkyboxMaterial.reflectionTexture) {
  118571. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118572. }
  118573. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  118574. hdrSkyboxMaterial.disableLighting = true;
  118575. hdrSkyboxMaterial.twoSidedLighting = true;
  118576. hdrSkybox.infiniteDistance = true;
  118577. hdrSkybox.material = hdrSkyboxMaterial;
  118578. }
  118579. else {
  118580. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  118581. skyboxMaterial.backFaceCulling = false;
  118582. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  118583. if (skyboxMaterial.reflectionTexture) {
  118584. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118585. }
  118586. skyboxMaterial.disableLighting = true;
  118587. hdrSkybox.infiniteDistance = true;
  118588. hdrSkybox.material = skyboxMaterial;
  118589. }
  118590. return hdrSkybox;
  118591. };
  118592. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  118593. if (BABYLON.EnvironmentHelper) {
  118594. return new BABYLON.EnvironmentHelper(options, this);
  118595. }
  118596. return null;
  118597. };
  118598. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  118599. if (webVROptions === void 0) { webVROptions = {}; }
  118600. return new BABYLON.VRExperienceHelper(this, webVROptions);
  118601. };
  118602. })(BABYLON || (BABYLON = {}));
  118603. //# sourceMappingURL=babylon.sceneHelpers.js.map
  118604. 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 GAMMAREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef RGBDREFRACTION\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}","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}","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{\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}\n\ngl_FragColor=result/float(samplesCount);\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#ifdef POINTSIZE\nuniform float pointSize;\n#endif\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"};
  118605. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\nuniform mat4 mBones[BonesPerMesh];\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#endif","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;\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \nfinalWorld=finalWorld*influence;\n#endif","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\nuniform mat4 mBones[BonesPerMesh];\nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\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};"};