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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/Inputs/scene.inputManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Inputs/scene.inputManager.js", "type": "harmony import specifier", "userRequest": "../Actions/abstractActionManager", "loc": "619:48-69" }, { "moduleId": "../../.temp/packageES6Dev/core/Inputs/scene.inputManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Inputs\\scene.inputManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Inputs/scene.inputManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Inputs/scene.inputManager.js", "type": "harmony import specifier", "userRequest": "../Actions/abstractActionManager", "loc": "619:73-94" } ], "providedExports": [ "AbstractActionManager" ], "optimizationBailout": [], "depth": 3, "source": "import { Constants } from \"../Engines/constants\";\r\n/**\r\n * Abstract class used to decouple action Manager from scene and meshes.\r\n * Do not instantiate.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\nvar AbstractActionManager = /** @class */ (function () {\r\n function AbstractActionManager() {\r\n /** Gets the cursor to use when hovering items */\r\n this.hoverCursor = '';\r\n /** Gets the list of actions */\r\n this.actions = new Array();\r\n /**\r\n * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children\r\n */\r\n this.isRecursive = false;\r\n }\r\n Object.defineProperty(AbstractActionManager, \"HasTriggers\", {\r\n /**\r\n * Does exist one action manager with at least one trigger\r\n **/\r\n get: function () {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractActionManager, \"HasPickTriggers\", {\r\n /**\r\n * Does exist one action manager with at least one pick trigger\r\n **/\r\n get: function () {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n var t_int = parseInt(t);\r\n if (t_int >= Constants.ACTION_OnPickTrigger && t_int <= Constants.ACTION_OnPickUpTrigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Does exist one action manager that handles actions of a given trigger\r\n * @param trigger defines the trigger to be tested\r\n * @return a boolean indicating whether the trigger is handeled by at least one action manager\r\n **/\r\n AbstractActionManager.HasSpecificTrigger = function (trigger) {\r\n for (var t in AbstractActionManager.Triggers) {\r\n if (AbstractActionManager.Triggers.hasOwnProperty(t)) {\r\n var t_int = parseInt(t);\r\n if (t_int === trigger) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /** Gets the list of active 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"moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Actions/actionEvent", "loc": "3101:51-62" } ], "providedExports": [ "ActionEvent" ], "optimizationBailout": [], "depth": 2, "source": "/**\r\n * ActionEvent is the event being sent when an action is triggered.\r\n */\r\nvar ActionEvent = /** @class */ (function () {\r\n /**\r\n * Creates a new ActionEvent\r\n * @param source The mesh or sprite that triggered the action\r\n * @param pointerX The X mouse cursor position at the time of the event\r\n * @param pointerY The Y mouse cursor position at the time of the event\r\n * @param meshUnderPointer The mesh that is currently pointed at (can be null)\r\n * @param sourceEvent the original (browser) event that triggered the ActionEvent\r\n * @param additionalData additional data for the event\r\n */\r\n function ActionEvent(\r\n /** The mesh or sprite that triggered the action */\r\n source, \r\n /** The X mouse cursor position at the time of the event */\r\n pointerX, \r\n /** The Y mouse cursor position at the time of the event */\r\n pointerY, \r\n /** The mesh that is currently pointed at (can be null) */\r\n meshUnderPointer, \r\n /** the original (browser) event that triggered the ActionEvent */\r\n sourceEvent, \r\n /** additional data for the event */\r\n additionalData) {\r\n this.source = source;\r\n this.pointerX = pointerX;\r\n this.pointerY = pointerY;\r\n this.meshUnderPointer = meshUnderPointer;\r\n this.sourceEvent = sourceEvent;\r\n this.additionalData = additionalData;\r\n }\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source mesh.\r\n * @param source The source mesh that triggered the event\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNew = function (source, evt, additionalData) {\r\n var scene = source.getScene();\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer || source, evt, additionalData);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a source sprite\r\n * @param source The source sprite that triggered the event\r\n * @param scene Scene associated with the sprite\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {\r\n return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew\r\n * @param scene the scene where the event occurred\r\n * @param evt The original (browser) event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromScene = function (scene, evt) {\r\n return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);\r\n };\r\n /**\r\n * Helper function to auto-create an ActionEvent from a primitive\r\n * @param prim defines the target primitive\r\n * @param pointerPos defines the pointer position\r\n * @param evt The original (browser) event\r\n * @param additionalData additional data for the event\r\n * @returns the new ActionEvent\r\n */\r\n ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {\r\n return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);\r\n };\r\n return ActionEvent;\r\n}());\r\nexport { ActionEvent };\r\n//# sourceMappingURL=actionEvent.js.map" }, { "id": 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} }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "profile": { "factory": 515, "building": 22, "dependencies": 136 } } ], "profile": { "factory": 145, "building": 40, "dependencies": 16 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "type": "harmony side effect evaluation", "userRequest": "../Cameras/Inputs/freeCameraKeyboardMoveInput", "loc": "3:0-92" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "type": "harmony import specifier", "userRequest": "../Cameras/Inputs/freeCameraKeyboardMoveInput", "loc": "30:21-48" } ], "providedExports": [ "FreeCameraKeyboardMoveInput" ], "optimizationBailout": [], "depth": 3, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar FreeCameraKeyboardMoveInput = /** @class */ (function () {\r\n function FreeCameraKeyboardMoveInput() {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n this.keysUp = [38];\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n this.keysDown = [40];\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n this.keysLeft = [37];\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n this.keysRight = [39];\r\n this._keys = new Array();\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {\r\n _this._keys = [];\r\n });\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {\r\n var evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysRight.indexOf(evt.keyCode) !== -1) {\r\n var index = _this._keys.indexOf(evt.keyCode);\r\n if (index === -1) {\r\n _this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n else {\r\n if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n _this.keysRight.indexOf(evt.keyCode) !== -1) {\r\n var index = _this._keys.indexOf(evt.keyCode);\r\n if (index >= 0) {\r\n _this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys = [];\r\n };\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {\r\n if (this._onKeyboardObserver) {\r\n var camera = this.camera;\r\n // Keyboard\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var keyCode = this._keys[index];\r\n var speed = camera._computeLocalCameraSpeed();\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n }\r\n else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n }\r\n else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n }\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n };\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n FreeCameraKeyboardMoveInput.prototype.getClassName = function () {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n };\r\n /** @hidden */\r\n FreeCameraKeyboardMoveInput.prototype._onLostFocus = function () {\r\n this._keys = [];\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {\r\n return \"keyboard\";\r\n };\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraKeyboardMoveInput.prototype, \"keysUp\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraKeyboardMoveInput.prototype, \"keysDown\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraKeyboardMoveInput.prototype, \"keysLeft\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraKeyboardMoveInput.prototype, \"keysRight\", void 0);\r\n return FreeCameraKeyboardMoveInput;\r\n}());\r\nexport { FreeCameraKeyboardMoveInput };\r\nCameraInputTypes[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n//# sourceMappingURL=freeCameraKeyboardMoveInput.js.map" }, { "id": "../../.temp/packageES6Dev/core/Cameras/Inputs/freeCameraMouseInput.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\Inputs\\freeCameraMouseInput.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/Inputs/freeCameraMouseInput.js", "index": 96, "index2": 93, "size": 8586, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "issuerId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "profile": { "factory": 515, "building": 22, "dependencies": 136 } } ], "profile": { "factory": 145, "building": 40, "dependencies": 16 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "type": "harmony side effect evaluation", "userRequest": "../Cameras/Inputs/freeCameraMouseInput", "loc": "4:0-78" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "type": "harmony import specifier", "userRequest": "../Cameras/Inputs/freeCameraMouseInput", "loc": "41:35-55" } ], "providedExports": [ "FreeCameraMouseInput" ], "optimizationBailout": [], "depth": 3, "source": "import * as tslib_1 from \"tslib\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\n/**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar FreeCameraMouseInput = /** @class */ (function () {\r\n /**\r\n * Manage the mouse inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param touchEnabled Defines if touch is enabled or not\r\n */\r\n function FreeCameraMouseInput(\r\n /**\r\n * Define if touch is enabled in the mouse input\r\n */\r\n touchEnabled) {\r\n if (touchEnabled === void 0) { touchEnabled = true; }\r\n this.touchEnabled = touchEnabled;\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n this.buttons = [0, 1, 2];\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n this.angularSensibility = 2000.0;\r\n this.previousPosition = null;\r\n /**\r\n * Observable for when a pointer move event occurs containing the move offset\r\n */\r\n this.onPointerMovedObservable = new Observable();\r\n /**\r\n * @hidden\r\n * If the camera should be rotated automatically based on pointer movement\r\n */\r\n this._allowCameraRotation = true;\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n var engine = this.camera.getEngine();\r\n if (!this._pointerInput) {\r\n this._pointerInput = function (p) {\r\n var evt = p.event;\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n if (!_this.touchEnabled && evt.pointerType === \"touch\") {\r\n return;\r\n }\r\n if (p.type !== PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n var srcElement = (evt.srcElement || evt.target);\r\n if (p.type === PointerEventTypes.POINTERDOWN && srcElement) {\r\n try {\r\n srcElement.setPointerCapture(evt.pointerId);\r\n }\r\n catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n _this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY\r\n };\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n element.focus();\r\n }\r\n }\r\n else if (p.type === PointerEventTypes.POINTERUP && srcElement) {\r\n try {\r\n srcElement.releasePointerCapture(evt.pointerId);\r\n }\r\n catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n _this.previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!_this.previousPosition || engine.isPointerLock) {\r\n return;\r\n }\r\n var offsetX = evt.clientX - _this.previousPosition.x;\r\n var offsetY = evt.clientY - _this.previousPosition.y;\r\n if (_this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n if (_this._allowCameraRotation) {\r\n _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;\r\n _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;\r\n }\r\n _this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });\r\n _this.previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY\r\n };\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n };\r\n }\r\n this._onMouseMove = function (evt) {\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n if (engine.isInVRExclusivePointerMode) {\r\n return;\r\n }\r\n var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;\r\n if (_this.camera.getScene().useRightHandedSystem) {\r\n offsetX *= -1;\r\n }\r\n if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {\r\n offsetX *= -1;\r\n }\r\n _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;\r\n var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;\r\n _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;\r\n _this.previousPosition = null;\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n };\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n element.addEventListener(\"mousemove\", this._onMouseMove, false);\r\n element.addEventListener(\"contextmenu\", this.onContextMenu.bind(this), false);\r\n };\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n */\r\n FreeCameraMouseInput.prototype.onContextMenu = function (evt) {\r\n evt.preventDefault();\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n FreeCameraMouseInput.prototype.detachControl = function (element) {\r\n if (this._observer && element) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n if (this._onMouseMove) {\r\n element.removeEventListener(\"mousemove\", this._onMouseMove);\r\n }\r\n if (this.onContextMenu) {\r\n element.removeEventListener(\"contextmenu\", this.onContextMenu);\r\n }\r\n if (this.onPointerMovedObservable) {\r\n this.onPointerMovedObservable.clear();\r\n }\r\n this._observer = null;\r\n this._onMouseMove = null;\r\n this.previousPosition = null;\r\n }\r\n };\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n FreeCameraMouseInput.prototype.getClassName = function () {\r\n return \"FreeCameraMouseInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n FreeCameraMouseInput.prototype.getSimpleName = function () {\r\n return \"mouse\";\r\n };\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraMouseInput.prototype, \"buttons\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraMouseInput.prototype, \"angularSensibility\", void 0);\r\n return FreeCameraMouseInput;\r\n}());\r\nexport { FreeCameraMouseInput };\r\nCameraInputTypes[\"FreeCameraMouseInput\"] = FreeCameraMouseInput;\r\n//# sourceMappingURL=freeCameraMouseInput.js.map" }, { "id": "../../.temp/packageES6Dev/core/Cameras/Inputs/freeCameraTouchInput.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\Inputs\\freeCameraTouchInput.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/Inputs/freeCameraTouchInput.js", "index": 97, "index2": 94, "size": 6731, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "issuerId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "profile": { "factory": 515, "building": 22, "dependencies": 136 } } ], "profile": { "factory": 145, "building": 40, "dependencies": 16 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "type": "harmony side effect evaluation", "userRequest": "../Cameras/Inputs/freeCameraTouchInput", "loc": "5:0-78" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "type": "harmony import specifier", "userRequest": "../Cameras/Inputs/freeCameraTouchInput", "loc": "61:21-41" } ], "providedExports": [ "FreeCameraTouchInput" ], "optimizationBailout": [], "depth": 3, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\n/**\r\n * Manage the touch inputs to control the movement of a free camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar FreeCameraTouchInput = /** @class */ (function () {\r\n function FreeCameraTouchInput() {\r\n /**\r\n * Defines the touch sensibility for rotation.\r\n * The higher the faster.\r\n */\r\n this.touchAngularSensibility = 200000.0;\r\n /**\r\n * Defines the touch sensibility for move.\r\n * The higher the faster.\r\n */\r\n this.touchMoveSensibility = 250.0;\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n this._pointerPressed = new Array();\r\n }\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {\r\n var _this = this;\r\n var previousPosition = null;\r\n if (this._pointerInput === undefined) {\r\n this._onLostFocus = function () {\r\n _this._offsetX = null;\r\n _this._offsetY = null;\r\n };\r\n this._pointerInput = function (p) {\r\n var evt = p.event;\r\n if (evt.pointerType === \"mouse\") {\r\n return;\r\n }\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n _this._pointerPressed.push(evt.pointerId);\r\n if (_this._pointerPressed.length !== 1) {\r\n return;\r\n }\r\n previousPosition = {\r\n x: evt.clientX,\r\n y: evt.clientY\r\n };\r\n }\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n var index = _this._pointerPressed.indexOf(evt.pointerId);\r\n if (index === -1) {\r\n return;\r\n }\r\n _this._pointerPressed.splice(index, 1);\r\n if (index != 0) {\r\n return;\r\n }\r\n previousPosition = null;\r\n _this._offsetX = null;\r\n _this._offsetY = null;\r\n }\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n if (!previousPosition) {\r\n return;\r\n }\r\n var index = _this._pointerPressed.indexOf(evt.pointerId);\r\n if (index != 0) {\r\n return;\r\n }\r\n _this._offsetX = evt.clientX - previousPosition.x;\r\n _this._offsetY = -(evt.clientY - previousPosition.y);\r\n }\r\n };\r\n }\r\n this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);\r\n if (this._onLostFocus) {\r\n element.addEventListener(\"blur\", this._onLostFocus);\r\n }\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n FreeCameraTouchInput.prototype.detachControl = function (element) {\r\n if (this._pointerInput && element) {\r\n if (this._observer) {\r\n this.camera.getScene().onPointerObservable.remove(this._observer);\r\n this._observer = null;\r\n }\r\n if (this._onLostFocus) {\r\n element.removeEventListener(\"blur\", this._onLostFocus);\r\n this._onLostFocus = null;\r\n }\r\n this._pointerPressed = [];\r\n this._offsetX = null;\r\n this._offsetY = null;\r\n }\r\n };\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n FreeCameraTouchInput.prototype.checkInputs = function () {\r\n if (this._offsetX && this._offsetY) {\r\n var camera = this.camera;\r\n camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;\r\n if (this._pointerPressed.length > 1) {\r\n camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;\r\n }\r\n else {\r\n var speed = camera._computeLocalCameraSpeed();\r\n var direction = new Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);\r\n camera.cameraDirection.addInPlace(Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));\r\n }\r\n }\r\n };\r\n /**\r\n * Gets the class name of the current intput.\r\n * @returns the class name\r\n */\r\n FreeCameraTouchInput.prototype.getClassName = function () {\r\n return \"FreeCameraTouchInput\";\r\n };\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n FreeCameraTouchInput.prototype.getSimpleName = function () {\r\n return \"touch\";\r\n };\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraTouchInput.prototype, \"touchAngularSensibility\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCameraTouchInput.prototype, \"touchMoveSensibility\", void 0);\r\n return FreeCameraTouchInput;\r\n}());\r\nexport { FreeCameraTouchInput };\r\nCameraInputTypes[\"FreeCameraTouchInput\"] = FreeCameraTouchInput;\r\n//# sourceMappingURL=freeCameraTouchInput.js.map" }, { "id": "../../.temp/packageES6Dev/core/Cameras/camera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\camera.js", "name": 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import specifier", "userRequest": "./Cameras/camera", "loc": "3056:37-43" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Cameras/camera", "loc": "3198:49-55" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Cameras/camera", "loc": "3208:56-62" } ], "providedExports": [ "Camera" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Viewport } from '../Maths/math.viewport';\r\nimport { Frustum } from '../Maths/math.frustum';\r\n/**\r\n * This is the base class of all the camera used in the application.\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nvar Camera = /** @class */ (function (_super) {\r\n tslib_1.__extends(Camera, _super);\r\n /**\r\n * Instantiates a new camera object.\r\n * This should not be used directly but through the inherited cameras: ArcRotate, Free...\r\n * @see http://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the position of the camera\r\n * @param scene Defines the scene the camera belongs too\r\n * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene\r\n */\r\n function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n /** @hidden */\r\n _this._position = Vector3.Zero();\r\n /**\r\n * The vector the camera should consider as up.\r\n * (default is Vector3(0, 1, 0) aka Vector3.Up())\r\n */\r\n _this.upVector = Vector3.Up();\r\n /**\r\n * Define the current limit on the left side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoLeft = null;\r\n /**\r\n * Define the current limit on the right side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoRight = null;\r\n /**\r\n * Define the current limit on the bottom side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoBottom = null;\r\n /**\r\n * Define the current limit on the top side for an orthographic camera\r\n * In scene unit\r\n */\r\n _this.orthoTop = null;\r\n /**\r\n * Field Of View is set in Radians. (default is 0.8)\r\n */\r\n _this.fov = 0.8;\r\n /**\r\n * Define the minimum distance the camera can see from.\r\n * This is important to note that the depth buffer are not infinite and the closer it starts\r\n * the more your scene might encounter depth fighting issue.\r\n */\r\n _this.minZ = 1;\r\n /**\r\n * Define the maximum distance the camera can see to.\r\n * This is important to note that the depth buffer are not infinite and the further it end\r\n * the more your scene might encounter depth fighting issue.\r\n */\r\n _this.maxZ = 10000.0;\r\n /**\r\n * Define the default inertia of the camera.\r\n * This helps giving a smooth feeling to the camera movement.\r\n */\r\n _this.inertia = 0.9;\r\n /**\r\n * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)\r\n */\r\n _this.mode = Camera.PERSPECTIVE_CAMERA;\r\n /**\r\n * Define wether the camera is intermediate.\r\n * This is useful to not present the output directly to the screen in case of rig without post process for instance\r\n */\r\n _this.isIntermediate = false;\r\n /**\r\n * Define the viewport of the camera.\r\n * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.\r\n */\r\n _this.viewport = new Viewport(0, 0, 1.0, 1.0);\r\n /**\r\n * Restricts the camera to viewing objects with the same layerMask.\r\n * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0\r\n */\r\n _this.layerMask = 0x0FFFFFFF;\r\n /**\r\n * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)\r\n */\r\n _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;\r\n /**\r\n * Rig mode of the camera.\r\n * This is useful to create the camera with two \"eyes\" instead of one to create VR or stereoscopic scenes.\r\n * This is normally controlled byt the camera themselves as internal use.\r\n */\r\n _this.cameraRigMode = Camera.RIG_MODE_NONE;\r\n /**\r\n * 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\r\n * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere\r\n * else in the scene. (Eg. security camera)\r\n *\r\n * To change the final output target of the camera, camera.outputRenderTarget should be used instead (eg. webXR renders to a render target corrisponding to an HMD)\r\n */\r\n _this.customRenderTargets = new Array();\r\n /**\r\n * When set, the camera will render to this render target instead of the default canvas\r\n *\r\n * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead\r\n */\r\n _this.outputRenderTarget = null;\r\n /**\r\n * Observable triggered when the camera view matrix has changed.\r\n */\r\n _this.onViewMatrixChangedObservable = new Observable();\r\n /**\r\n * Observable triggered when the camera Projection matrix has changed.\r\n */\r\n _this.onProjectionMatrixChangedObservable = new Observable();\r\n /**\r\n * Observable triggered when the inputs have been processed.\r\n */\r\n _this.onAfterCheckInputsObservable = new Observable();\r\n /**\r\n * Observable triggered when reset has been called and applied to the camera.\r\n */\r\n _this.onRestoreStateObservable = new Observable();\r\n /** @hidden */\r\n _this._rigCameras = new Array();\r\n _this._webvrViewMatrix = Matrix.Identity();\r\n /** @hidden */\r\n _this._skipRendering = false;\r\n /** @hidden */\r\n _this._projectionMatrix = new Matrix();\r\n /** @hidden */\r\n _this._postProcesses = new Array();\r\n /** @hidden */\r\n _this._activeMeshes = new SmartArray(256);\r\n _this._globalPosition = Vector3.Zero();\r\n /** @hidden */\r\n _this._computedViewMatrix = Matrix.Identity();\r\n _this._doNotComputeProjectionMatrix = false;\r\n _this._transformMatrix = Matrix.Zero();\r\n _this._refreshFrustumPlanes = true;\r\n /** @hidden */\r\n _this._isCamera = true;\r\n /** @hidden */\r\n _this._isLeftCamera = false;\r\n /** @hidden */\r\n _this._isRightCamera = false;\r\n _this.getScene().addCamera(_this);\r\n if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {\r\n _this.getScene().activeCamera = _this;\r\n }\r\n _this.position = position;\r\n return _this;\r\n }\r\n Object.defineProperty(Camera.prototype, \"position\", {\r\n /**\r\n * Define the current local position of the camera in the scene\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this._position = newPosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Store current camera state (fov, position, etc..)\r\n * @returns the camera\r\n */\r\n Camera.prototype.storeState = function () {\r\n this._stateStored = true;\r\n this._storedFov = this.fov;\r\n return this;\r\n };\r\n /**\r\n * Restores the camera state values if it has been stored. You must call storeState() first\r\n */\r\n Camera.prototype._restoreStateValues = function () {\r\n if (!this._stateStored) {\r\n return false;\r\n }\r\n this.fov = this._storedFov;\r\n return true;\r\n };\r\n /**\r\n * Restored camera state. You must call storeState() first.\r\n * @returns true if restored and false otherwise\r\n */\r\n Camera.prototype.restoreState = function () {\r\n if (this._restoreStateValues()) {\r\n this.onRestoreStateObservable.notifyObservers(this);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Gets the class name of the camera.\r\n * @returns the class name\r\n */\r\n Camera.prototype.getClassName = function () {\r\n return \"Camera\";\r\n };\r\n /**\r\n * Gets a string representation of the camera useful for debug purpose.\r\n * @param fullDetails Defines that a more verboe level of logging is required\r\n * @returns the string representation\r\n */\r\n Camera.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + this.getClassName();\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n Object.defineProperty(Camera.prototype, \"globalPosition\", {\r\n /**\r\n * Gets the current world space position of the camera.\r\n */\r\n get: function () {\r\n return this._globalPosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)\r\n * @returns the active meshe list\r\n */\r\n Camera.prototype.getActiveMeshes = function () {\r\n return this._activeMeshes;\r\n };\r\n /**\r\n * Check wether a mesh is part of the current active mesh list of the camera\r\n * @param mesh Defines the mesh to check\r\n * @returns true if active, false otherwise\r\n */\r\n Camera.prototype.isActiveMesh = function (mesh) {\r\n return (this._activeMeshes.indexOf(mesh) !== -1);\r\n };\r\n /**\r\n * Is this camera ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)\r\n * @return true if the camera is ready\r\n */\r\n Camera.prototype.isReady = function (completeCheck) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n if (completeCheck) {\r\n for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {\r\n var pp = _a[_i];\r\n if (pp && !pp.isReady()) {\r\n return false;\r\n }\r\n }\r\n }\r\n return _super.prototype.isReady.call(this, completeCheck);\r\n };\r\n /** @hidden */\r\n Camera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache.position = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.upVector = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.mode = undefined;\r\n this._cache.minZ = undefined;\r\n this._cache.maxZ = undefined;\r\n this._cache.fov = undefined;\r\n this._cache.fovMode = undefined;\r\n this._cache.aspectRatio = undefined;\r\n this._cache.orthoLeft = undefined;\r\n this._cache.orthoRight = undefined;\r\n this._cache.orthoBottom = undefined;\r\n this._cache.orthoTop = undefined;\r\n this._cache.renderWidth = undefined;\r\n this._cache.renderHeight = undefined;\r\n };\r\n /** @hidden */\r\n Camera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n this._cache.position.copyFrom(this.position);\r\n this._cache.upVector.copyFrom(this.upVector);\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronized = function () {\r\n return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronized.call(this)) {\r\n return false;\r\n }\r\n return this._cache.position.equals(this.position)\r\n && this._cache.upVector.equals(this.upVector)\r\n && this.isSynchronizedWithParent();\r\n };\r\n /** @hidden */\r\n Camera.prototype._isSynchronizedProjectionMatrix = function () {\r\n var check = this._cache.mode === this.mode\r\n && this._cache.minZ === this.minZ\r\n && this._cache.maxZ === this.maxZ;\r\n if (!check) {\r\n return false;\r\n }\r\n var engine = this.getEngine();\r\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\r\n check = this._cache.fov === this.fov\r\n && this._cache.fovMode === this.fovMode\r\n && this._cache.aspectRatio === engine.getAspectRatio(this);\r\n }\r\n else {\r\n check = this._cache.orthoLeft === this.orthoLeft\r\n && this._cache.orthoRight === this.orthoRight\r\n && this._cache.orthoBottom === this.orthoBottom\r\n && this._cache.orthoTop === this.orthoTop\r\n && this._cache.renderWidth === engine.getRenderWidth()\r\n && this._cache.renderHeight === engine.getRenderHeight();\r\n }\r\n return check;\r\n };\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n Camera.prototype.attachControl = function (element, noPreventDefault) {\r\n };\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n Camera.prototype.detachControl = function (element) {\r\n };\r\n /**\r\n * Update the camera state according to the different inputs gathered during the frame.\r\n */\r\n Camera.prototype.update = function () {\r\n this._checkInputs();\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n this._updateRigCameras();\r\n }\r\n };\r\n /** @hidden */\r\n Camera.prototype._checkInputs = function () {\r\n this.onAfterCheckInputsObservable.notifyObservers(this);\r\n };\r\n Object.defineProperty(Camera.prototype, \"rigCameras\", {\r\n /** @hidden */\r\n get: function () {\r\n return this._rigCameras;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"rigPostProcess\", {\r\n /**\r\n * Gets the post process used by the rig cameras\r\n */\r\n get: function () {\r\n return this._rigPostProcess;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Internal, gets the first post proces.\r\n * @returns the first post process to be run on this camera.\r\n */\r\n Camera.prototype._getFirstPostProcess = function () {\r\n for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {\r\n if (this._postProcesses[ppIndex] !== null) {\r\n return this._postProcesses[ppIndex];\r\n }\r\n }\r\n return null;\r\n };\r\n Camera.prototype._cascadePostProcessesToRigCams = function () {\r\n // invalidate framebuffer\r\n var firstPostProcess = this._getFirstPostProcess();\r\n if (firstPostProcess) {\r\n firstPostProcess.markTextureDirty();\r\n }\r\n // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera\r\n for (var i = 0, len = this._rigCameras.length; i < len; i++) {\r\n var cam = this._rigCameras[i];\r\n var rigPostProcess = cam._rigPostProcess;\r\n // for VR rig, there does not have to be a post process\r\n if (rigPostProcess) {\r\n var isPass = rigPostProcess.getEffectName() === \"pass\";\r\n if (isPass) {\r\n // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses\r\n cam.isIntermediate = this._postProcesses.length === 0;\r\n }\r\n cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);\r\n rigPostProcess.markTextureDirty();\r\n }\r\n else {\r\n cam._postProcesses = this._postProcesses.slice(0);\r\n }\r\n }\r\n };\r\n /**\r\n * Attach a post process to the camera.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\r\n * @param postProcess The post process to attach to the camera\r\n * @param insertAt The position of the post process in case several of them are in use in the scene\r\n * @returns the position the post process has been inserted at\r\n */\r\n Camera.prototype.attachPostProcess = function (postProcess, insertAt) {\r\n if (insertAt === void 0) { insertAt = null; }\r\n if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {\r\n Logger.Error(\"You're trying to reuse a post process not defined as reusable.\");\r\n return 0;\r\n }\r\n if (insertAt == null || insertAt < 0) {\r\n this._postProcesses.push(postProcess);\r\n }\r\n else if (this._postProcesses[insertAt] === null) {\r\n this._postProcesses[insertAt] = postProcess;\r\n }\r\n else {\r\n this._postProcesses.splice(insertAt, 0, postProcess);\r\n }\r\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\r\n return this._postProcesses.indexOf(postProcess);\r\n };\r\n /**\r\n * Detach a post process to the camera.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess\r\n * @param postProcess The post process to detach from the camera\r\n */\r\n Camera.prototype.detachPostProcess = function (postProcess) {\r\n var idx = this._postProcesses.indexOf(postProcess);\r\n if (idx !== -1) {\r\n this._postProcesses[idx] = null;\r\n }\r\n this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated\r\n };\r\n /**\r\n * Gets the current world matrix of the camera\r\n */\r\n Camera.prototype.getWorldMatrix = function () {\r\n if (this._isSynchronizedViewMatrix()) {\r\n return this._worldMatrix;\r\n }\r\n // Getting the the view matrix will also compute the world matrix.\r\n this.getViewMatrix();\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n Camera.prototype._getViewMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /**\r\n * Gets the current view matrix of the camera.\r\n * @param force forces the camera to recompute the matrix without looking at the cached state\r\n * @returns the view matrix\r\n */\r\n Camera.prototype.getViewMatrix = function (force) {\r\n if (!force && this._isSynchronizedViewMatrix()) {\r\n return this._computedViewMatrix;\r\n }\r\n this.updateCache();\r\n this._computedViewMatrix = this._getViewMatrix();\r\n this._currentRenderId = this.getScene().getRenderId();\r\n this._childUpdateId++;\r\n this._refreshFrustumPlanes = true;\r\n if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {\r\n this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);\r\n }\r\n // Notify parent camera if rig camera is changed\r\n if (this.parent && this.parent.onViewMatrixChangedObservable) {\r\n this.parent.onViewMatrixChangedObservable.notifyObservers(this.parent);\r\n }\r\n this.onViewMatrixChangedObservable.notifyObservers(this);\r\n this._computedViewMatrix.invertToRef(this._worldMatrix);\r\n return this._computedViewMatrix;\r\n };\r\n /**\r\n * Freeze the projection matrix.\r\n * It will prevent the cache check of the camera projection compute and can speed up perf\r\n * if no parameter of the camera are meant to change\r\n * @param projection Defines manually a projection if necessary\r\n */\r\n Camera.prototype.freezeProjectionMatrix = function (projection) {\r\n this._doNotComputeProjectionMatrix = true;\r\n if (projection !== undefined) {\r\n this._projectionMatrix = projection;\r\n }\r\n };\r\n /**\r\n * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.\r\n */\r\n Camera.prototype.unfreezeProjectionMatrix = function () {\r\n this._doNotComputeProjectionMatrix = false;\r\n };\r\n /**\r\n * Gets the current projection matrix of the camera.\r\n * @param force forces the camera to recompute the matrix without looking at the cached state\r\n * @returns the projection matrix\r\n */\r\n Camera.prototype.getProjectionMatrix = function (force) {\r\n if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {\r\n return this._projectionMatrix;\r\n }\r\n // Cache\r\n this._cache.mode = this.mode;\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = this.maxZ;\r\n // Matrix\r\n this._refreshFrustumPlanes = true;\r\n var engine = this.getEngine();\r\n var scene = this.getScene();\r\n if (this.mode === Camera.PERSPECTIVE_CAMERA) {\r\n this._cache.fov = this.fov;\r\n this._cache.fovMode = this.fovMode;\r\n this._cache.aspectRatio = engine.getAspectRatio(this);\r\n if (this.minZ <= 0) {\r\n this.minZ = 0.1;\r\n }\r\n if (scene.useRightHandedSystem) {\r\n Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);\r\n }\r\n else {\r\n Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);\r\n }\r\n }\r\n else {\r\n var halfWidth = engine.getRenderWidth() / 2.0;\r\n var halfHeight = engine.getRenderHeight() / 2.0;\r\n if (scene.useRightHandedSystem) {\r\n Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);\r\n }\r\n else {\r\n Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);\r\n }\r\n this._cache.orthoLeft = this.orthoLeft;\r\n this._cache.orthoRight = this.orthoRight;\r\n this._cache.orthoBottom = this.orthoBottom;\r\n this._cache.orthoTop = this.orthoTop;\r\n this._cache.renderWidth = engine.getRenderWidth();\r\n this._cache.renderHeight = engine.getRenderHeight();\r\n }\r\n this.onProjectionMatrixChangedObservable.notifyObservers(this);\r\n return this._projectionMatrix;\r\n };\r\n /**\r\n * Gets the transformation matrix (ie. the multiplication of view by projection matrices)\r\n * @returns a Matrix\r\n */\r\n Camera.prototype.getTransformationMatrix = function () {\r\n this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);\r\n return this._transformMatrix;\r\n };\r\n Camera.prototype._updateFrustumPlanes = function () {\r\n if (!this._refreshFrustumPlanes) {\r\n return;\r\n }\r\n this.getTransformationMatrix();\r\n if (!this._frustumPlanes) {\r\n this._frustumPlanes = Frustum.GetPlanes(this._transformMatrix);\r\n }\r\n else {\r\n Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);\r\n }\r\n this._refreshFrustumPlanes = false;\r\n };\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check\r\n * @param target The object to check\r\n * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n Camera.prototype.isInFrustum = function (target, checkRigCameras) {\r\n if (checkRigCameras === void 0) { checkRigCameras = false; }\r\n this._updateFrustumPlanes();\r\n if (checkRigCameras && this.rigCameras.length > 0) {\r\n var result = false;\r\n this.rigCameras.forEach(function (cam) {\r\n cam._updateFrustumPlanes();\r\n result = result || target.isInFrustum(cam._frustumPlanes);\r\n });\r\n return result;\r\n }\r\n else {\r\n return target.isInFrustum(this._frustumPlanes);\r\n }\r\n };\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param target The object to check\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n Camera.prototype.isCompletelyInFrustum = function (target) {\r\n this._updateFrustumPlanes();\r\n return target.isCompletelyInFrustum(this._frustumPlanes);\r\n };\r\n /**\r\n * Gets a ray in the forward direction from the camera.\r\n * @param length Defines the length of the ray to create\r\n * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray\r\n * @param origin Defines the start point of the ray which defaults to the camera position\r\n * @returns the forward ray\r\n */\r\n Camera.prototype.getForwardRay = function (length, transform, origin) {\r\n if (length === void 0) { length = 100; }\r\n throw _DevTools.WarnImport(\"Ray\");\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Observables\r\n this.onViewMatrixChangedObservable.clear();\r\n this.onProjectionMatrixChangedObservable.clear();\r\n this.onAfterCheckInputsObservable.clear();\r\n this.onRestoreStateObservable.clear();\r\n // Inputs\r\n if (this.inputs) {\r\n this.inputs.clear();\r\n }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from scene\r\n this.getScene().removeCamera(this);\r\n while (this._rigCameras.length > 0) {\r\n var camera = this._rigCameras.pop();\r\n if (camera) {\r\n camera.dispose();\r\n }\r\n }\r\n // Postprocesses\r\n if (this._rigPostProcess) {\r\n this._rigPostProcess.dispose(this);\r\n this._rigPostProcess = null;\r\n this._postProcesses = [];\r\n }\r\n else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n this._rigPostProcess = null;\r\n this._postProcesses = [];\r\n }\r\n else {\r\n var i = this._postProcesses.length;\r\n while (--i >= 0) {\r\n var postProcess = this._postProcesses[i];\r\n if (postProcess) {\r\n postProcess.dispose(this);\r\n }\r\n }\r\n }\r\n // Render targets\r\n var i = this.customRenderTargets.length;\r\n while (--i >= 0) {\r\n this.customRenderTargets[i].dispose();\r\n }\r\n this.customRenderTargets = [];\r\n // Active Meshes\r\n this._activeMeshes.dispose();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n Object.defineProperty(Camera.prototype, \"isLeftCamera\", {\r\n /**\r\n * Gets the left camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n return this._isLeftCamera;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"isRightCamera\", {\r\n /**\r\n * Gets the right camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n return this._isRightCamera;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"leftCamera\", {\r\n /**\r\n * Gets the left camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n if (this._rigCameras.length < 1) {\r\n return null;\r\n }\r\n return this._rigCameras[0];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Camera.prototype, \"rightCamera\", {\r\n /**\r\n * Gets the right camera of a rig setup in case of Rigged Camera\r\n */\r\n get: function () {\r\n if (this._rigCameras.length < 2) {\r\n return null;\r\n }\r\n return this._rigCameras[1];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the left camera target of a rig setup in case of Rigged Camera\r\n * @returns the target position\r\n */\r\n Camera.prototype.getLeftTarget = function () {\r\n if (this._rigCameras.length < 1) {\r\n return null;\r\n }\r\n return this._rigCameras[0].getTarget();\r\n };\r\n /**\r\n * Gets the right camera target of a rig setup in case of Rigged Camera\r\n * @returns the target position\r\n */\r\n Camera.prototype.getRightTarget = function () {\r\n if (this._rigCameras.length < 2) {\r\n return null;\r\n }\r\n return this._rigCameras[1].getTarget();\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Camera.prototype.setCameraRigMode = function (mode, rigParams) {\r\n if (this.cameraRigMode === mode) {\r\n return;\r\n }\r\n while (this._rigCameras.length > 0) {\r\n var camera = this._rigCameras.pop();\r\n if (camera) {\r\n camera.dispose();\r\n }\r\n }\r\n this.cameraRigMode = mode;\r\n this._cameraRigParams = {};\r\n //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,\r\n //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced\r\n this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;\r\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);\r\n // create the rig cameras, unless none\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n var leftCamera = this.createRigCamera(this.name + \"_L\", 0);\r\n if (leftCamera) {\r\n leftCamera._isLeftCamera = true;\r\n }\r\n var rightCamera = this.createRigCamera(this.name + \"_R\", 1);\r\n if (rightCamera) {\r\n rightCamera._isRightCamera = true;\r\n }\r\n if (leftCamera && rightCamera) {\r\n this._rigCameras.push(leftCamera);\r\n this._rigCameras.push(rightCamera);\r\n }\r\n }\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n Camera._setStereoscopicAnaglyphRigMode(this);\r\n break;\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n Camera._setStereoscopicRigMode(this);\r\n break;\r\n case Camera.RIG_MODE_VR:\r\n Camera._setVRRigMode(this, rigParams);\r\n break;\r\n case Camera.RIG_MODE_WEBVR:\r\n Camera._setWebVRRigMode(this, rigParams);\r\n break;\r\n }\r\n this._cascadePostProcessesToRigCams();\r\n this.update();\r\n };\r\n /** @hidden */\r\n Camera._setStereoscopicRigMode = function (camera) {\r\n throw \"Import Cameras/RigModes/stereoscopicRigMode before using stereoscopic rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setStereoscopicAnaglyphRigMode = function (camera) {\r\n throw \"Import Cameras/RigModes/stereoscopicAnaglyphRigMode before using stereoscopic anaglyph rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setVRRigMode = function (camera, rigParams) {\r\n throw \"Import Cameras/RigModes/vrRigMode before using VR rig mode\";\r\n };\r\n /** @hidden */\r\n Camera._setWebVRRigMode = function (camera, rigParams) {\r\n throw \"Import Cameras/RigModes/WebVRRigMode before using Web VR rig mode\";\r\n };\r\n /** @hidden */\r\n Camera.prototype._getVRProjectionMatrix = function () {\r\n Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);\r\n this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);\r\n return this._projectionMatrix;\r\n };\r\n Camera.prototype._updateCameraRotationMatrix = function () {\r\n //Here for WebVR\r\n };\r\n Camera.prototype._updateWebVRCameraRotationMatrix = function () {\r\n //Here for WebVR\r\n };\r\n /**\r\n * This function MUST be overwritten by the different WebVR cameras available.\r\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\r\n * @hidden\r\n */\r\n Camera.prototype._getWebVRProjectionMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /**\r\n * This function MUST be overwritten by the different WebVR cameras available.\r\n * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.\r\n * @hidden\r\n */\r\n Camera.prototype._getWebVRViewMatrix = function () {\r\n return Matrix.Identity();\r\n };\r\n /** @hidden */\r\n Camera.prototype.setCameraRigParameter = function (name, value) {\r\n if (!this._cameraRigParams) {\r\n this._cameraRigParams = {};\r\n }\r\n this._cameraRigParams[name] = value;\r\n //provisionnally:\r\n if (name === \"interaxialDistance\") {\r\n this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(value / 0.0637);\r\n }\r\n };\r\n /**\r\n * needs to be overridden by children so sub has required properties to be copied\r\n * @hidden\r\n */\r\n Camera.prototype.createRigCamera = function (name, cameraIndex) {\r\n return null;\r\n };\r\n /**\r\n * May need to be overridden by children\r\n * @hidden\r\n */\r\n Camera.prototype._updateRigCameras = function () {\r\n for (var i = 0; i < this._rigCameras.length; i++) {\r\n this._rigCameras[i].minZ = this.minZ;\r\n this._rigCameras[i].maxZ = this.maxZ;\r\n this._rigCameras[i].fov = this.fov;\r\n this._rigCameras[i].upVector.copyFrom(this.upVector);\r\n }\r\n // only update viewport when ANAGLYPH\r\n if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {\r\n this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;\r\n }\r\n };\r\n /** @hidden */\r\n Camera.prototype._setupInputs = function () {\r\n };\r\n /**\r\n * Serialiaze the camera setup to a json represention\r\n * @returns the JSON representation\r\n */\r\n Camera.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Type\r\n serializationObject.type = this.getClassName();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n if (this.inputs) {\r\n this.inputs.serialize(serializationObject);\r\n }\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n return serializationObject;\r\n };\r\n /**\r\n * Clones the current camera.\r\n * @param name The cloned camera name\r\n * @returns the cloned camera\r\n */\r\n Camera.prototype.clone = function (name) {\r\n return SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);\r\n };\r\n /**\r\n * Gets the direction of the camera relative to a given local axis.\r\n * @param localAxis Defines the reference axis to provide a relative direction.\r\n * @return the direction\r\n */\r\n Camera.prototype.getDirection = function (localAxis) {\r\n var result = Vector3.Zero();\r\n this.getDirectionToRef(localAxis, result);\r\n return result;\r\n };\r\n /**\r\n * Gets the direction of the camera relative to a given local axis into a passed vector.\r\n * @param localAxis Defines the reference axis to provide a relative direction.\r\n * @param result Defines the vector to store the result in\r\n */\r\n Camera.prototype.getDirectionToRef = function (localAxis, result) {\r\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\r\n };\r\n /**\r\n * Gets a camera constructor for a given camera type\r\n * @param type The type of the camera to construct (should be equal to one of the camera class name)\r\n * @param name The name of the camera the result will be able to instantiate\r\n * @param scene The scene the result will construct the camera in\r\n * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes\r\n * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side\r\n * @returns a factory method to construc the camera\r\n */\r\n Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {\r\n if (interaxial_distance === void 0) { interaxial_distance = 0; }\r\n if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }\r\n var constructorFunc = Node.Construct(type, name, scene, {\r\n interaxial_distance: interaxial_distance,\r\n isStereoscopicSideBySide: isStereoscopicSideBySide\r\n });\r\n if (constructorFunc) {\r\n return constructorFunc;\r\n }\r\n // Default to universal camera\r\n return function () { return Camera._createDefaultParsedCamera(name, scene); };\r\n };\r\n /**\r\n * Compute the world matrix of the camera.\r\n * @returns the camera workd matrix\r\n */\r\n Camera.prototype.computeWorldMatrix = function () {\r\n return this.getWorldMatrix();\r\n };\r\n /**\r\n * Parse a JSON and creates the camera from the parsed information\r\n * @param parsedCamera The JSON to parse\r\n * @param scene The scene to instantiate the camera in\r\n * @returns the newly constructed camera\r\n */\r\n Camera.Parse = function (parsedCamera, scene) {\r\n var type = parsedCamera.type;\r\n var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);\r\n var camera = SerializationHelper.Parse(construct, parsedCamera, scene);\r\n // Parent\r\n if (parsedCamera.parentId) {\r\n camera._waitingParentId = parsedCamera.parentId;\r\n }\r\n //If camera has an input manager, let it parse inputs settings\r\n if (camera.inputs) {\r\n camera.inputs.parse(parsedCamera);\r\n camera._setupInputs();\r\n }\r\n if (camera.setPosition) { // need to force position\r\n camera.position.copyFromFloats(0, 0, 0);\r\n camera.setPosition(Vector3.FromArray(parsedCamera.position));\r\n }\r\n // Target\r\n if (parsedCamera.target) {\r\n if (camera.setTarget) {\r\n camera.setTarget(Vector3.FromArray(parsedCamera.target));\r\n }\r\n }\r\n // Apply 3d rig, when found\r\n if (parsedCamera.cameraRigMode) {\r\n var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};\r\n camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);\r\n }\r\n // Animations\r\n if (parsedCamera.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedCamera.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n camera.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(camera, parsedCamera, scene);\r\n }\r\n if (parsedCamera.autoAnimate) {\r\n scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);\r\n }\r\n return camera;\r\n };\r\n /** @hidden */\r\n Camera._createDefaultParsedCamera = function (name, scene) {\r\n throw _DevTools.WarnImport(\"UniversalCamera\");\r\n };\r\n /**\r\n * This is the default projection mode used by the cameras.\r\n * It helps recreating a feeling of perspective and better appreciate depth.\r\n * This is the best way to simulate real life cameras.\r\n */\r\n Camera.PERSPECTIVE_CAMERA = 0;\r\n /**\r\n * This helps creating camera with an orthographic mode.\r\n * 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.\r\n */\r\n Camera.ORTHOGRAPHIC_CAMERA = 1;\r\n /**\r\n * This is the default FOV mode for perspective cameras.\r\n * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.\r\n */\r\n Camera.FOVMODE_VERTICAL_FIXED = 0;\r\n /**\r\n * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.\r\n */\r\n Camera.FOVMODE_HORIZONTAL_FIXED = 1;\r\n /**\r\n * This specifies ther is no need for a camera rig.\r\n * Basically only one eye is rendered corresponding to the camera.\r\n */\r\n Camera.RIG_MODE_NONE = 0;\r\n /**\r\n * Simulates a camera Rig with one blue eye and one red eye.\r\n * This can be use with 3d blue and red glasses.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;\r\n /**\r\n * Defines that both eyes of the camera will be rendered side by side with a parallel target.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;\r\n /**\r\n * Defines that both eyes of the camera will be rendered side by side with a none parallel target.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;\r\n /**\r\n * Defines that both eyes of the camera will be rendered over under each other.\r\n */\r\n Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;\r\n /**\r\n * Defines that both eyes of the camera should be renderered in a VR mode (carbox).\r\n */\r\n Camera.RIG_MODE_VR = 20;\r\n /**\r\n * Defines that both eyes of the camera should be renderered in a VR mode (webVR).\r\n */\r\n Camera.RIG_MODE_WEBVR = 21;\r\n /**\r\n * Custom rig mode allowing rig cameras to be populated manually with any number of cameras\r\n */\r\n Camera.RIG_MODE_CUSTOM = 22;\r\n /**\r\n * Defines if by default attaching controls should prevent the default javascript event to continue.\r\n */\r\n Camera.ForceAttachControlToAlwaysPreventDefault = false;\r\n tslib_1.__decorate([\r\n serializeAsVector3(\"position\")\r\n ], Camera.prototype, \"_position\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsVector3()\r\n ], Camera.prototype, \"upVector\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoLeft\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoRight\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoBottom\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"orthoTop\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"fov\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"minZ\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"maxZ\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"inertia\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"mode\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"layerMask\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"fovMode\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"cameraRigMode\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"interaxialDistance\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Camera.prototype, \"isStereoscopicSideBySide\", void 0);\r\n return Camera;\r\n}(Node));\r\nexport { Camera };\r\n//# sourceMappingURL=camera.js.map" }, { "id": "../../.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\cameraInputsManager.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "index": 94, "index2": 91, "size": 8252, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": 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*/\r\nexport var CameraInputTypes = {};\r\n/**\r\n * This represents the input manager used within a camera.\r\n * It helps dealing with all the different kind of input attached to a camera.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar CameraInputsManager = /** @class */ (function () {\r\n /**\r\n * Instantiate a new Camera Input Manager.\r\n * @param camera Defines the camera the input manager blongs to\r\n */\r\n function CameraInputsManager(camera) {\r\n this.attached = {};\r\n this.camera = camera;\r\n this.checkInputs = function () { };\r\n }\r\n /**\r\n * Add an input method to a camera\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n * @param input camera input method\r\n */\r\n CameraInputsManager.prototype.add = function (input) {\r\n var type = input.getSimpleName();\r\n if (this.attached[type]) {\r\n Logger.Warn(\"camera input of type \" + type + \" already exists on camera\");\r\n return;\r\n }\r\n this.attached[type] = input;\r\n input.camera = this.camera;\r\n //for checkInputs, we are dynamically creating a function\r\n //the goal is to avoid the performance penalty of looping for inputs in the render loop\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement);\r\n }\r\n };\r\n /**\r\n * Remove a specific input method from a camera\r\n * example: camera.inputs.remove(camera.inputs.attached.mouse);\r\n * @param inputToRemove camera input method\r\n */\r\n CameraInputsManager.prototype.remove = function (inputToRemove) {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input === inputToRemove) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n };\r\n /**\r\n * Remove a specific input type from a camera\r\n * example: camera.inputs.remove(\"ArcRotateCameraGamepadInput\");\r\n * @param inputType the type of the input to remove\r\n */\r\n CameraInputsManager.prototype.removeByType = function (inputType) {\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.getClassName() === inputType) {\r\n input.detachControl(this.attachedElement);\r\n input.camera = null;\r\n delete this.attached[cam];\r\n this.rebuildInputCheck();\r\n }\r\n }\r\n };\r\n CameraInputsManager.prototype._addCheckInputs = function (fn) {\r\n var current = this.checkInputs;\r\n return function () {\r\n current();\r\n fn();\r\n };\r\n };\r\n /**\r\n * Attach the input controls to the currently attached dom element to listen the events from.\r\n * @param input Defines the input to attach\r\n */\r\n CameraInputsManager.prototype.attachInput = function (input) {\r\n if (this.attachedElement) {\r\n input.attachControl(this.attachedElement, this.noPreventDefault);\r\n }\r\n };\r\n /**\r\n * Attach the current manager inputs controls to a specific dom element to listen the events from.\r\n * @param element Defines the dom element to collect the events from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {\r\n if (noPreventDefault === void 0) { noPreventDefault = false; }\r\n if (this.attachedElement) {\r\n return;\r\n }\r\n noPreventDefault = Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;\r\n this.attachedElement = element;\r\n this.noPreventDefault = noPreventDefault;\r\n for (var cam in this.attached) {\r\n this.attached[cam].attachControl(element, noPreventDefault);\r\n }\r\n };\r\n /**\r\n * Detach the current manager inputs controls from a specific dom element.\r\n * @param element Defines the dom element to collect the events from\r\n * @param disconnect Defines whether the input should be removed from the current list of attached inputs\r\n */\r\n CameraInputsManager.prototype.detachElement = function (element, disconnect) {\r\n if (disconnect === void 0) { disconnect = false; }\r\n if (this.attachedElement !== element) {\r\n return;\r\n }\r\n for (var cam in this.attached) {\r\n this.attached[cam].detachControl(element);\r\n if (disconnect) {\r\n this.attached[cam].camera = null;\r\n }\r\n }\r\n this.attachedElement = null;\r\n };\r\n /**\r\n * Rebuild the dynamic inputCheck function from the current list of\r\n * defined inputs in the manager.\r\n */\r\n CameraInputsManager.prototype.rebuildInputCheck = function () {\r\n this.checkInputs = function () { };\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n if (input.checkInputs) {\r\n this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));\r\n }\r\n }\r\n };\r\n /**\r\n * Remove all attached input methods from a camera\r\n */\r\n CameraInputsManager.prototype.clear = function () {\r\n if (this.attachedElement) {\r\n this.detachElement(this.attachedElement, true);\r\n }\r\n this.attached = {};\r\n this.attachedElement = null;\r\n this.checkInputs = function () { };\r\n };\r\n /**\r\n * Serialize the current input manager attached to a camera.\r\n * This ensures than once parsed,\r\n * the input associated to the camera will be identical to the current ones\r\n * @param serializedCamera Defines the camera serialization JSON the input serialization should write to\r\n */\r\n CameraInputsManager.prototype.serialize = function (serializedCamera) {\r\n var inputs = {};\r\n for (var cam in this.attached) {\r\n var input = this.attached[cam];\r\n var res = SerializationHelper.Serialize(input);\r\n inputs[input.getClassName()] = res;\r\n }\r\n serializedCamera.inputsmgr = inputs;\r\n };\r\n /**\r\n * Parses an input manager serialized JSON to restore the previous list of inputs\r\n * and states associated to a camera.\r\n * @param parsedCamera Defines the JSON to parse\r\n */\r\n CameraInputsManager.prototype.parse = function (parsedCamera) {\r\n var parsedInputs = parsedCamera.inputsmgr;\r\n if (parsedInputs) {\r\n this.clear();\r\n for (var n in parsedInputs) {\r\n var construct = CameraInputTypes[n];\r\n if (construct) {\r\n var parsedinput = parsedInputs[n];\r\n var input = SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);\r\n this.add(input);\r\n }\r\n }\r\n }\r\n else {\r\n //2016-03-08 this part is for managing backward compatibility\r\n for (var n in this.attached) {\r\n var construct = CameraInputTypes[this.attached[n].getClassName()];\r\n if (construct) {\r\n var input = SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);\r\n this.remove(this.attached[n]);\r\n this.add(input);\r\n }\r\n }\r\n }\r\n };\r\n return CameraInputsManager;\r\n}());\r\nexport { CameraInputsManager };\r\n//# sourceMappingURL=cameraInputsManager.js.map" }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "index": 91, "index2": 96, "size": 11702, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "issuerId": "./minStandardMaterial.ts", "issuerName": "./minStandardMaterial.ts", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } } ], "profile": { "factory": 13, "building": 301, "dependencies": 515 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Cameras/freeCamera", "loc": "4:0-64" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Cameras/freeCamera", "loc": "14:17-27" } ], "providedExports": [ "FreeCamera" ], "optimizationBailout": [], "depth": 1, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serializeAsVector3, serialize } from \"../Misc/decorators\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TargetCamera } from \"./targetCamera\";\r\nimport { FreeCameraInputsManager } from \"./freeCameraInputsManager\";\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n */\r\nvar FreeCamera = /** @class */ (function (_super) {\r\n tslib_1.__extends(FreeCamera, _super);\r\n /**\r\n * Instantiates a Free Camera.\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.\r\n * @see http://doc.babylonjs.com/features/cameras#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful to simulate a camera body like the player body around the camera\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera\r\n */\r\n _this.ellipsoid = new Vector3(0.5, 1, 0.5);\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful to determine the center of the body near the gravity center of the body\r\n * instead of its head.\r\n */\r\n _this.ellipsoidOffset = new Vector3(0, 0, 0);\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n _this.checkCollisions = false;\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n _this.applyGravity = false;\r\n _this._needMoveForGravity = false;\r\n _this._oldPosition = Vector3.Zero();\r\n _this._diffPosition = Vector3.Zero();\r\n _this._newPosition = Vector3.Zero();\r\n // Collisions\r\n _this._collisionMask = -1;\r\n _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {\r\n if (collidedMesh === void 0) { collidedMesh = null; }\r\n var updatePosition = function (newPos) {\r\n _this._newPosition.copyFrom(newPos);\r\n _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);\r\n if (_this._diffPosition.length() > Engine.CollisionsEpsilon) {\r\n _this.position.addInPlace(_this._diffPosition);\r\n if (_this.onCollide && collidedMesh) {\r\n _this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n updatePosition(newPosition);\r\n };\r\n _this.inputs = new FreeCameraInputsManager(_this);\r\n _this.inputs.addKeyboard().addMouse();\r\n return _this;\r\n }\r\n Object.defineProperty(FreeCamera.prototype, \"angularSensibility\", {\r\n /**\r\n * Gets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n get: function () {\r\n var mouse = this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n return 0;\r\n },\r\n /**\r\n * Sets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n set: function (value) {\r\n var mouse = this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FreeCamera.prototype, \"keysUp\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FreeCamera.prototype, \"keysDown\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FreeCamera.prototype, \"keysLeft\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(FreeCamera.prototype, \"keysRight\", {\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n get: function () {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n return [];\r\n },\r\n set: function (value) {\r\n var keyboard = this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Attached controls to the current camera.\r\n * @param element Defines the element the controls should be listened from\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n FreeCamera.prototype.attachControl = function (element, noPreventDefault) {\r\n this.inputs.attachElement(element, noPreventDefault);\r\n };\r\n /**\r\n * Detach the current controls from the camera.\r\n * The camera will stop reacting to inputs.\r\n * @param element Defines the element to stop listening the inputs from\r\n */\r\n FreeCamera.prototype.detachControl = function (element) {\r\n this.inputs.detachElement(element);\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n this.cameraRotation = new Vector2(0, 0);\r\n };\r\n Object.defineProperty(FreeCamera.prototype, \"collisionMask\", {\r\n /**\r\n * Define a collision mask to limit the list of object the camera can collide with\r\n */\r\n get: function () {\r\n return this._collisionMask;\r\n },\r\n set: function (mask) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n FreeCamera.prototype._collideWithWorld = function (displacement) {\r\n var globalPosition;\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n }\r\n else {\r\n globalPosition = this.position;\r\n }\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n var coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n //no need for clone, as long as gravity is not on.\r\n var actualDisplacement = displacement;\r\n //add gravity to the direction to prevent the dual-collision checking\r\n if (this.applyGravity) {\r\n //this prevents mending with cameraDirection, a global variable of the free camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n };\r\n /** @hidden */\r\n FreeCamera.prototype._checkInputs = function () {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n this.inputs.checkInputs();\r\n _super.prototype._checkInputs.call(this);\r\n };\r\n /** @hidden */\r\n FreeCamera.prototype._decideIfNeedsToMove = function () {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n };\r\n /** @hidden */\r\n FreeCamera.prototype._updatePosition = function () {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n }\r\n else {\r\n _super.prototype._updatePosition.call(this);\r\n }\r\n };\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n FreeCamera.prototype.dispose = function () {\r\n this.inputs.clear();\r\n _super.prototype.dispose.call(this);\r\n };\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n FreeCamera.prototype.getClassName = function () {\r\n return \"FreeCamera\";\r\n };\r\n tslib_1.__decorate([\r\n serializeAsVector3()\r\n ], FreeCamera.prototype, \"ellipsoid\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsVector3()\r\n ], FreeCamera.prototype, \"ellipsoidOffset\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCamera.prototype, \"checkCollisions\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], FreeCamera.prototype, \"applyGravity\", void 0);\r\n return FreeCamera;\r\n}(TargetCamera));\r\nexport { FreeCamera };\r\n//# sourceMappingURL=freeCamera.js.map" }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCameraInputsManager.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCameraInputsManager.js", "index": 93, "index2": 95, "size": 2744, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "issuerId": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 515, "building": 22, "dependencies": 136 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "type": "harmony side effect evaluation", "userRequest": "./freeCameraInputsManager", "loc": "6:0-68" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "type": "harmony import specifier", "userRequest": "./freeCameraInputsManager", "loc": "67:27-50" } ], "providedExports": [ "FreeCameraInputsManager" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { CameraInputsManager } from \"./cameraInputsManager\";\r\nimport { FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\nimport { FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport { FreeCameraTouchInput } from \"../Cameras/Inputs/freeCameraTouchInput\";\r\n/**\r\n * Default Inputs manager for the FreeCamera.\r\n * It groups all the default supported inputs for ease of use.\r\n * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs\r\n */\r\nvar FreeCameraInputsManager = /** @class */ (function (_super) {\r\n tslib_1.__extends(FreeCameraInputsManager, _super);\r\n /**\r\n * Instantiates a new FreeCameraInputsManager.\r\n * @param camera Defines the camera the inputs belong to\r\n */\r\n function FreeCameraInputsManager(camera) {\r\n var _this = _super.call(this, camera) || this;\r\n /**\r\n * @hidden\r\n */\r\n _this._mouseInput = null;\r\n return _this;\r\n }\r\n /**\r\n * Add keyboard input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n FreeCameraInputsManager.prototype.addKeyboard = function () {\r\n this.add(new FreeCameraKeyboardMoveInput());\r\n return this;\r\n };\r\n /**\r\n * Add mouse input support to the input manager.\r\n * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)\r\n * @returns the current input manager\r\n */\r\n FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {\r\n if (touchEnabled === void 0) { touchEnabled = true; }\r\n if (!this._mouseInput) {\r\n this._mouseInput = new FreeCameraMouseInput(touchEnabled);\r\n this.add(this._mouseInput);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the mouse input support from the manager\r\n * @returns the current input manager\r\n */\r\n FreeCameraInputsManager.prototype.removeMouse = function () {\r\n if (this._mouseInput) {\r\n this.remove(this._mouseInput);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Add touch input support to the input manager.\r\n * @returns the current input manager\r\n */\r\n FreeCameraInputsManager.prototype.addTouch = function () {\r\n this.add(new FreeCameraTouchInput());\r\n return this;\r\n };\r\n /**\r\n * Remove all attached input methods from a camera\r\n */\r\n FreeCameraInputsManager.prototype.clear = function () {\r\n _super.prototype.clear.call(this);\r\n this._mouseInput = null;\r\n };\r\n return FreeCameraInputsManager;\r\n}(CameraInputsManager));\r\nexport { FreeCameraInputsManager };\r\n//# sourceMappingURL=freeCameraInputsManager.js.map" }, { "id": "../../.temp/packageES6Dev/core/Cameras/targetCamera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\targetCamera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/targetCamera.js", "index": 92, "index2": 90, "size": 19918, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "issuerId": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 515, "building": 22, "dependencies": 136 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "type": "harmony side effect evaluation", "userRequest": "./targetCamera", "loc": "5:0-46" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\freeCamera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/freeCamera.js", "type": "harmony import specifier", "userRequest": "./targetCamera", "loc": "282:2-14" } ], "providedExports": [ "TargetCamera" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { Camera } from \"./camera\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Axis } from '../Maths/math.axis';\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n */\r\nvar TargetCamera = /** @class */ (function (_super) {\r\n tslib_1.__extends(TargetCamera, _super);\r\n /**\r\n * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see http://doc.babylonjs.com/features/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined\r\n */\r\n function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {\r\n if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }\r\n var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n _this.cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n _this.cameraRotation = new Vector2(0, 0);\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n _this.updateUpVectorFromRotation = false;\r\n _this._tmpQuaternion = new Quaternion();\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n _this.rotation = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n _this.speed = 2.0;\r\n /**\r\n * Add cconstraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n _this.noRotationConstraint = false;\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n */\r\n _this.lockedTarget = null;\r\n /** @hidden */\r\n _this._currentTarget = Vector3.Zero();\r\n /** @hidden */\r\n _this._initialFocalDistance = 1;\r\n /** @hidden */\r\n _this._viewMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._camMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._cameraTransformMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._cameraRotationMatrix = Matrix.Zero();\r\n /** @hidden */\r\n _this._referencePoint = new Vector3(0, 0, 1);\r\n /** @hidden */\r\n _this._transformedReferencePoint = Vector3.Zero();\r\n _this._globalCurrentTarget = Vector3.Zero();\r\n _this._globalCurrentUpVector = Vector3.Zero();\r\n _this._defaultUp = Vector3.Up();\r\n _this._cachedRotationZ = 0;\r\n _this._cachedQuaternionRotationZ = 0;\r\n return _this;\r\n }\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n TargetCamera.prototype.getFrontPosition = function (distance) {\r\n this.getWorldMatrix();\r\n var direction = this.getTarget().subtract(this.position);\r\n direction.normalize();\r\n direction.scaleInPlace(distance);\r\n return this.globalPosition.add(direction);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._getLockedTargetPosition = function () {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n if (this.lockedTarget.absolutePosition) {\r\n this.lockedTarget.computeWorldMatrix();\r\n }\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n };\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n TargetCamera.prototype.storeState = function () {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n return _super.prototype.storeState.call(this);\r\n };\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @hidden\r\n */\r\n TargetCamera.prototype._restoreStateValues = function () {\r\n if (!_super.prototype._restoreStateValues.call(this)) {\r\n return false;\r\n }\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n return true;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._updateCache = function (ignoreParentClass) {\r\n if (!ignoreParentClass) {\r\n _super.prototype._updateCache.call(this);\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n }\r\n else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n }\r\n else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n };\r\n // Synchronized\r\n /** @hidden */\r\n TargetCamera.prototype._isSynchronizedViewMatrix = function () {\r\n if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {\r\n return false;\r\n }\r\n var lockedTargetPosition = this._getLockedTargetPosition();\r\n return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)\r\n && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));\r\n };\r\n // Methods\r\n /** @hidden */\r\n TargetCamera.prototype._computeLocalCameraSpeed = function () {\r\n var engine = this.getEngine();\r\n return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));\r\n };\r\n // Target\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector or a mesh\r\n */\r\n TargetCamera.prototype.setTarget = function (target) {\r\n this.upVector.normalize();\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);\r\n this._camMatrix.invert();\r\n this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);\r\n var vDir = target.subtract(this.position);\r\n if (vDir.x >= 0.0) {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);\r\n }\r\n else {\r\n this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);\r\n }\r\n this.rotation.z = 0;\r\n if (isNaN(this.rotation.x)) {\r\n this.rotation.x = 0;\r\n }\r\n if (isNaN(this.rotation.y)) {\r\n this.rotation.y = 0;\r\n }\r\n if (isNaN(this.rotation.z)) {\r\n this.rotation.z = 0;\r\n }\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n };\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n TargetCamera.prototype.getTarget = function () {\r\n return this._currentTarget;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._decideIfNeedsToMove = function () {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._updatePosition = function () {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this.position.addInPlace(TmpVectors.Vector3[0]);\r\n return;\r\n }\r\n this.position.addInPlace(this.cameraDirection);\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._checkInputs = function () {\r\n var needToMove = this._decideIfNeedsToMove();\r\n var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n // Rotate\r\n if (needToRotate) {\r\n this.rotation.x += this.cameraRotation.x;\r\n this.rotation.y += this.cameraRotation.y;\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);\r\n }\r\n }\r\n if (!this.noRotationConstraint) {\r\n var limit = 1.570796;\r\n if (this.rotation.x > limit) {\r\n this.rotation.x = limit;\r\n }\r\n if (this.rotation.x < -limit) {\r\n this.rotation.x = -limit;\r\n }\r\n }\r\n }\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < this.speed * Epsilon) {\r\n this.cameraDirection.x = 0;\r\n }\r\n if (Math.abs(this.cameraDirection.y) < this.speed * Epsilon) {\r\n this.cameraDirection.y = 0;\r\n }\r\n if (Math.abs(this.cameraDirection.z) < this.speed * Epsilon) {\r\n this.cameraDirection.z = 0;\r\n }\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < this.speed * Epsilon) {\r\n this.cameraRotation.x = 0;\r\n }\r\n if (Math.abs(this.cameraRotation.y) < this.speed * Epsilon) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n _super.prototype._checkInputs.call(this);\r\n };\r\n TargetCamera.prototype._updateCameraRotationMatrix = function () {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n }\r\n else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n };\r\n /**\r\n * 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)\r\n * @returns the current camera\r\n */\r\n TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {\r\n Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n };\r\n /** @hidden */\r\n TargetCamera.prototype._getViewMatrix = function () {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition());\r\n }\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n }\r\n else if (this._cachedRotationZ != this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n }\r\n else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n };\r\n TargetCamera.prototype._computeViewMatrix = function (position, target, up) {\r\n if (this.parent) {\r\n var parentWorldMatrix = this.parent.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);\r\n Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);\r\n Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);\r\n this._markSyncedWithParent();\r\n }\r\n else {\r\n this._globalPosition.copyFrom(position);\r\n this._globalCurrentTarget.copyFrom(target);\r\n this._globalCurrentUpVector.copyFrom(up);\r\n }\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n }\r\n else {\r\n Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);\r\n }\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR || this.cameraRigMode === Camera.RIG_MODE_WEBVR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n return rigCamera;\r\n }\r\n return null;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TargetCamera.prototype._updateRigCameras = function () {\r\n var camLeft = this._rigCameras[0];\r\n var camRight = this._rigCameras[1];\r\n this.computeWorldMatrix();\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n var leftSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;\r\n var rightSign = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n break;\r\n }\r\n _super.prototype._updateRigCameras.call(this);\r\n };\r\n TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {\r\n var target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n };\r\n /**\r\n * Gets the current object class name.\r\n * @return the class name\r\n */\r\n TargetCamera.prototype.getClassName = function () {\r\n return \"TargetCamera\";\r\n };\r\n TargetCamera._RigCamTransformMatrix = new Matrix();\r\n TargetCamera._TargetTransformMatrix = new Matrix();\r\n TargetCamera._TargetFocalPoint = new Vector3();\r\n tslib_1.__decorate([\r\n serializeAsVector3()\r\n ], TargetCamera.prototype, \"rotation\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], TargetCamera.prototype, \"speed\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsMeshReference(\"lockedTargetId\")\r\n ], TargetCamera.prototype, \"lockedTarget\", void 0);\r\n return TargetCamera;\r\n}(Camera));\r\nexport { TargetCamera };\r\n//# sourceMappingURL=targetCamera.js.map" }, { "id": "../../.temp/packageES6Dev/core/Collisions/intersectionInfo.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Collisions\\intersectionInfo.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Collisions/intersectionInfo.js", "index": 83, "index2": 78, "size": 380, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "profile": { "factory": 307, "building": 22, "dependencies": 41 } } ], "profile": { "factory": 49, "building": 48 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony side effect evaluation", "userRequest": "../Collisions/intersectionInfo", "loc": "3:0-66" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony import specifier", "userRequest": "../Collisions/intersectionInfo", "loc": "352:36-52" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony import specifier", "userRequest": "../Collisions/intersectionInfo", "loc": "373:36-52" } ], "providedExports": [ "IntersectionInfo" ], "optimizationBailout": [], "depth": 3, "source": "/**\r\n * @hidden\r\n */\r\nvar IntersectionInfo = /** @class */ (function () {\r\n function IntersectionInfo(bu, bv, distance) {\r\n this.bu = bu;\r\n this.bv = bv;\r\n this.distance = distance;\r\n this.faceId = 0;\r\n this.subMeshId = 0;\r\n }\r\n return IntersectionInfo;\r\n}());\r\nexport { IntersectionInfo };\r\n//# sourceMappingURL=intersectionInfo.js.map" }, { "id": "../../.temp/packageES6Dev/core/Collisions/meshCollisionData.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Collisions\\meshCollisionData.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Collisions/meshCollisionData.js", "index": 67, "index2": 64, "size": 558, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "profile": { "factory": 524, "building": 22, "dependencies": 183 } } ], "profile": { "factory": 168, "building": 22, "dependencies": 1 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "type": "harmony side effect evaluation", "userRequest": "../Collisions/meshCollisionData", "loc": "12:0-69" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "type": "harmony import specifier", "userRequest": "../Collisions/meshCollisionData", "loc": "166:39-57" } ], "providedExports": [ "_MeshCollisionData" ], "optimizationBailout": [], "depth": 3, "source": "import { Vector3 } from '../Maths/math.vector';\r\n/**\r\n * @hidden\r\n */\r\nvar _MeshCollisionData = /** @class */ (function () {\r\n function _MeshCollisionData() {\r\n this._checkCollisions = false;\r\n this._collisionMask = -1;\r\n this._collisionGroup = -1;\r\n this._collider = null;\r\n this._oldPositionForCollisions = new Vector3(0, 0, 0);\r\n this._diffPositionForCollisions = new Vector3(0, 0, 0);\r\n }\r\n return _MeshCollisionData;\r\n}());\r\nexport { _MeshCollisionData };\r\n//# sourceMappingURL=meshCollisionData.js.map" }, { "id": "../../.temp/packageES6Dev/core/Collisions/pickingInfo.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Collisions\\pickingInfo.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Collisions/pickingInfo.js", "index": 63, "index2": 60, "size": 5637, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 524, "building": 22, "dependencies": 183 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "type": "harmony side effect evaluation", "userRequest": "../Collisions/pickingInfo", "loc": "9:0-56" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "type": "harmony import specifier", "userRequest": "../Collisions/pickingInfo", "loc": "1329:30-41" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony side effect evaluation", "userRequest": "./Collisions/pickingInfo", "loc": "16:0-55" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Collisions/pickingInfo", "loc": "3623:21-32" } ], "providedExports": [ "PickingInfo" ], "optimizationBailout": [], "depth": 2, "source": "import { Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\n/**\r\n * Information about the result of picking within a scene\r\n * @see https://doc.babylonjs.com/babylon101/picking_collisions\r\n */\r\nvar PickingInfo = /** @class */ (function () {\r\n function PickingInfo() {\r\n /** @hidden */\r\n this._pickingUnavailable = false;\r\n /**\r\n * If the pick collided with an object\r\n */\r\n this.hit = false;\r\n /**\r\n * Distance away where the pick collided\r\n */\r\n this.distance = 0;\r\n /**\r\n * The location of pick collision\r\n */\r\n this.pickedPoint = null;\r\n /**\r\n * The mesh corresponding the the pick collision\r\n */\r\n this.pickedMesh = null;\r\n /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/\r\n this.bu = 0;\r\n /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/\r\n this.bv = 0;\r\n /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */\r\n this.faceId = -1;\r\n /** Id of the the submesh that was picked */\r\n this.subMeshId = 0;\r\n /** If a sprite was picked, this will be the sprite the pick collided with */\r\n this.pickedSprite = null;\r\n /**\r\n * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.\r\n */\r\n this.originMesh = null;\r\n /**\r\n * The ray that was used to perform the picking.\r\n */\r\n this.ray = null;\r\n }\r\n /**\r\n * Gets the normal correspodning to the face the pick collided with\r\n * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)\r\n * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map\r\n * @returns The normal correspodning to the face the pick collided with\r\n */\r\n PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {\r\n if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }\r\n if (useVerticesNormals === void 0) { useVerticesNormals = true; }\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return null;\r\n }\r\n var indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n var result;\r\n if (useVerticesNormals) {\r\n var normals = this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);\r\n var normal0 = Vector3.FromArray(normals, indices[this.faceId * 3] * 3);\r\n var normal1 = Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);\r\n var normal2 = Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);\r\n normal0 = normal0.scale(this.bu);\r\n normal1 = normal1.scale(this.bv);\r\n normal2 = normal2.scale(1.0 - this.bu - this.bv);\r\n result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);\r\n }\r\n else {\r\n var positions = this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);\r\n var vertex1 = Vector3.FromArray(positions, indices[this.faceId * 3] * 3);\r\n var vertex2 = Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);\r\n var vertex3 = Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);\r\n var p1p2 = vertex1.subtract(vertex2);\r\n var p3p2 = vertex3.subtract(vertex2);\r\n result = Vector3.Cross(p1p2, p3p2);\r\n }\r\n if (useWorldCoordinates) {\r\n var wm = this.pickedMesh.getWorldMatrix();\r\n if (this.pickedMesh.nonUniformScaling) {\r\n TmpVectors.Matrix[0].copyFrom(wm);\r\n wm = TmpVectors.Matrix[0];\r\n wm.setTranslationFromFloats(0, 0, 0);\r\n wm.invert();\r\n wm.transposeToRef(TmpVectors.Matrix[1]);\r\n wm = TmpVectors.Matrix[1];\r\n }\r\n result = Vector3.TransformNormal(result, wm);\r\n }\r\n result.normalize();\r\n return result;\r\n };\r\n /**\r\n * Gets the texture coordinates of where the pick occured\r\n * @returns the vector containing the coordnates of the texture\r\n */\r\n PickingInfo.prototype.getTextureCoordinates = function () {\r\n if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n return null;\r\n }\r\n var indices = this.pickedMesh.getIndices();\r\n if (!indices) {\r\n return null;\r\n }\r\n var uvs = this.pickedMesh.getVerticesData(VertexBuffer.UVKind);\r\n if (!uvs) {\r\n return null;\r\n }\r\n var uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);\r\n var uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);\r\n var uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);\r\n uv0 = uv0.scale(this.bu);\r\n uv1 = uv1.scale(this.bv);\r\n uv2 = uv2.scale(1.0 - this.bu - this.bv);\r\n return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);\r\n };\r\n return PickingInfo;\r\n}());\r\nexport { PickingInfo };\r\n//# sourceMappingURL=pickingInfo.js.map" }, { "id": "../../.temp/packageES6Dev/core/Culling/boundingBox.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingBox.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingBox.js", "index": 65, "index2": 61, "size": 11595, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "issuerId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "profile": { "factory": 307, "building": 22, "dependencies": 41 } } ], "profile": { "factory": 33, "building": 52, "dependencies": 0 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "type": "harmony side effect evaluation", "userRequest": "./boundingBox", "loc": "4:0-44" }, { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "type": "harmony import specifier", "userRequest": "./boundingBox", "loc": "34:31-42" }, { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "type": "harmony import specifier", "userRequest": "./boundingBox", "loc": "192:13-24" } ], "providedExports": [ "BoundingBox" ], "optimizationBailout": [], "depth": 3, "source": "import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Epsilon } from '../Maths/math.constants';\r\n/**\r\n * Class used to store bounding box information\r\n */\r\nvar BoundingBox = /** @class */ (function () {\r\n /**\r\n * Creates a new bounding box\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingBox(min, max, worldMatrix) {\r\n /**\r\n * Gets the 8 vectors representing the bounding box in local space\r\n */\r\n this.vectors = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the center of the bounding box in local space\r\n */\r\n this.center = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding box in world space\r\n */\r\n this.centerWorld = Vector3.Zero();\r\n /**\r\n * Gets the extend size in local space\r\n */\r\n this.extendSize = Vector3.Zero();\r\n /**\r\n * Gets the extend size in world space\r\n */\r\n this.extendSizeWorld = Vector3.Zero();\r\n /**\r\n * Gets the OBB (object bounding box) directions\r\n */\r\n this.directions = ArrayTools.BuildArray(3, Vector3.Zero);\r\n /**\r\n * Gets the 8 vectors representing the bounding box in world space\r\n */\r\n this.vectorsWorld = ArrayTools.BuildArray(8, Vector3.Zero);\r\n /**\r\n * Gets the minimum vector in world space\r\n */\r\n this.minimumWorld = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in world space\r\n */\r\n this.maximumWorld = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n this.minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n this.maximum = Vector3.Zero();\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n // Methods\r\n /**\r\n * Recreates the entire bounding box from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n var vectors = this.vectors;\r\n this.minimum.copyFromFloats(minX, minY, minZ);\r\n this.maximum.copyFromFloats(maxX, maxY, maxZ);\r\n vectors[0].copyFromFloats(minX, minY, minZ);\r\n vectors[1].copyFromFloats(maxX, maxY, maxZ);\r\n vectors[2].copyFromFloats(maxX, minY, minZ);\r\n vectors[3].copyFromFloats(minX, maxY, minZ);\r\n vectors[4].copyFromFloats(minX, minY, maxZ);\r\n vectors[5].copyFromFloats(maxX, maxY, minZ);\r\n vectors[6].copyFromFloats(minX, maxY, maxZ);\r\n vectors[7].copyFromFloats(maxX, minY, maxZ);\r\n // OBB\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);\r\n this._worldMatrix = worldMatrix || Matrix.IdentityReadOnly;\r\n this._update(this._worldMatrix);\r\n };\r\n /**\r\n * Scale the current bounding box by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n BoundingBox.prototype.scale = function (factor) {\r\n var tmpVectors = BoundingBox.TmpVector3;\r\n var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);\r\n var len = diff.length();\r\n diff.normalizeFromLength(len);\r\n var distance = len * factor;\r\n var newRadius = diff.scaleInPlace(distance * 0.5);\r\n var min = this.center.subtractToRef(newRadius, tmpVectors[1]);\r\n var max = this.center.addToRef(newRadius, tmpVectors[2]);\r\n this.reConstruct(min, max, this._worldMatrix);\r\n return this;\r\n };\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n BoundingBox.prototype.getWorldMatrix = function () {\r\n return this._worldMatrix;\r\n };\r\n /** @hidden */\r\n BoundingBox.prototype._update = function (world) {\r\n var minWorld = this.minimumWorld;\r\n var maxWorld = this.maximumWorld;\r\n var directions = this.directions;\r\n var vectorsWorld = this.vectorsWorld;\r\n var vectors = this.vectors;\r\n if (!world.isIdentity()) {\r\n minWorld.setAll(Number.MAX_VALUE);\r\n maxWorld.setAll(-Number.MAX_VALUE);\r\n for (var index = 0; index < 8; ++index) {\r\n var v = vectorsWorld[index];\r\n Vector3.TransformCoordinatesToRef(vectors[index], world, v);\r\n minWorld.minimizeInPlace(v);\r\n maxWorld.maximizeInPlace(v);\r\n }\r\n // Extend\r\n maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);\r\n maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);\r\n }\r\n else {\r\n minWorld.copyFrom(this.minimum);\r\n maxWorld.copyFrom(this.maximum);\r\n for (var index = 0; index < 8; ++index) {\r\n vectorsWorld[index].copyFrom(vectors[index]);\r\n }\r\n // Extend\r\n this.extendSizeWorld.copyFrom(this.extendSize);\r\n this.centerWorld.copyFrom(this.center);\r\n }\r\n Vector3.FromArrayToRef(world.m, 0, directions[0]);\r\n Vector3.FromArrayToRef(world.m, 4, directions[1]);\r\n Vector3.FromArrayToRef(world.m, 8, directions[2]);\r\n this._worldMatrix = world;\r\n };\r\n /**\r\n * Tests if the bounding box is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.isInFrustum = function (frustumPlanes) {\r\n return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);\r\n };\r\n /**\r\n * Tests if the bounding box is entirely inside the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an inclusion\r\n */\r\n BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);\r\n };\r\n /**\r\n * Tests if a point is inside the bounding box\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding box\r\n */\r\n BoundingBox.prototype.intersectsPoint = function (point) {\r\n var min = this.minimumWorld;\r\n var max = this.maximumWorld;\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n var pointX = point.x, pointY = point.y, pointZ = point.z;\r\n var delta = -Epsilon;\r\n if (maxX - pointX < delta || delta > pointX - minX) {\r\n return false;\r\n }\r\n if (maxY - pointY < delta || delta > pointY - minY) {\r\n return false;\r\n }\r\n if (maxZ - pointZ < delta || delta > pointZ - minZ) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if the bounding box intersects with a bounding sphere\r\n * @param sphere defines the sphere to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.intersectsSphere = function (sphere) {\r\n return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);\r\n };\r\n /**\r\n * Tests if the bounding box intersects with a box defined by a min and max vectors\r\n * @param min defines the min vector to use\r\n * @param max defines the max vector to use\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.prototype.intersectsMinMax = function (min, max) {\r\n var myMin = this.minimumWorld;\r\n var myMax = this.maximumWorld;\r\n var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;\r\n var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;\r\n if (myMaxX < minX || myMinX > maxX) {\r\n return false;\r\n }\r\n if (myMaxY < minY || myMinY > maxY) {\r\n return false;\r\n }\r\n if (myMaxZ < minZ || myMinZ > maxZ) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n // Statics\r\n /**\r\n * Tests if two bounding boxes are intersections\r\n * @param box0 defines the first box to test\r\n * @param box1 defines the second box to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.Intersects = function (box0, box1) {\r\n return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);\r\n };\r\n /**\r\n * Tests if a bounding box defines by a min/max vectors intersects a sphere\r\n * @param minPoint defines the minimum vector of the bounding box\r\n * @param maxPoint defines the maximum vector of the bounding box\r\n * @param sphereCenter defines the sphere center\r\n * @param sphereRadius defines the sphere radius\r\n * @returns true if there is an intersection\r\n */\r\n BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {\r\n var vector = BoundingBox.TmpVector3[0];\r\n Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);\r\n var num = Vector3.DistanceSquared(sphereCenter, vector);\r\n return (num <= (sphereRadius * sphereRadius));\r\n };\r\n /**\r\n * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an inclusion\r\n */\r\n BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {\r\n for (var p = 0; p < 6; ++p) {\r\n var frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if a bounding box defined with 8 vectors intersects frustum planes\r\n * @param boundingVectors defines an array of 8 vectors representing a bounding box\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @return true if there is an intersection\r\n */\r\n BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {\r\n for (var p = 0; p < 6; ++p) {\r\n var canReturnFalse = true;\r\n var frustumPlane = frustumPlanes[p];\r\n for (var i = 0; i < 8; ++i) {\r\n if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {\r\n canReturnFalse = false;\r\n break;\r\n }\r\n }\r\n if (canReturnFalse) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n BoundingBox.TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n return BoundingBox;\r\n}());\r\nexport { BoundingBox };\r\n//# sourceMappingURL=boundingBox.js.map" }, { "id": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", 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"module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony side effect evaluation", "userRequest": "../Culling/boundingInfo", "loc": "4:0-55" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony import specifier", "userRequest": "../Culling/boundingInfo", "loc": "219:37-49" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony import specifier", "userRequest": "../Culling/boundingInfo", "loc": "456:39-51" } ], "providedExports": [ "BoundingInfo" ], "optimizationBailout": [], "depth": 2, "source": "import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { BoundingBox } from \"./boundingBox\";\r\nimport { BoundingSphere } from \"./boundingSphere\";\r\nvar _result0 = { min: 0, max: 0 };\r\nvar _result1 = { min: 0, max: 0 };\r\nvar computeBoxExtents = function (axis, box, result) {\r\n var p = Vector3.Dot(box.centerWorld, axis);\r\n var r0 = Math.abs(Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;\r\n var r1 = Math.abs(Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;\r\n var r2 = Math.abs(Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;\r\n var r = r0 + r1 + r2;\r\n result.min = p - r;\r\n result.max = p + r;\r\n};\r\nvar axisOverlap = function (axis, box0, box1) {\r\n computeBoxExtents(axis, box0, _result0);\r\n computeBoxExtents(axis, box1, _result1);\r\n return !(_result0.min > _result1.max || _result1.min > _result0.max);\r\n};\r\n/**\r\n * Info for a bounding data of a mesh\r\n */\r\nvar BoundingInfo = /** @class */ (function () {\r\n /**\r\n * Constructs bounding info\r\n * @param minimum min vector of the bounding box/sphere\r\n * @param maximum max vector of the bounding box/sphere\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingInfo(minimum, maximum, worldMatrix) {\r\n this._isLocked = false;\r\n this.boundingBox = new BoundingBox(minimum, maximum, worldMatrix);\r\n this.boundingSphere = new BoundingSphere(minimum, maximum, worldMatrix);\r\n }\r\n /**\r\n * Recreates the entire bounding info from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {\r\n this.boundingBox.reConstruct(min, max, worldMatrix);\r\n this.boundingSphere.reConstruct(min, max, worldMatrix);\r\n };\r\n Object.defineProperty(BoundingInfo.prototype, \"minimum\", {\r\n /**\r\n * min vector of the bounding box/sphere\r\n */\r\n get: function () {\r\n return this.boundingBox.minimum;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BoundingInfo.prototype, \"maximum\", {\r\n /**\r\n * max vector of the bounding box/sphere\r\n */\r\n get: function () {\r\n return this.boundingBox.maximum;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BoundingInfo.prototype, \"isLocked\", {\r\n /**\r\n * If the info is locked and won't be updated to avoid perf overhead\r\n */\r\n get: function () {\r\n return this._isLocked;\r\n },\r\n set: function (value) {\r\n this._isLocked = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /**\r\n * Updates the bounding sphere and box\r\n * @param world world matrix to be used to update\r\n */\r\n BoundingInfo.prototype.update = function (world) {\r\n if (this._isLocked) {\r\n return;\r\n }\r\n this.boundingBox._update(world);\r\n this.boundingSphere._update(world);\r\n };\r\n /**\r\n * Recreate the bounding info to be centered around a specific point given a specific extend.\r\n * @param center New center of the bounding info\r\n * @param extend New extend of the bounding info\r\n * @returns the current bounding info\r\n */\r\n BoundingInfo.prototype.centerOn = function (center, extend) {\r\n var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);\r\n var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);\r\n this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());\r\n return this;\r\n };\r\n /**\r\n * Scale the current bounding info by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding info\r\n */\r\n BoundingInfo.prototype.scale = function (factor) {\r\n this.boundingBox.scale(factor);\r\n this.boundingSphere.scale(factor);\r\n return this;\r\n };\r\n /**\r\n * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum to test\r\n * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)\r\n * @returns true if the bounding info is in the frustum planes\r\n */\r\n BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {\r\n if (strategy === void 0) { strategy = Constants.MESHES_CULLINGSTRATEGY_STANDARD; }\r\n var inclusionTest = (strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY);\r\n if (inclusionTest) {\r\n if (this.boundingSphere.isCenterInFrustum(frustumPlanes)) {\r\n return true;\r\n }\r\n }\r\n if (!this.boundingSphere.isInFrustum(frustumPlanes)) {\r\n return false;\r\n }\r\n var bSphereOnlyTest = (strategy === Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY || strategy === Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY);\r\n if (bSphereOnlyTest) {\r\n return true;\r\n }\r\n return this.boundingBox.isInFrustum(frustumPlanes);\r\n };\r\n Object.defineProperty(BoundingInfo.prototype, \"diagonalLength\", {\r\n /**\r\n * Gets the world distance between the min and max points of the bounding box\r\n */\r\n get: function () {\r\n var boundingBox = this.boundingBox;\r\n var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);\r\n return diag.length();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Checks if a cullable object (mesh...) is in the camera frustum\r\n * Unlike isInFrustum this cheks the full bounding box\r\n * @param frustumPlanes Camera near/planes\r\n * @returns true if the object is in frustum otherwise false\r\n */\r\n BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return this.boundingBox.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /** @hidden */\r\n BoundingInfo.prototype._checkCollision = function (collider) {\r\n return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);\r\n };\r\n /**\r\n * Checks if a point is inside the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param point the point to check intersection with\r\n * @returns if the point intersects\r\n */\r\n BoundingInfo.prototype.intersectsPoint = function (point) {\r\n if (!this.boundingSphere.centerWorld) {\r\n return false;\r\n }\r\n if (!this.boundingSphere.intersectsPoint(point)) {\r\n return false;\r\n }\r\n if (!this.boundingBox.intersectsPoint(point)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh\r\n * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n * @param boundingInfo the bounding info to check intersection with\r\n * @param precise if the intersection should be done using OBB\r\n * @returns if the bounding info intersects\r\n */\r\n BoundingInfo.prototype.intersects = function (boundingInfo, precise) {\r\n if (!BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {\r\n return false;\r\n }\r\n if (!BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {\r\n return false;\r\n }\r\n if (!precise) {\r\n return true;\r\n }\r\n var box0 = this.boundingBox;\r\n var box1 = boundingInfo.boundingBox;\r\n if (!axisOverlap(box0.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box0.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[0], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[1], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(box1.directions[2], box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {\r\n return false;\r\n }\r\n if (!axisOverlap(Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n BoundingInfo.TmpVector3 = ArrayTools.BuildArray(2, Vector3.Zero);\r\n return BoundingInfo;\r\n}());\r\nexport { BoundingInfo };\r\n//# sourceMappingURL=boundingInfo.js.map" }, { "id": "../../.temp/packageES6Dev/core/Culling/boundingSphere.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingSphere.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingSphere.js", "index": 66, "index2": 62, "size": 5571, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "issuerId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "profile": { "factory": 307, "building": 22, "dependencies": 41 } } ], "profile": { "factory": 33, "building": 52, "dependencies": 0 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "type": "harmony side effect evaluation", "userRequest": "./boundingSphere", "loc": "5:0-50" }, { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "type": "harmony import specifier", "userRequest": "./boundingSphere", "loc": "35:34-48" }, { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "type": "harmony import specifier", "userRequest": "./boundingSphere", "loc": "189:13-27" } ], "providedExports": [ "BoundingSphere" ], "optimizationBailout": [], "depth": 3, "source": "import { ArrayTools } from \"../Misc/arrayTools\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\n/**\r\n * Class used to store bounding sphere information\r\n */\r\nvar BoundingSphere = /** @class */ (function () {\r\n /**\r\n * Creates a new bounding sphere\r\n * @param min defines the minimum vector (in local space)\r\n * @param max defines the maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n function BoundingSphere(min, max, worldMatrix) {\r\n /**\r\n * Gets the center of the bounding sphere in local space\r\n */\r\n this.center = Vector3.Zero();\r\n /**\r\n * Gets the center of the bounding sphere in world space\r\n */\r\n this.centerWorld = Vector3.Zero();\r\n /**\r\n * Gets the minimum vector in local space\r\n */\r\n this.minimum = Vector3.Zero();\r\n /**\r\n * Gets the maximum vector in local space\r\n */\r\n this.maximum = Vector3.Zero();\r\n this.reConstruct(min, max, worldMatrix);\r\n }\r\n /**\r\n * Recreates the entire bounding sphere from scratch as if we call the constructor in place\r\n * @param min defines the new minimum vector (in local space)\r\n * @param max defines the new maximum vector (in local space)\r\n * @param worldMatrix defines the new world matrix\r\n */\r\n BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {\r\n this.minimum.copyFrom(min);\r\n this.maximum.copyFrom(max);\r\n var distance = Vector3.Distance(min, max);\r\n max.addToRef(min, this.center).scaleInPlace(0.5);\r\n this.radius = distance * 0.5;\r\n this._update(worldMatrix || Matrix.IdentityReadOnly);\r\n };\r\n /**\r\n * Scale the current bounding sphere by applying a scale factor\r\n * @param factor defines the scale factor to apply\r\n * @returns the current bounding box\r\n */\r\n BoundingSphere.prototype.scale = function (factor) {\r\n var newRadius = this.radius * factor;\r\n var tmpVectors = BoundingSphere.TmpVector3;\r\n var tempRadiusVector = tmpVectors[0].setAll(newRadius);\r\n var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);\r\n var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);\r\n this.reConstruct(min, max, this._worldMatrix);\r\n return this;\r\n };\r\n /**\r\n * Gets the world matrix of the bounding box\r\n * @returns a matrix\r\n */\r\n BoundingSphere.prototype.getWorldMatrix = function () {\r\n return this._worldMatrix;\r\n };\r\n // Methods\r\n /** @hidden */\r\n BoundingSphere.prototype._update = function (worldMatrix) {\r\n if (!worldMatrix.isIdentity()) {\r\n Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);\r\n var tempVector = BoundingSphere.TmpVector3[0];\r\n Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);\r\n this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;\r\n }\r\n else {\r\n this.centerWorld.copyFrom(this.center);\r\n this.radiusWorld = this.radius;\r\n }\r\n };\r\n /**\r\n * Tests if the bounding sphere is intersecting the frustum planes\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if there is an intersection\r\n */\r\n BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {\r\n var center = this.centerWorld;\r\n var radius = this.radiusWorld;\r\n for (var i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) <= -radius) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if the bounding sphere center is in between the frustum planes.\r\n * Used for optimistic fast inclusion.\r\n * @param frustumPlanes defines the frustum planes to test\r\n * @returns true if the sphere center is in between the frustum planes\r\n */\r\n BoundingSphere.prototype.isCenterInFrustum = function (frustumPlanes) {\r\n var center = this.centerWorld;\r\n for (var i = 0; i < 6; i++) {\r\n if (frustumPlanes[i].dotCoordinate(center) < 0) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Tests if a point is inside the bounding sphere\r\n * @param point defines the point to test\r\n * @returns true if the point is inside the bounding sphere\r\n */\r\n BoundingSphere.prototype.intersectsPoint = function (point) {\r\n var squareDistance = Vector3.DistanceSquared(this.centerWorld, point);\r\n if (this.radiusWorld * this.radiusWorld < squareDistance) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n // Statics\r\n /**\r\n * Checks if two sphere intersct\r\n * @param sphere0 sphere 0\r\n * @param sphere1 sphere 1\r\n * @returns true if the speres intersect\r\n */\r\n BoundingSphere.Intersects = function (sphere0, sphere1) {\r\n var squareDistance = Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);\r\n var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;\r\n if (radiusSum * radiusSum < squareDistance) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n BoundingSphere.TmpVector3 = ArrayTools.BuildArray(3, Vector3.Zero);\r\n return BoundingSphere;\r\n}());\r\nexport { BoundingSphere };\r\n//# sourceMappingURL=boundingSphere.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\Expressions\\Operators\\shaderDefineAndOperator.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js", "index": 20, "index2": 16, "size": 702, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Materials/effect.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "profile": { "factory": 414, "building": 22, "dependencies": 100 } }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "profile": { "factory": 129, "building": 49, "dependencies": 0 } } ], "profile": { "factory": 22, "building": 7, "dependencies": 3 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony side effect evaluation", "userRequest": "./Expressions/Operators/shaderDefineAndOperator", "loc": "7:0-90" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./Expressions/Operators/shaderDefineAndOperator", "loc": "66:38-61" } ], "providedExports": [ "ShaderDefineAndOperator" ], "optimizationBailout": [], "depth": 4, "source": "import * as tslib_1 from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineAndOperator = /** @class */ (function (_super) {\r\n tslib_1.__extends(ShaderDefineAndOperator, _super);\r\n function ShaderDefineAndOperator() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderDefineAndOperator.prototype.isTrue = function (preprocessors) {\r\n return this.leftOperand.isTrue(preprocessors) && this.rightOperand.isTrue(preprocessors);\r\n };\r\n return ShaderDefineAndOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineAndOperator };\r\n//# sourceMappingURL=shaderDefineAndOperator.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\Expressions\\Operators\\shaderDefineArithmeticOperator.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js", "index": 21, "index2": 17, "size": 1546, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Materials/effect.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "profile": { "factory": 414, "building": 22, "dependencies": 100 } }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "profile": { "factory": 129, "building": 49, "dependencies": 0 } } ], "profile": { "factory": 22, "building": 7, "dependencies": 3 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony side effect evaluation", "userRequest": "./Expressions/Operators/shaderDefineArithmeticOperator", "loc": "8:0-104" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./Expressions/Operators/shaderDefineArithmeticOperator", "loc": "59:19-49" } ], "providedExports": [ "ShaderDefineArithmeticOperator" ], "optimizationBailout": [], "depth": 4, "source": "import * as tslib_1 from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineArithmeticOperator = /** @class */ (function (_super) {\r\n tslib_1.__extends(ShaderDefineArithmeticOperator, _super);\r\n function ShaderDefineArithmeticOperator(define, operand, testValue) {\r\n var _this = _super.call(this) || this;\r\n _this.define = define;\r\n _this.operand = operand;\r\n _this.testValue = testValue;\r\n return _this;\r\n }\r\n ShaderDefineArithmeticOperator.prototype.isTrue = function (preprocessors) {\r\n var value = preprocessors[this.define];\r\n if (value === undefined) {\r\n return false;\r\n }\r\n var condition = false;\r\n var left = parseInt(value);\r\n var right = parseInt(this.testValue);\r\n switch (this.operand) {\r\n case \">\":\r\n condition = left > right;\r\n break;\r\n case \"<\":\r\n condition = left < right;\r\n break;\r\n case \"<=\":\r\n condition = left <= right;\r\n break;\r\n case \">=\":\r\n condition = left >= right;\r\n break;\r\n case \"==\":\r\n condition = left === right;\r\n break;\r\n }\r\n return condition;\r\n };\r\n return ShaderDefineArithmeticOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineArithmeticOperator };\r\n//# sourceMappingURL=shaderDefineArithmeticOperator.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\Expressions\\Operators\\shaderDefineIsDefinedOperator.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js", "index": 17, "index2": 14, "size": 924, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": 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"./Expressions/Operators/shaderDefineIsDefinedOperator", "loc": "94:38-67" } ], "providedExports": [ "ShaderDefineIsDefinedOperator" ], "optimizationBailout": [], "depth": 4, "source": "import * as tslib_1 from \"tslib\";\r\nimport { ShaderDefineExpression } from \"../shaderDefineExpression\";\r\n/** @hidden */\r\nvar ShaderDefineIsDefinedOperator = /** @class */ (function (_super) {\r\n tslib_1.__extends(ShaderDefineIsDefinedOperator, _super);\r\n function ShaderDefineIsDefinedOperator(define, not) {\r\n if (not === void 0) { not = false; }\r\n var _this = _super.call(this) || this;\r\n _this.define = define;\r\n _this.not = not;\r\n return _this;\r\n }\r\n ShaderDefineIsDefinedOperator.prototype.isTrue = function (preprocessors) {\r\n var condition = preprocessors[this.define] !== undefined;\r\n if (this.not) {\r\n condition = !condition;\r\n }\r\n return condition;\r\n };\r\n return ShaderDefineIsDefinedOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineIsDefinedOperator };\r\n//# sourceMappingURL=shaderDefineIsDefinedOperator.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\Expressions\\Operators\\shaderDefineOrOperator.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js", "index": 19, "index2": 15, "size": 695, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./Expressions/Operators/shaderDefineOrOperator", "loc": "78:33-55" } ], "providedExports": [ "ShaderDefineOrOperator" ], "optimizationBailout": [], "depth": 4, "source": "import * as tslib_1 from \"tslib\";\r\nimport { ShaderDefineExpression } from '../shaderDefineExpression';\r\n/** @hidden */\r\nvar ShaderDefineOrOperator = /** @class */ (function (_super) {\r\n tslib_1.__extends(ShaderDefineOrOperator, _super);\r\n function ShaderDefineOrOperator() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderDefineOrOperator.prototype.isTrue = function (preprocessors) {\r\n return this.leftOperand.isTrue(preprocessors) || this.rightOperand.isTrue(preprocessors);\r\n };\r\n return ShaderDefineOrOperator;\r\n}(ShaderDefineExpression));\r\nexport { ShaderDefineOrOperator };\r\n//# sourceMappingURL=shaderDefineOrOperator.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/Expressions/shaderDefineExpression.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\Expressions\\shaderDefineExpression.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/shaderDefineExpression.js", "index": 18, "index2": 13, "size": 356, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\Expressions\\Operators\\shaderDefineOrOperator.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js", "issuerName": 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"moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js", "type": "harmony import specifier", "userRequest": "../shaderDefineExpression", "loc": "13:2-24" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\Expressions\\Operators\\shaderDefineArithmeticOperator.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js", "type": "harmony side effect evaluation", "userRequest": "../shaderDefineExpression", "loc": "2:0-67" }, { "moduleId": 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js", "type": "harmony import specifier", "userRequest": "../shaderDefineExpression", "loc": "13:2-24" } ], "providedExports": [ "ShaderDefineExpression" ], "optimizationBailout": [], "depth": 5, "source": "/** @hidden */\r\nvar ShaderDefineExpression = /** @class */ (function () {\r\n function ShaderDefineExpression() {\r\n }\r\n ShaderDefineExpression.prototype.isTrue = function (preprocessors) {\r\n return true;\r\n };\r\n return ShaderDefineExpression;\r\n}());\r\nexport { ShaderDefineExpression };\r\n//# sourceMappingURL=shaderDefineExpression.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderCodeConditionNode.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderCodeConditionNode.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeConditionNode.js", "index": 15, "index2": 11, "size": 860, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": 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{ "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./shaderCodeConditionNode", "loc": "142:46-69" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./shaderCodeConditionNode", "loc": "150:46-69" } ], "providedExports": [ "ShaderCodeConditionNode" ], "optimizationBailout": [], "depth": 4, "source": "import * as tslib_1 from \"tslib\";\r\nimport { ShaderCodeNode } from './shaderCodeNode';\r\n/** @hidden */\r\nvar ShaderCodeConditionNode = /** @class */ (function (_super) {\r\n tslib_1.__extends(ShaderCodeConditionNode, _super);\r\n function ShaderCodeConditionNode() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderCodeConditionNode.prototype.process = function (preprocessors, options) {\r\n for (var index = 0; index < this.children.length; index++) {\r\n var node = this.children[index];\r\n if (node.isValid(preprocessors)) {\r\n return node.process(preprocessors, options);\r\n }\r\n }\r\n return \"\";\r\n };\r\n return ShaderCodeConditionNode;\r\n}(ShaderCodeNode));\r\nexport { ShaderCodeConditionNode };\r\n//# sourceMappingURL=shaderCodeConditionNode.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderCodeCursor.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderCodeCursor.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeCursor.js", "index": 14, "index2": 10, "size": 1628, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": 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"providedExports": [ "ShaderCodeCursor" ], "optimizationBailout": [], "depth": 4, "source": "/** @hidden */\r\nvar ShaderCodeCursor = /** @class */ (function () {\r\n function ShaderCodeCursor() {\r\n }\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"currentLine\", {\r\n get: function () {\r\n return this._lines[this.lineIndex];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"canRead\", {\r\n get: function () {\r\n return this.lineIndex < this._lines.length - 1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ShaderCodeCursor.prototype, \"lines\", {\r\n set: function (value) {\r\n this._lines = [];\r\n for (var _i = 0, value_1 = value; _i < value_1.length; _i++) {\r\n var line = value_1[_i];\r\n // Prevent removing line break in macros.\r\n if (line[0] === \"#\") {\r\n this._lines.push(line);\r\n continue;\r\n }\r\n var split = line.split(\";\");\r\n for (var index = 0; index < split.length; index++) {\r\n var subLine = split[index];\r\n subLine = subLine.trim();\r\n if (!subLine) {\r\n continue;\r\n }\r\n this._lines.push(subLine + (index !== split.length - 1 ? \";\" : \"\"));\r\n }\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return ShaderCodeCursor;\r\n}());\r\nexport { ShaderCodeCursor };\r\n//# sourceMappingURL=shaderCodeCursor.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderCodeNode.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderCodeNode.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeNode.js", "index": 12, "index2": 9, "size": 2774, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": 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"userRequest": "./shaderCodeNode", "loc": "2:0-50" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderCodeConditionNode.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderCodeConditionNode.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeConditionNode.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeConditionNode.js", "type": "harmony import specifier", "userRequest": "./shaderCodeNode", "loc": "19:2-16" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderCodeTestNode.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "type": "harmony side effect evaluation", "userRequest": "./shaderCodeNode", "loc": "2:0-50" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderCodeTestNode.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "type": "harmony import specifier", "userRequest": "./shaderCodeNode", "loc": "13:2-16" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony side effect evaluation", "userRequest": "./shaderCodeNode", "loc": "1:0-50" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./shaderCodeNode", "loc": "107:35-49" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./shaderCodeNode", "loc": "160:34-48" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./shaderCodeNode", "loc": "176:27-41" } ], "providedExports": [ "ShaderCodeNode" ], "optimizationBailout": [], "depth": 4, "source": "import { StringTools } from '../../Misc/stringTools';\r\n/** @hidden */\r\nvar ShaderCodeNode = /** @class */ (function () {\r\n function ShaderCodeNode() {\r\n this.children = [];\r\n }\r\n ShaderCodeNode.prototype.isValid = function (preprocessors) {\r\n return true;\r\n };\r\n ShaderCodeNode.prototype.process = function (preprocessors, options) {\r\n var result = \"\";\r\n if (this.line) {\r\n var value = this.line;\r\n var processor = options.processor;\r\n if (processor) {\r\n if (processor.attributeProcessor && StringTools.StartsWith(this.line, \"attribute\")) {\r\n value = processor.attributeProcessor(this.line);\r\n }\r\n else if (processor.varyingProcessor && StringTools.StartsWith(this.line, \"varying\")) {\r\n value = processor.varyingProcessor(this.line, options.isFragment);\r\n }\r\n else if ((processor.uniformProcessor || processor.uniformBufferProcessor) && StringTools.StartsWith(this.line, \"uniform\")) {\r\n var regex = /uniform (.+) (.+)/;\r\n if (regex.test(this.line)) { // uniform\r\n if (processor.uniformProcessor) {\r\n value = processor.uniformProcessor(this.line, options.isFragment);\r\n }\r\n }\r\n else { // Uniform buffer\r\n if (processor.uniformBufferProcessor) {\r\n value = processor.uniformBufferProcessor(this.line, options.isFragment);\r\n options.lookForClosingBracketForUniformBuffer = true;\r\n }\r\n }\r\n }\r\n if (processor.endOfUniformBufferProcessor) {\r\n if (options.lookForClosingBracketForUniformBuffer && this.line.indexOf(\"}\") !== -1) {\r\n options.lookForClosingBracketForUniformBuffer = false;\r\n value = processor.endOfUniformBufferProcessor(this.line, options.isFragment);\r\n }\r\n }\r\n if (processor.lineProcessor) {\r\n value = processor.lineProcessor(value, options.isFragment);\r\n }\r\n }\r\n result += value + \"\\r\\n\";\r\n }\r\n this.children.forEach(function (child) {\r\n result += child.process(preprocessors, options);\r\n });\r\n if (this.additionalDefineKey) {\r\n preprocessors[this.additionalDefineKey] = this.additionalDefineValue || \"true\";\r\n }\r\n return result;\r\n };\r\n return ShaderCodeNode;\r\n}());\r\nexport { ShaderCodeNode };\r\n//# sourceMappingURL=shaderCodeNode.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderCodeTestNode.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderCodeTestNode.js", "index": 16, "index2": 12, "size": 603, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Materials/effect.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "profile": { "factory": 414, "building": 22, "dependencies": 100 } }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "profile": { "factory": 129, "building": 49, "dependencies": 0 } } ], "profile": { "factory": 22, "building": 7, "dependencies": 3 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony side effect evaluation", "userRequest": "./shaderCodeTestNode", "loc": "4:0-58" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "type": "harmony import specifier", "userRequest": "./shaderCodeTestNode", "loc": "87:23-41" } ], "providedExports": [ "ShaderCodeTestNode" ], "optimizationBailout": [], "depth": 4, "source": "import * as tslib_1 from \"tslib\";\r\nimport { ShaderCodeNode } from './shaderCodeNode';\r\n/** @hidden */\r\nvar ShaderCodeTestNode = /** @class */ (function (_super) {\r\n tslib_1.__extends(ShaderCodeTestNode, _super);\r\n function ShaderCodeTestNode() {\r\n return _super !== null && _super.apply(this, arguments) || this;\r\n }\r\n ShaderCodeTestNode.prototype.isValid = function (preprocessors) {\r\n return this.testExpression.isTrue(preprocessors);\r\n };\r\n return ShaderCodeTestNode;\r\n}(ShaderCodeNode));\r\nexport { ShaderCodeTestNode };\r\n//# sourceMappingURL=shaderCodeTestNode.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\Processors\\shaderProcessor.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/Processors/shaderProcessor.js", "index": 11, "index2": 23, "size": 14076, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "issuerId": "../../.temp/packageES6Dev/core/Materials/effect.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Materials/effect.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "profile": { "factory": 414, "building": 22, "dependencies": 100 } } ], "profile": { "factory": 129, "building": 49, "dependencies": 0 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/effect.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "type": "harmony side effect evaluation", "userRequest": "../Engines/Processors/shaderProcessor", "loc": "5:0-72" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/effect.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "type": "harmony import specifier", "userRequest": "../Engines/Processors/shaderProcessor", "loc": "281:16-31" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/effect.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/effect.js", "type": "harmony import specifier", "userRequest": "../Engines/Processors/shaderProcessor", "loc": "283:20-35" } ], "providedExports": [ "ShaderProcessor" ], "optimizationBailout": [], "depth": 3, "source": "import { ShaderCodeNode } from './shaderCodeNode';\r\nimport { ShaderCodeCursor } from './shaderCodeCursor';\r\nimport { ShaderCodeConditionNode } from './shaderCodeConditionNode';\r\nimport { ShaderCodeTestNode } from './shaderCodeTestNode';\r\nimport { ShaderDefineIsDefinedOperator } from './Expressions/Operators/shaderDefineIsDefinedOperator';\r\nimport { ShaderDefineOrOperator } from './Expressions/Operators/shaderDefineOrOperator';\r\nimport { ShaderDefineAndOperator } from './Expressions/Operators/shaderDefineAndOperator';\r\nimport { ShaderDefineArithmeticOperator } from './Expressions/Operators/shaderDefineArithmeticOperator';\r\nimport { FileTools } from '../../Misc/fileTools';\r\n/** @hidden */\r\nvar ShaderProcessor = /** @class */ (function () {\r\n function ShaderProcessor() {\r\n }\r\n ShaderProcessor.Process = function (sourceCode, options, callback) {\r\n var _this = this;\r\n this._ProcessIncludes(sourceCode, options, function (codeWithIncludes) {\r\n var migratedCode = _this._ProcessShaderConversion(codeWithIncludes, options);\r\n callback(migratedCode);\r\n });\r\n };\r\n ShaderProcessor._ProcessPrecision = function (source, options) {\r\n var shouldUseHighPrecisionShader = options.shouldUseHighPrecisionShader;\r\n if (source.indexOf(\"precision highp float\") === -1) {\r\n if (!shouldUseHighPrecisionShader) {\r\n source = \"precision mediump float;\\n\" + source;\r\n }\r\n else {\r\n source = \"precision highp float;\\n\" + source;\r\n }\r\n }\r\n else {\r\n if (!shouldUseHighPrecisionShader) { // Moving highp to mediump\r\n source = source.replace(\"precision highp float\", \"precision mediump float\");\r\n }\r\n }\r\n return source;\r\n };\r\n ShaderProcessor._ExtractOperation = function (expression) {\r\n var regex = /defined\\((.+)\\)/;\r\n var match = regex.exec(expression);\r\n if (match && match.length) {\r\n return new ShaderDefineIsDefinedOperator(match[1].trim(), expression[0] === \"!\");\r\n }\r\n var operators = [\"==\", \">=\", \"<=\", \"<\", \">\"];\r\n var operator = \"\";\r\n var indexOperator = 0;\r\n for (var _i = 0, operators_1 = operators; _i < operators_1.length; _i++) {\r\n operator = operators_1[_i];\r\n indexOperator = expression.indexOf(operator);\r\n if (indexOperator > -1) {\r\n break;\r\n }\r\n }\r\n if (indexOperator === -1) {\r\n return new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n var define = expression.substring(0, indexOperator).trim();\r\n var value = expression.substring(indexOperator + operator.length).trim();\r\n return new ShaderDefineArithmeticOperator(define, operator, value);\r\n };\r\n ShaderProcessor._BuildSubExpression = function (expression) {\r\n var indexOr = expression.indexOf(\"||\");\r\n if (indexOr === -1) {\r\n var indexAnd = expression.indexOf(\"&&\");\r\n if (indexAnd > -1) {\r\n var andOperator = new ShaderDefineAndOperator();\r\n var leftPart = expression.substring(0, indexAnd).trim();\r\n var rightPart = expression.substring(indexAnd + 2).trim();\r\n andOperator.leftOperand = this._BuildSubExpression(leftPart);\r\n andOperator.rightOperand = this._BuildSubExpression(rightPart);\r\n return andOperator;\r\n }\r\n else {\r\n return this._ExtractOperation(expression);\r\n }\r\n }\r\n else {\r\n var orOperator = new ShaderDefineOrOperator();\r\n var leftPart = expression.substring(0, indexOr).trim();\r\n var rightPart = expression.substring(indexOr + 2).trim();\r\n orOperator.leftOperand = this._BuildSubExpression(leftPart);\r\n orOperator.rightOperand = this._BuildSubExpression(rightPart);\r\n return orOperator;\r\n }\r\n };\r\n ShaderProcessor._BuildExpression = function (line, start) {\r\n var node = new ShaderCodeTestNode();\r\n var command = line.substring(0, start);\r\n var expression = line.substring(start).trim();\r\n if (command === \"#ifdef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression);\r\n }\r\n else if (command === \"#ifndef\") {\r\n node.testExpression = new ShaderDefineIsDefinedOperator(expression, true);\r\n }\r\n else {\r\n node.testExpression = this._BuildSubExpression(expression);\r\n }\r\n return node;\r\n };\r\n ShaderProcessor._MoveCursorWithinIf = function (cursor, rootNode, ifNode) {\r\n var line = cursor.currentLine;\r\n while (this._MoveCursor(cursor, ifNode)) {\r\n line = cursor.currentLine;\r\n var first5 = line.substring(0, 5).toLowerCase();\r\n if (first5 === \"#else\") {\r\n var elseNode = new ShaderCodeNode();\r\n rootNode.children.push(elseNode);\r\n this._MoveCursor(cursor, elseNode);\r\n return;\r\n }\r\n else if (first5 === \"#elif\") {\r\n var elifNode = this._BuildExpression(line, 5);\r\n rootNode.children.push(elifNode);\r\n ifNode = elifNode;\r\n }\r\n }\r\n };\r\n ShaderProcessor._MoveCursor = function (cursor, rootNode) {\r\n while (cursor.canRead) {\r\n cursor.lineIndex++;\r\n var line = cursor.currentLine;\r\n var keywords = /(#ifdef)|(#else)|(#elif)|(#endif)|(#ifndef)|(#if)/;\r\n var matches = keywords.exec(line);\r\n if (matches && matches.length) {\r\n var keyword = matches[0];\r\n switch (keyword) {\r\n case \"#ifdef\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n var ifNode = this._BuildExpression(line, 6);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#else\":\r\n case \"#elif\":\r\n return true;\r\n case \"#endif\":\r\n return false;\r\n case \"#ifndef\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n rootNode.children.push(newRootNode);\r\n var ifNode = this._BuildExpression(line, 7);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n case \"#if\": {\r\n var newRootNode = new ShaderCodeConditionNode();\r\n var ifNode = this._BuildExpression(line, 3);\r\n rootNode.children.push(newRootNode);\r\n newRootNode.children.push(ifNode);\r\n this._MoveCursorWithinIf(cursor, newRootNode, ifNode);\r\n break;\r\n }\r\n }\r\n }\r\n else {\r\n var newNode = new ShaderCodeNode();\r\n newNode.line = line;\r\n rootNode.children.push(newNode);\r\n // Detect additional defines\r\n if (line[0] === \"#\" && line[1] === \"d\") {\r\n var split = line.replace(\";\", \"\").split(\" \");\r\n newNode.additionalDefineKey = split[1];\r\n if (split.length === 3) {\r\n newNode.additionalDefineValue = split[2];\r\n }\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n ShaderProcessor._EvaluatePreProcessors = function (sourceCode, preprocessors, options) {\r\n var rootNode = new ShaderCodeNode();\r\n var cursor = new ShaderCodeCursor();\r\n cursor.lineIndex = -1;\r\n cursor.lines = sourceCode.split(\"\\n\");\r\n // Decompose (We keep it in 2 steps so it is easier to maintain and perf hit is insignificant)\r\n this._MoveCursor(cursor, rootNode);\r\n // Recompose\r\n return rootNode.process(preprocessors, options);\r\n };\r\n ShaderProcessor._PreparePreProcessors = function (options) {\r\n var defines = options.defines;\r\n var preprocessors = {};\r\n for (var _i = 0, defines_1 = defines; _i < defines_1.length; _i++) {\r\n var define = defines_1[_i];\r\n var keyValue = define.replace(\"#define\", \"\").replace(\";\", \"\").trim();\r\n var split = keyValue.split(\" \");\r\n preprocessors[split[0]] = split.length > 1 ? split[1] : \"\";\r\n }\r\n preprocessors[\"GL_ES\"] = \"true\";\r\n preprocessors[\"__VERSION__\"] = options.version;\r\n preprocessors[options.platformName] = \"true\";\r\n return preprocessors;\r\n };\r\n ShaderProcessor._ProcessShaderConversion = function (sourceCode, options) {\r\n var preparedSourceCode = this._ProcessPrecision(sourceCode, options);\r\n if (!options.processor) {\r\n return preparedSourceCode;\r\n }\r\n // Already converted\r\n if (preparedSourceCode.indexOf(\"#version 3\") !== -1) {\r\n return preparedSourceCode.replace(\"#version 300 es\", \"\");\r\n }\r\n var defines = options.defines;\r\n var preprocessors = this._PreparePreProcessors(options);\r\n // General pre processing\r\n if (options.processor.preProcessor) {\r\n preparedSourceCode = options.processor.preProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n preparedSourceCode = this._EvaluatePreProcessors(preparedSourceCode, preprocessors, options);\r\n // Post processing\r\n if (options.processor.postProcessor) {\r\n preparedSourceCode = options.processor.postProcessor(preparedSourceCode, defines, options.isFragment);\r\n }\r\n return preparedSourceCode;\r\n };\r\n ShaderProcessor._ProcessIncludes = function (sourceCode, options, callback) {\r\n var _this = this;\r\n var regex = /#include<(.+)>(\\((.*)\\))*(\\[(.*)\\])*/g;\r\n var match = regex.exec(sourceCode);\r\n var returnValue = new String(sourceCode);\r\n while (match != null) {\r\n var includeFile = match[1];\r\n // Uniform declaration\r\n if (includeFile.indexOf(\"__decl__\") !== -1) {\r\n includeFile = includeFile.replace(/__decl__/, \"\");\r\n if (options.supportsUniformBuffers) {\r\n includeFile = includeFile.replace(/Vertex/, \"Ubo\");\r\n includeFile = includeFile.replace(/Fragment/, \"Ubo\");\r\n }\r\n includeFile = includeFile + \"Declaration\";\r\n }\r\n if (options.includesShadersStore[includeFile]) {\r\n // Substitution\r\n var includeContent = options.includesShadersStore[includeFile];\r\n if (match[2]) {\r\n var splits = match[3].split(\",\");\r\n for (var index = 0; index < splits.length; index += 2) {\r\n var source = new RegExp(splits[index], \"g\");\r\n var dest = splits[index + 1];\r\n includeContent = includeContent.replace(source, dest);\r\n }\r\n }\r\n if (match[4]) {\r\n var indexString = match[5];\r\n if (indexString.indexOf(\"..\") !== -1) {\r\n var indexSplits = indexString.split(\"..\");\r\n var minIndex = parseInt(indexSplits[0]);\r\n var maxIndex = parseInt(indexSplits[1]);\r\n var sourceIncludeContent = includeContent.slice(0);\r\n includeContent = \"\";\r\n if (isNaN(maxIndex)) {\r\n maxIndex = options.indexParameters[indexSplits[1]];\r\n }\r\n for (var i = minIndex; i < maxIndex; i++) {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n sourceIncludeContent = sourceIncludeContent.replace(/light\\{X\\}.(\\w*)/g, function (str, p1) {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent += sourceIncludeContent.replace(/\\{X\\}/g, i.toString()) + \"\\n\";\r\n }\r\n }\r\n else {\r\n if (!options.supportsUniformBuffers) {\r\n // Ubo replacement\r\n includeContent = includeContent.replace(/light\\{X\\}.(\\w*)/g, function (str, p1) {\r\n return p1 + \"{X}\";\r\n });\r\n }\r\n includeContent = includeContent.replace(/\\{X\\}/g, indexString);\r\n }\r\n }\r\n // Replace\r\n returnValue = returnValue.replace(match[0], includeContent);\r\n }\r\n else {\r\n var includeShaderUrl = options.shadersRepository + \"ShadersInclude/\" + includeFile + \".fx\";\r\n FileTools.LoadFile(includeShaderUrl, function (fileContent) {\r\n options.includesShadersStore[includeFile] = fileContent;\r\n _this._ProcessIncludes(returnValue, options, callback);\r\n });\r\n return;\r\n }\r\n match = regex.exec(sourceCode);\r\n }\r\n callback(returnValue);\r\n };\r\n return ShaderProcessor;\r\n}());\r\nexport { ShaderProcessor };\r\n//# sourceMappingURL=shaderProcessor.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/WebGL/webGL2ShaderProcessors.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\WebGL\\webGL2ShaderProcessors.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/WebGL/webGL2ShaderProcessors.js", "index": 38, "index2": 36, "size": 1975, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/engine.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 414, "building": 22, "dependencies": 100 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony side effect evaluation", "userRequest": "./WebGL/webGL2ShaderProcessors", "loc": "16:0-71" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "./WebGL/webGL2ShaderProcessors", "loc": "484:40-61" } ], "providedExports": [ "WebGL2ShaderProcessor" ], "optimizationBailout": [], "depth": 2, "source": "/** @hidden */\r\nvar WebGL2ShaderProcessor = /** @class */ (function () {\r\n function WebGL2ShaderProcessor() {\r\n }\r\n WebGL2ShaderProcessor.prototype.attributeProcessor = function (attribute) {\r\n return attribute.replace(\"attribute\", \"in\");\r\n };\r\n WebGL2ShaderProcessor.prototype.varyingProcessor = function (varying, isFragment) {\r\n return varying.replace(\"varying\", isFragment ? \"in\" : \"out\");\r\n };\r\n WebGL2ShaderProcessor.prototype.postProcessor = function (code, defines, isFragment) {\r\n var hasDrawBuffersExtension = code.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;\r\n // Remove extensions\r\n var regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;\r\n code = code.replace(regex, \"\");\r\n // Replace instructions\r\n code = code.replace(/texture2D\\s*\\(/g, \"texture(\");\r\n if (isFragment) {\r\n code = code.replace(/texture2DLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCubeLodEXT\\s*\\(/g, \"textureLod(\");\r\n code = code.replace(/textureCube\\s*\\(/g, \"texture(\");\r\n code = code.replace(/gl_FragDepthEXT/g, \"gl_FragDepth\");\r\n code = code.replace(/gl_FragColor/g, \"glFragColor\");\r\n code = code.replace(/gl_FragData/g, \"glFragData\");\r\n code = code.replace(/void\\s+?main\\s*\\(/g, (hasDrawBuffersExtension ? \"\" : \"out vec4 glFragColor;\\n\") + \"void main(\");\r\n }\r\n else {\r\n var hasMultiviewExtension = defines.indexOf(\"#define MULTIVIEW\") !== -1;\r\n if (hasMultiviewExtension) {\r\n return \"#extension GL_OVR_multiview2 : require\\nlayout (num_views = 2) in;\\n\" + code;\r\n }\r\n }\r\n return code;\r\n };\r\n return WebGL2ShaderProcessor;\r\n}());\r\nexport { WebGL2ShaderProcessor };\r\n//# sourceMappingURL=webGL2ShaderProcessors.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/WebGL/webGLPipelineContext.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\WebGL\\webGLPipelineContext.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/WebGL/webGLPipelineContext.js", "index": 35, "index2": 33, "size": 1078, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/engine.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 414, "building": 22, "dependencies": 100 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony side effect evaluation", "userRequest": "./WebGL/webGLPipelineContext", "loc": "14:0-68" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "./WebGL/webGLPipelineContext", "loc": "2501:34-54" } ], "providedExports": [ "WebGLPipelineContext" ], "optimizationBailout": [], "depth": 2, "source": "/** @hidden */\r\nvar WebGLPipelineContext = /** @class */ (function () {\r\n function WebGLPipelineContext() {\r\n }\r\n Object.defineProperty(WebGLPipelineContext.prototype, \"isAsync\", {\r\n get: function () {\r\n return this.isParallelCompiled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(WebGLPipelineContext.prototype, \"isReady\", {\r\n get: function () {\r\n if (this.program) {\r\n if (this.isParallelCompiled) {\r\n return this.engine._isRenderingStateCompiled(this);\r\n }\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n WebGLPipelineContext.prototype._handlesSpectorRebuildCallback = function (onCompiled) {\r\n if (onCompiled && this.program) {\r\n onCompiled(this.program);\r\n }\r\n };\r\n return WebGLPipelineContext;\r\n}());\r\nexport { WebGLPipelineContext };\r\n//# sourceMappingURL=webGLPipelineContext.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/constants.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\constants.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/constants.js", "index": 9, "index2": 6, "size": 17785, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 524, "building": 22, "dependencies": 183 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Actions/abstractActionManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Actions\\abstractActionManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Actions/abstractActionManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Actions/abstractActionManager.js", "type": "harmony side effect evaluation", "userRequest": "../Engines/constants", "loc": "1:0-49" }, { "moduleId": "../../.temp/packageES6Dev/core/Actions/abstractActionManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Actions\\abstractActionManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Actions/abstractActionManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Actions/abstractActionManager.js", "type": "harmony import specifier", "userRequest": "../Engines/constants", "loc": "41:33-42" }, { "moduleId": "../../.temp/packageES6Dev/core/Actions/abstractActionManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Actions\\abstractActionManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Actions/abstractActionManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Actions/abstractActionManager.js", "type": "harmony import specifier", "userRequest": "../Engines/constants", "loc": "41:76-85" }, { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Culling\\boundingInfo.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Culling/boundingInfo.js", "type": "harmony side effect evaluation", "userRequest": "../Engines/constants", "loc": "3:0-49" }, { "moduleId": "../../.temp/packageES6Dev/core/Culling/boundingInfo.js", "moduleIdentifier": 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Engines/constants", "loc": "3805:45-54" } ], "providedExports": [ "Constants" ], "optimizationBailout": [], "depth": 2, "source": "/** Defines the cross module used constants to avoid circular dependncies */\r\nvar Constants = /** @class */ (function () {\r\n function Constants() {\r\n }\r\n /** Defines that alpha blending is disabled */\r\n Constants.ALPHA_DISABLE = 0;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + DEST */\r\n Constants.ALPHA_ADD = 1;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n Constants.ALPHA_COMBINE = 2;\r\n /** Defines that alpha blending to DEST - SRC * DEST */\r\n Constants.ALPHA_SUBTRACT = 3;\r\n /** Defines that alpha blending to SRC * DEST */\r\n Constants.ALPHA_MULTIPLY = 4;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n Constants.ALPHA_MAXIMIZED = 5;\r\n /** Defines that alpha blending to SRC + DEST */\r\n Constants.ALPHA_ONEONE = 6;\r\n /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */\r\n Constants.ALPHA_PREMULTIPLIED = 7;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Constants.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;\r\n /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */\r\n Constants.ALPHA_INTERPOLATE = 9;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Constants.ALPHA_SCREENMODE = 10;\r\n /** Defines that the ressource is not delayed*/\r\n Constants.DELAYLOADSTATE_NONE = 0;\r\n /** Defines that the ressource was successfully delay loaded */\r\n Constants.DELAYLOADSTATE_LOADED = 1;\r\n /** Defines that the ressource is currently delay loading */\r\n Constants.DELAYLOADSTATE_LOADING = 2;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n Constants.DELAYLOADSTATE_NOTLOADED = 4;\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n Constants.NEVER = 0x0200;\r\n /** 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 */\r\n Constants.ALWAYS = 0x0207;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n Constants.LESS = 0x0201;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n Constants.EQUAL = 0x0202;\r\n /** 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 */\r\n Constants.LEQUAL = 0x0203;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n Constants.GREATER = 0x0204;\r\n /** 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 */\r\n Constants.GEQUAL = 0x0206;\r\n /** 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 */\r\n Constants.NOTEQUAL = 0x0205;\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n Constants.KEEP = 0x1E00;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n Constants.REPLACE = 0x1E01;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n Constants.INCR = 0x1E02;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n Constants.DECR = 0x1E03;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n Constants.INVERT = 0x150A;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n Constants.INCR_WRAP = 0x8507;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n Constants.DECR_WRAP = 0x8508;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Constants.TEXTURE_CLAMP_ADDRESSMODE = 0;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Constants.TEXTURE_WRAP_ADDRESSMODE = 1;\r\n /** Texture is repeating and mirrored */\r\n Constants.TEXTURE_MIRROR_ADDRESSMODE = 2;\r\n /** ALPHA */\r\n Constants.TEXTUREFORMAT_ALPHA = 0;\r\n /** LUMINANCE */\r\n Constants.TEXTUREFORMAT_LUMINANCE = 1;\r\n /** LUMINANCE_ALPHA */\r\n Constants.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;\r\n /** RGB */\r\n Constants.TEXTUREFORMAT_RGB = 4;\r\n /** RGBA */\r\n Constants.TEXTUREFORMAT_RGBA = 5;\r\n /** RED */\r\n Constants.TEXTUREFORMAT_RED = 6;\r\n /** RED (2nd reference) */\r\n Constants.TEXTUREFORMAT_R = 6;\r\n /** RG */\r\n Constants.TEXTUREFORMAT_RG = 7;\r\n /** RED_INTEGER */\r\n Constants.TEXTUREFORMAT_RED_INTEGER = 8;\r\n /** RED_INTEGER (2nd reference) */\r\n Constants.TEXTUREFORMAT_R_INTEGER = 8;\r\n /** RG_INTEGER */\r\n Constants.TEXTUREFORMAT_RG_INTEGER = 9;\r\n /** RGB_INTEGER */\r\n Constants.TEXTUREFORMAT_RGB_INTEGER = 10;\r\n /** RGBA_INTEGER */\r\n Constants.TEXTUREFORMAT_RGBA_INTEGER = 11;\r\n /** UNSIGNED_BYTE */\r\n Constants.TEXTURETYPE_UNSIGNED_BYTE = 0;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n Constants.TEXTURETYPE_UNSIGNED_INT = 0;\r\n /** FLOAT */\r\n Constants.TEXTURETYPE_FLOAT = 1;\r\n /** HALF_FLOAT */\r\n Constants.TEXTURETYPE_HALF_FLOAT = 2;\r\n /** BYTE */\r\n Constants.TEXTURETYPE_BYTE = 3;\r\n /** SHORT */\r\n Constants.TEXTURETYPE_SHORT = 4;\r\n /** UNSIGNED_SHORT */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT = 5;\r\n /** INT */\r\n Constants.TEXTURETYPE_INT = 6;\r\n /** UNSIGNED_INT */\r\n Constants.TEXTURETYPE_UNSIGNED_INTEGER = 7;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;\r\n /** UNSIGNED_INT_24_8 */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE = 1;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Constants.TEXTURE_BILINEAR_SAMPLINGMODE = 2;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Constants.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;\r\n /** mag = nearest and min = linear and mip = none */\r\n Constants.TEXTURE_NEAREST_LINEAR = 7;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Constants.TEXTURE_NEAREST_NEAREST = 8;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;\r\n /** mag = linear and min = linear and mip = none */\r\n Constants.TEXTURE_LINEAR_LINEAR = 11;\r\n /** mag = linear and min = nearest and mip = none */\r\n Constants.TEXTURE_LINEAR_NEAREST = 12;\r\n /** Explicit coordinates mode */\r\n Constants.TEXTURE_EXPLICIT_MODE = 0;\r\n /** Spherical coordinates mode */\r\n Constants.TEXTURE_SPHERICAL_MODE = 1;\r\n /** Planar coordinates mode */\r\n Constants.TEXTURE_PLANAR_MODE = 2;\r\n /** Cubic coordinates mode */\r\n Constants.TEXTURE_CUBIC_MODE = 3;\r\n /** Projection coordinates mode */\r\n Constants.TEXTURE_PROJECTION_MODE = 4;\r\n /** Skybox coordinates mode */\r\n Constants.TEXTURE_SKYBOX_MODE = 5;\r\n /** Inverse Cubic coordinates mode */\r\n Constants.TEXTURE_INVCUBIC_MODE = 6;\r\n /** Equirectangular coordinates mode */\r\n Constants.TEXTURE_EQUIRECTANGULAR_MODE = 7;\r\n /** Equirectangular Fixed coordinates mode */\r\n Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n Constants.SCALEMODE_FLOOR = 1;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n Constants.SCALEMODE_NEAREST = 2;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n Constants.SCALEMODE_CEILING = 3;\r\n /**\r\n * The dirty texture flag value\r\n */\r\n Constants.MATERIAL_TextureDirtyFlag = 1;\r\n /**\r\n * The dirty light flag value\r\n */\r\n Constants.MATERIAL_LightDirtyFlag = 2;\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n Constants.MATERIAL_FresnelDirtyFlag = 4;\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n Constants.MATERIAL_AttributesDirtyFlag = 8;\r\n /**\r\n * The dirty misc flag value\r\n */\r\n Constants.MATERIAL_MiscDirtyFlag = 16;\r\n /**\r\n * The all dirty flag value\r\n */\r\n Constants.MATERIAL_AllDirtyFlag = 31;\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n Constants.MATERIAL_TriangleFillMode = 0;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n Constants.MATERIAL_WireFrameFillMode = 1;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n Constants.MATERIAL_PointFillMode = 2;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n Constants.MATERIAL_PointListDrawMode = 3;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n Constants.MATERIAL_LineListDrawMode = 4;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n Constants.MATERIAL_LineLoopDrawMode = 5;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n Constants.MATERIAL_LineStripDrawMode = 6;\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n Constants.MATERIAL_TriangleStripDrawMode = 7;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n Constants.MATERIAL_TriangleFanDrawMode = 8;\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n Constants.MATERIAL_ClockWiseSideOrientation = 0;\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n Constants.MATERIAL_CounterClockWiseSideOrientation = 1;\r\n /**\r\n * Nothing\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_NothingTrigger = 0;\r\n /**\r\n * On pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickTrigger = 1;\r\n /**\r\n * On left pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnLeftPickTrigger = 2;\r\n /**\r\n * On right pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnRightPickTrigger = 3;\r\n /**\r\n * On center pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnCenterPickTrigger = 4;\r\n /**\r\n * On pick down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickDownTrigger = 5;\r\n /**\r\n * On double pick\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnDoublePickTrigger = 6;\r\n /**\r\n * On pick up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickUpTrigger = 7;\r\n /**\r\n * On pick out.\r\n * This trigger will only be raised if you also declared a OnPickDown\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPickOutTrigger = 16;\r\n /**\r\n * On long press\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnLongPressTrigger = 8;\r\n /**\r\n * On pointer over\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPointerOverTrigger = 9;\r\n /**\r\n * On pointer out\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnPointerOutTrigger = 10;\r\n /**\r\n * On every frame\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnEveryFrameTrigger = 11;\r\n /**\r\n * On intersection enter\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnIntersectionEnterTrigger = 12;\r\n /**\r\n * On intersection exit\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnIntersectionExitTrigger = 13;\r\n /**\r\n * On key down\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnKeyDownTrigger = 14;\r\n /**\r\n * On key up\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers\r\n */\r\n Constants.ACTION_OnKeyUpTrigger = 15;\r\n /**\r\n * Billboard mode will only apply to Y axis\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_Y = 2;\r\n /**\r\n * Billboard mode will apply to all axes\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_ALL = 7;\r\n /**\r\n * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction\r\n */\r\n Constants.PARTICLES_BILLBOARDMODE_STRETCHED = 8;\r\n /**\r\n * Gets or sets base Assets URL\r\n */\r\n Constants.PARTICLES_BaseAssetsUrl = \"https://assets.babylonjs.com/particles\";\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_STANDARD = 0;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = 2;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.\r\n */\r\n Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY = 3;\r\n /**\r\n * No logging while loading\r\n */\r\n Constants.SCENELOADER_NO_LOGGING = 0;\r\n /**\r\n * Minimal logging while loading\r\n */\r\n Constants.SCENELOADER_MINIMAL_LOGGING = 1;\r\n /**\r\n * Summary logging while loading\r\n */\r\n Constants.SCENELOADER_SUMMARY_LOGGING = 2;\r\n /**\r\n * Detailled logging while loading\r\n */\r\n Constants.SCENELOADER_DETAILED_LOGGING = 3;\r\n return Constants;\r\n}());\r\nexport { Constants };\r\n//# sourceMappingURL=constants.js.map" }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "index": 1, "index2": 38, "size": 257922, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "type": "harmony side effect evaluation", "userRequest": "../Engines/engine", "loc": "5:0-43" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "type": "harmony import specifier", "userRequest": "../Engines/engine", "loc": "220:79-85" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Engines/engine", "loc": "1:0-56" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Engines/engine", "loc": "11:17-23" } ], "providedExports": [ "InstancingAttributeInfo", "DepthTextureCreationOptions", "EngineCapabilities", "Engine" ], "optimizationBailout": [], "depth": 1, "source": "import * as tslib_1 from \"tslib\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { PerformanceMonitor } from \"../Misc/performanceMonitor\";\r\nimport { StringDictionary } from \"../Misc/stringDictionary\";\r\nimport { Effect } from \"../Materials/effect\";\r\nimport { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { _DepthCullingState, _StencilState, _AlphaState } from \"../States/index\";\r\nimport { Constants } from \"./constants\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { EngineStore } from \"./engineStore\";\r\nimport { RenderTargetCreationOptions } from \"../Materials/Textures/renderTargetCreationOptions\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { WebGLPipelineContext } from './WebGL/webGLPipelineContext';\r\nimport { WebGLDataBuffer } from '../Meshes/WebGL/webGLDataBuffer';\r\nimport { WebGL2ShaderProcessor } from './WebGL/webGL2ShaderProcessors';\r\nimport { PerfCounter } from '../Misc/perfCounter';\r\nimport { FileTools } from '../Misc/fileTools';\r\n/**\r\n * Keeps track of all the buffer info used in engine.\r\n */\r\nvar BufferPointer = /** @class */ (function () {\r\n function BufferPointer() {\r\n }\r\n return BufferPointer;\r\n}());\r\n/**\r\n * Interface for attribute information associated with buffer instanciation\r\n */\r\nvar InstancingAttributeInfo = /** @class */ (function () {\r\n function InstancingAttributeInfo() {\r\n }\r\n return InstancingAttributeInfo;\r\n}());\r\nexport { InstancingAttributeInfo };\r\n/**\r\n * Define options used to create a depth texture\r\n */\r\nvar DepthTextureCreationOptions = /** @class */ (function () {\r\n function DepthTextureCreationOptions() {\r\n }\r\n return DepthTextureCreationOptions;\r\n}());\r\nexport { DepthTextureCreationOptions };\r\n/**\r\n * Class used to describe the capabilities of the engine relatively to the current browser\r\n */\r\nvar EngineCapabilities = /** @class */ (function () {\r\n function EngineCapabilities() {\r\n }\r\n return EngineCapabilities;\r\n}());\r\nexport { EngineCapabilities };\r\n/**\r\n * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio\r\n */\r\nvar Engine = /** @class */ (function () {\r\n /**\r\n * Creates a new engine\r\n * @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\r\n * @param antialias defines enable antialiasing (default: false)\r\n * @param options defines further options to be sent to the getContext() function\r\n * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)\r\n */\r\n function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {\r\n var _this = this;\r\n if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }\r\n /**\r\n * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required\r\n */\r\n this.forcePOTTextures = false;\r\n /**\r\n * Gets a boolean indicating if the engine is currently rendering in fullscreen mode\r\n */\r\n this.isFullscreen = false;\r\n /**\r\n * Gets a boolean indicating if the pointer is currently locked\r\n */\r\n this.isPointerLock = false;\r\n /**\r\n * Gets or sets a boolean indicating if back faces must be culled (true by default)\r\n */\r\n this.cullBackFaces = true;\r\n /**\r\n * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun\r\n */\r\n this.renderEvenInBackground = true;\r\n /**\r\n * Gets or sets a boolean indicating that cache can be kept between frames\r\n */\r\n this.preventCacheWipeBetweenFrames = false;\r\n /**\r\n * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest\r\n **/\r\n this.enableOfflineSupport = false;\r\n /**\r\n * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)\r\n **/\r\n this.disableManifestCheck = false;\r\n /**\r\n * Gets the list of created scenes\r\n */\r\n this.scenes = new Array();\r\n /**\r\n * Event raised when a new scene is created\r\n */\r\n this.onNewSceneAddedObservable = new Observable();\r\n /**\r\n * Gets the list of created postprocesses\r\n */\r\n this.postProcesses = new Array();\r\n /** Gets or sets a boolean indicating if the engine should validate programs after compilation */\r\n this.validateShaderPrograms = false;\r\n // Observables\r\n /**\r\n * Observable event triggered each time the rendering canvas is resized\r\n */\r\n this.onResizeObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas loses focus\r\n */\r\n this.onCanvasBlurObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas gains focus\r\n */\r\n this.onCanvasFocusObservable = new Observable();\r\n /**\r\n * Observable event triggered each time the canvas receives pointerout event\r\n */\r\n this.onCanvasPointerOutObservable = new Observable();\r\n /**\r\n * Observable event triggered before each texture is initialized\r\n */\r\n this.onBeforeTextureInitObservable = new Observable();\r\n // Uniform buffers list\r\n /**\r\n * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported\r\n */\r\n this.disableUniformBuffers = false;\r\n /** @hidden */\r\n this._uniformBuffers = new Array();\r\n // Observables\r\n /**\r\n * Observable raised when the engine begins a new frame\r\n */\r\n this.onBeginFrameObservable = new Observable();\r\n /**\r\n * If set, will be used to request the next animation frame for the render loop\r\n */\r\n this.customAnimationFrameRequester = null;\r\n /**\r\n * Observable raised when the engine ends the current frame\r\n */\r\n this.onEndFrameObservable = new Observable();\r\n /**\r\n * Observable raised when the engine is about to compile a shader\r\n */\r\n this.onBeforeShaderCompilationObservable = new Observable();\r\n /**\r\n * Observable raised when the engine has jsut compiled a shader\r\n */\r\n this.onAfterShaderCompilationObservable = new Observable();\r\n this._windowIsBackground = false;\r\n this._webGLVersion = 1.0;\r\n this._highPrecisionShadersAllowed = true;\r\n /** @hidden */\r\n this._badOS = false;\r\n /** @hidden */\r\n this._badDesktopOS = false;\r\n this._colorWrite = true;\r\n /** @hidden */\r\n this._drawCalls = new PerfCounter();\r\n this._renderingQueueLaunched = false;\r\n this._activeRenderLoops = new Array();\r\n // Deterministic lockstepMaxSteps\r\n this._deterministicLockstep = false;\r\n this._lockstepMaxSteps = 4;\r\n // Lost context\r\n /**\r\n * Observable signaled when a context lost event is raised\r\n */\r\n this.onContextLostObservable = new Observable();\r\n /**\r\n * Observable signaled when a context restored event is raised\r\n */\r\n this.onContextRestoredObservable = new Observable();\r\n this._contextWasLost = false;\r\n /** @hidden */\r\n this._doNotHandleContextLost = false;\r\n // FPS\r\n this._performanceMonitor = new PerformanceMonitor();\r\n this._fps = 60;\r\n this._deltaTime = 0;\r\n /**\r\n * Turn this value on if you want to pause FPS computation when in background\r\n */\r\n this.disablePerformanceMonitorInBackground = false;\r\n /**\r\n * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported\r\n */\r\n this.disableVertexArrayObjects = false;\r\n // States\r\n /** @hidden */\r\n this._depthCullingState = new _DepthCullingState();\r\n /** @hidden */\r\n this._stencilState = new _StencilState();\r\n /** @hidden */\r\n this._alphaState = new _AlphaState();\r\n /** @hidden */\r\n this._alphaMode = Engine.ALPHA_DISABLE;\r\n // Cache\r\n /** @hidden */\r\n this._internalTexturesCache = new Array();\r\n /** @hidden */\r\n this._activeChannel = 0;\r\n this._currentTextureChannel = -1;\r\n /** @hidden */\r\n this._boundTexturesCache = {};\r\n this._compiledEffects = {};\r\n this._vertexAttribArraysEnabled = [];\r\n this._uintIndicesCurrentlySet = false;\r\n this._currentBoundBuffer = new Array();\r\n /** @hidden */\r\n this._currentFramebuffer = null;\r\n this._currentBufferPointers = new Array();\r\n this._currentInstanceLocations = new Array();\r\n this._currentInstanceBuffers = new Array();\r\n this._vaoRecordInProgress = false;\r\n this._mustWipeVertexAttributes = false;\r\n this._nextFreeTextureSlots = new Array();\r\n this._maxSimultaneousTextures = 0;\r\n this._activeRequests = new Array();\r\n // Hardware supported Compressed Textures\r\n this._texturesSupported = new Array();\r\n /**\r\n * Defines whether the engine has been created with the premultipliedAlpha option on or not.\r\n */\r\n this.premultipliedAlpha = true;\r\n this._viewportCached = { x: 0, y: 0, z: 0, w: 0 };\r\n this._unpackFlipYCached = null;\r\n /**\r\n * In case you are sharing the context with other applications, it might\r\n * be interested to not cache the unpack flip y state to ensure a consistent\r\n * value would be set.\r\n */\r\n this.enableUnpackFlipYCached = true;\r\n this._boundUniforms = {};\r\n var canvas = null;\r\n Engine.Instances.push(this);\r\n if (!canvasOrContext) {\r\n return;\r\n }\r\n options = options || {};\r\n if (canvasOrContext.getContext) {\r\n canvas = canvasOrContext;\r\n this._renderingCanvas = canvas;\r\n if (antialias != null) {\r\n options.antialias = antialias;\r\n }\r\n if (options.deterministicLockstep === undefined) {\r\n options.deterministicLockstep = false;\r\n }\r\n if (options.lockstepMaxSteps === undefined) {\r\n options.lockstepMaxSteps = 4;\r\n }\r\n if (options.preserveDrawingBuffer === undefined) {\r\n options.preserveDrawingBuffer = false;\r\n }\r\n if (options.audioEngine === undefined) {\r\n options.audioEngine = true;\r\n }\r\n if (options.stencil === undefined) {\r\n options.stencil = true;\r\n }\r\n if (options.premultipliedAlpha === false) {\r\n this.premultipliedAlpha = false;\r\n }\r\n this._deterministicLockstep = options.deterministicLockstep;\r\n this._lockstepMaxSteps = options.lockstepMaxSteps;\r\n this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;\r\n // Exceptions\r\n if (navigator && navigator.userAgent) {\r\n var ua = navigator.userAgent;\r\n for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {\r\n var exception = _a[_i];\r\n var key = exception.key;\r\n var targets = exception.targets;\r\n var check = new RegExp(key);\r\n if (check.test(ua)) {\r\n if (exception.capture && exception.captureConstraint) {\r\n var capture = exception.capture;\r\n var constraint = exception.captureConstraint;\r\n var regex = new RegExp(capture);\r\n var matches = regex.exec(ua);\r\n if (matches && matches.length > 0) {\r\n var capturedValue = parseInt(matches[matches.length - 1]);\r\n if (capturedValue >= constraint) {\r\n continue;\r\n }\r\n }\r\n }\r\n for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {\r\n var target = targets_1[_b];\r\n switch (target) {\r\n case \"uniformBuffer\":\r\n this.disableUniformBuffers = true;\r\n break;\r\n case \"vao\":\r\n this.disableVertexArrayObjects = true;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n // Context lost\r\n if (!this._doNotHandleContextLost) {\r\n this._onContextLost = function (evt) {\r\n evt.preventDefault();\r\n _this._contextWasLost = true;\r\n Logger.Warn(\"WebGL context lost.\");\r\n _this.onContextLostObservable.notifyObservers(_this);\r\n };\r\n this._onContextRestored = function () {\r\n // Adding a timeout to avoid race condition at browser level\r\n setTimeout(function () {\r\n // Rebuild gl context\r\n _this._initGLContext();\r\n // Rebuild effects\r\n _this._rebuildEffects();\r\n // Rebuild textures\r\n _this._rebuildInternalTextures();\r\n // Rebuild buffers\r\n _this._rebuildBuffers();\r\n // Cache\r\n _this.wipeCaches(true);\r\n Logger.Warn(\"WebGL context successfully restored.\");\r\n _this.onContextRestoredObservable.notifyObservers(_this);\r\n _this._contextWasLost = false;\r\n }, 0);\r\n };\r\n canvas.addEventListener(\"webglcontextlost\", this._onContextLost, false);\r\n canvas.addEventListener(\"webglcontextrestored\", this._onContextRestored, false);\r\n options.powerPreference = \"high-performance\";\r\n }\r\n // GL\r\n if (!options.disableWebGL2Support) {\r\n try {\r\n this._gl = (canvas.getContext(\"webgl2\", options) || canvas.getContext(\"experimental-webgl2\", options));\r\n if (this._gl) {\r\n this._webGLVersion = 2.0;\r\n // Prevent weird browsers to lie :-)\r\n if (!this._gl.deleteQuery) {\r\n this._webGLVersion = 1.0;\r\n }\r\n }\r\n }\r\n catch (e) {\r\n // Do nothing\r\n }\r\n }\r\n if (!this._gl) {\r\n if (!canvas) {\r\n throw new Error(\"The provided canvas is null or undefined.\");\r\n }\r\n try {\r\n this._gl = (canvas.getContext(\"webgl\", options) || canvas.getContext(\"experimental-webgl\", options));\r\n }\r\n catch (e) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n }\r\n if (!this._gl) {\r\n throw new Error(\"WebGL not supported\");\r\n }\r\n // Ensures a consistent color space unpacking of textures cross browser.\r\n this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._gl.NONE);\r\n this._onCanvasFocus = function () {\r\n _this.onCanvasFocusObservable.notifyObservers(_this);\r\n };\r\n this._onCanvasBlur = function () {\r\n _this.onCanvasBlurObservable.notifyObservers(_this);\r\n };\r\n canvas.addEventListener(\"focus\", this._onCanvasFocus);\r\n canvas.addEventListener(\"blur\", this._onCanvasBlur);\r\n this._onBlur = function () {\r\n if (_this.disablePerformanceMonitorInBackground) {\r\n _this._performanceMonitor.disable();\r\n }\r\n _this._windowIsBackground = true;\r\n };\r\n this._onFocus = function () {\r\n if (_this.disablePerformanceMonitorInBackground) {\r\n _this._performanceMonitor.enable();\r\n }\r\n _this._windowIsBackground = false;\r\n };\r\n this._onCanvasPointerOut = function (ev) {\r\n _this.onCanvasPointerOutObservable.notifyObservers(ev);\r\n };\r\n if (DomManagement.IsWindowObjectExist()) {\r\n window.addEventListener(\"blur\", this._onBlur);\r\n window.addEventListener(\"focus\", this._onFocus);\r\n }\r\n canvas.addEventListener(\"pointerout\", this._onCanvasPointerOut);\r\n if (!options.doNotHandleTouchAction) {\r\n this._disableTouchAction();\r\n }\r\n }\r\n else {\r\n this._gl = canvasOrContext;\r\n this._renderingCanvas = this._gl.canvas;\r\n if (this._gl.renderbufferStorageMultisample) {\r\n this._webGLVersion = 2.0;\r\n }\r\n var attributes = this._gl.getContextAttributes();\r\n if (attributes) {\r\n options.stencil = attributes.stencil;\r\n }\r\n }\r\n if (options.useHighPrecisionFloats !== undefined) {\r\n this._highPrecisionShadersAllowed = options.useHighPrecisionFloats;\r\n }\r\n // Viewport\r\n var devicePixelRatio = DomManagement.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;\r\n var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;\r\n this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;\r\n this.resize();\r\n this._isStencilEnable = options.stencil ? true : false;\r\n this._initGLContext();\r\n if (canvas) {\r\n var anyDoc_1 = document;\r\n // Fullscreen\r\n this._onFullscreenChange = function () {\r\n if (anyDoc_1.fullscreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.fullscreen;\r\n }\r\n else if (anyDoc_1.mozFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.mozFullScreen;\r\n }\r\n else if (anyDoc_1.webkitIsFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.webkitIsFullScreen;\r\n }\r\n else if (anyDoc_1.msIsFullScreen !== undefined) {\r\n _this.isFullscreen = anyDoc_1.msIsFullScreen;\r\n }\r\n // Pointer lock\r\n if (_this.isFullscreen && _this._pointerLockRequested && canvas) {\r\n Engine._RequestPointerlock(canvas);\r\n }\r\n };\r\n document.addEventListener(\"fullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"mozfullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"webkitfullscreenchange\", this._onFullscreenChange, false);\r\n document.addEventListener(\"msfullscreenchange\", this._onFullscreenChange, false);\r\n // Pointer lock\r\n this._onPointerLockChange = function () {\r\n _this.isPointerLock = (anyDoc_1.mozPointerLockElement === canvas ||\r\n anyDoc_1.webkitPointerLockElement === canvas ||\r\n anyDoc_1.msPointerLockElement === canvas ||\r\n anyDoc_1.pointerLockElement === canvas);\r\n };\r\n document.addEventListener(\"pointerlockchange\", this._onPointerLockChange, false);\r\n document.addEventListener(\"mspointerlockchange\", this._onPointerLockChange, false);\r\n document.addEventListener(\"mozpointerlockchange\", this._onPointerLockChange, false);\r\n document.addEventListener(\"webkitpointerlockchange\", this._onPointerLockChange, false);\r\n this._connectVREvents(canvas, anyDoc_1);\r\n }\r\n // Create Audio Engine if needed.\r\n if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {\r\n Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());\r\n }\r\n // Prepare buffer pointers\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this._currentBufferPointers[i] = new BufferPointer();\r\n }\r\n // Load WebVR Devices\r\n this._prepareVRComponent();\r\n if (options.autoEnableWebVR) {\r\n this.initWebVR();\r\n }\r\n // Shader processor\r\n if (this.webGLVersion > 1) {\r\n this._shaderProcessor = new WebGL2ShaderProcessor();\r\n }\r\n // Detect if we are running on a faulty buggy OS.\r\n this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);\r\n // Detect if we are running on a faulty buggy desktop OS.\r\n this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);\r\n console.log(\"Babylon.js v\" + Engine.Version + \" - \" + this.description);\r\n this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;\r\n }\r\n Object.defineProperty(Engine, \"Instances\", {\r\n /** Gets the list of created engines */\r\n get: function () {\r\n return EngineStore.Instances;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"LastCreatedEngine\", {\r\n /**\r\n * Gets the latest created engine\r\n */\r\n get: function () {\r\n return EngineStore.LastCreatedEngine;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"LastCreatedScene\", {\r\n /**\r\n * Gets the latest created scene\r\n */\r\n get: function () {\r\n return EngineStore.LastCreatedScene;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation\r\n * @param flag defines which part of the materials must be marked as dirty\r\n * @param predicate defines a predicate used to filter which materials should be affected\r\n */\r\n Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {\r\n for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {\r\n var engine = Engine.Instances[engineIndex];\r\n for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {\r\n engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);\r\n }\r\n }\r\n };\r\n Object.defineProperty(Engine, \"NpmPackage\", {\r\n /**\r\n * Returns the current npm package of the sdk\r\n */\r\n // Not mixed with Version for tooling purpose.\r\n get: function () {\r\n return \"babylonjs@4.1.0-alpha.7\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"Version\", {\r\n /**\r\n * Returns the current version of the framework\r\n */\r\n get: function () {\r\n return \"4.1.0-alpha.7\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"description\", {\r\n /**\r\n * Returns a string describing the current engine\r\n */\r\n get: function () {\r\n var description = \"WebGL\" + this.webGLVersion;\r\n if (this._caps.parallelShaderCompile) {\r\n description += \" - Parallel shader compilation\";\r\n }\r\n return description;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine, \"ShadersRepository\", {\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n get: function () {\r\n return Effect.ShadersRepository;\r\n },\r\n set: function (value) {\r\n Effect.ShadersRepository = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Method called to create the default loading screen.\r\n * This can be overriden in your own app.\r\n * @param canvas The rendering canvas element\r\n * @returns The loading screen\r\n */\r\n Engine.DefaultLoadingScreenFactory = function (canvas) {\r\n throw _DevTools.WarnImport(\"LoadingScreen\");\r\n };\r\n Object.defineProperty(Engine.prototype, \"supportsUniformBuffers\", {\r\n /**\r\n * Gets a boolean indicating that the engine supports uniform buffers\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n */\r\n get: function () {\r\n return this.webGLVersion > 1 && !this.disableUniformBuffers;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"_shouldUseHighPrecisionShader\", {\r\n /** @hidden */\r\n get: function () {\r\n return this._caps.highPrecisionShaderSupported && this._highPrecisionShadersAllowed;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"needPOTTextures\", {\r\n /**\r\n * Gets a boolean indicating that only power of 2 textures are supported\r\n * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them\r\n */\r\n get: function () {\r\n return this._webGLVersion < 2 || this.forcePOTTextures;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"doNotHandleContextLost\", {\r\n /**\r\n * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost\r\n */\r\n get: function () {\r\n return this._doNotHandleContextLost;\r\n },\r\n set: function (value) {\r\n this._doNotHandleContextLost = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"performanceMonitor\", {\r\n /**\r\n * Gets the performance monitor attached to this engine\r\n * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation\r\n */\r\n get: function () {\r\n return this._performanceMonitor;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"texturesSupported\", {\r\n /**\r\n * Gets the list of texture formats supported\r\n */\r\n get: function () {\r\n return this._texturesSupported;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"textureFormatInUse\", {\r\n /**\r\n * Gets the list of texture formats in use\r\n */\r\n get: function () {\r\n return this._textureFormatInUse;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"currentViewport\", {\r\n /**\r\n * Gets the current viewport\r\n */\r\n get: function () {\r\n return this._cachedViewport;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"emptyTexture\", {\r\n /**\r\n * Gets the default empty texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture) {\r\n this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n return this._emptyTexture;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"emptyTexture3D\", {\r\n /**\r\n * Gets the default empty 3D texture\r\n */\r\n get: function () {\r\n if (!this._emptyTexture3D) {\r\n this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n return this._emptyTexture3D;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"emptyCubeTexture\", {\r\n /**\r\n * Gets the default empty cube texture\r\n */\r\n get: function () {\r\n if (!this._emptyCubeTexture) {\r\n var faceData = new Uint8Array(4);\r\n var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];\r\n this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);\r\n }\r\n return this._emptyCubeTexture;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // WebVR\r\n /**\r\n * Initializes a webVR display and starts listening to display change events\r\n * The onVRDisplayChangedObservable will be notified upon these changes\r\n * @returns The onVRDisplayChangedObservable\r\n */\r\n Engine.prototype.initWebVR = function () {\r\n throw _DevTools.WarnImport(\"WebVRCamera\");\r\n };\r\n /** @hidden */\r\n Engine.prototype._prepareVRComponent = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._connectVREvents = function (canvas, document) {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /** @hidden */\r\n Engine.prototype._submitVRFrame = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /**\r\n * Call this function to leave webVR mode\r\n * Will do nothing if webVR is not supported or if there is no webVR device\r\n * @see http://doc.babylonjs.com/how_to/webvr_camera\r\n */\r\n Engine.prototype.disableVR = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n /**\r\n * Gets a boolean indicating that the system is in VR mode and is presenting\r\n * @returns true if VR mode is engaged\r\n */\r\n Engine.prototype.isVRPresenting = function () {\r\n return false;\r\n };\r\n /** @hidden */\r\n Engine.prototype._requestVRFrame = function () {\r\n // Do nothing as the engine side effect will overload it\r\n };\r\n Engine.prototype._disableTouchAction = function () {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n this._renderingCanvas.setAttribute(\"touch-action\", \"none\");\r\n this._renderingCanvas.style.touchAction = \"none\";\r\n this._renderingCanvas.style.msTouchAction = \"none\";\r\n };\r\n Engine.prototype._rebuildInternalTextures = function () {\r\n var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies\r\n for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {\r\n var internalTexture = currentState_1[_i];\r\n internalTexture._rebuild();\r\n }\r\n };\r\n Engine.prototype._rebuildEffects = function () {\r\n for (var key in this._compiledEffects) {\r\n var effect = this._compiledEffects[key];\r\n effect._prepareEffect();\r\n }\r\n Effect.ResetCache();\r\n };\r\n /**\r\n * Gets a boolean indicating if all created effects are ready\r\n * @returns true if all effects are ready\r\n */\r\n Engine.prototype.areAllEffectsReady = function () {\r\n for (var key in this._compiledEffects) {\r\n var effect = this._compiledEffects[key];\r\n if (!effect.isReady()) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n Engine.prototype._rebuildBuffers = function () {\r\n // Index / Vertex\r\n for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {\r\n var scene = _a[_i];\r\n scene.resetCachedMaterial();\r\n scene._rebuildGeometries();\r\n scene._rebuildTextures();\r\n }\r\n // Uniforms\r\n for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {\r\n var uniformBuffer = _c[_b];\r\n uniformBuffer._rebuild();\r\n }\r\n };\r\n Engine.prototype._initGLContext = function () {\r\n // Caps\r\n this._caps = new EngineCapabilities();\r\n this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);\r\n this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);\r\n this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);\r\n this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);\r\n this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);\r\n this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);\r\n this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);\r\n this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);\r\n this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);\r\n this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);\r\n // Infos\r\n this._glVersion = this._gl.getParameter(this._gl.VERSION);\r\n var rendererInfo = this._gl.getExtension(\"WEBGL_debug_renderer_info\");\r\n if (rendererInfo != null) {\r\n this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);\r\n this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);\r\n }\r\n if (!this._glVendor) {\r\n this._glVendor = \"Unknown vendor\";\r\n }\r\n if (!this._glRenderer) {\r\n this._glRenderer = \"Unknown renderer\";\r\n }\r\n // Constants\r\n this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).\r\n if (this._gl.RGBA16F !== 0x881A) {\r\n this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.RGBA32F !== 0x8814) {\r\n this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.\r\n }\r\n if (this._gl.DEPTH24_STENCIL8 !== 35056) {\r\n this._gl.DEPTH24_STENCIL8 = 35056;\r\n }\r\n // Extensions\r\n this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);\r\n this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');\r\n this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');\r\n this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');\r\n this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');\r\n this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||\r\n this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3\r\n 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');\r\n this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;\r\n this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;\r\n this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;\r\n this._caps.highPrecisionShaderSupported = false;\r\n this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension(\"EXT_disjoint_timer_query\");\r\n if (this._caps.timerQuery) {\r\n if (this._webGLVersion === 1) {\r\n this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);\r\n }\r\n this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;\r\n }\r\n // Checks if some of the format renders first to allow the use of webgl inspector.\r\n this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');\r\n this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;\r\n this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;\r\n this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;\r\n this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;\r\n this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;\r\n if (this._webGLVersion > 1) {\r\n this._gl.HALF_FLOAT_OES = 0x140B;\r\n }\r\n this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();\r\n this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;\r\n this._caps.multiview = this._gl.getExtension('OVR_multiview2');\r\n // Draw buffers\r\n if (this._webGLVersion > 1) {\r\n this._caps.drawBuffersExtension = true;\r\n }\r\n else {\r\n var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');\r\n if (drawBuffersExtension !== null) {\r\n this._caps.drawBuffersExtension = true;\r\n this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);\r\n this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;\r\n for (var i = 0; i < 16; i++) {\r\n this._gl[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"] = drawBuffersExtension[\"COLOR_ATTACHMENT\" + i + \"_WEBGL\"];\r\n }\r\n }\r\n else {\r\n this._caps.drawBuffersExtension = false;\r\n }\r\n }\r\n // Shader compiler threads\r\n this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');\r\n // Depth Texture\r\n if (this._webGLVersion > 1) {\r\n this._caps.depthTextureExtension = true;\r\n }\r\n else {\r\n var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');\r\n if (depthTextureExtension != null) {\r\n this._caps.depthTextureExtension = true;\r\n this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;\r\n }\r\n }\r\n // Vertex array object\r\n if (this.disableVertexArrayObjects) {\r\n this._caps.vertexArrayObject = false;\r\n }\r\n else if (this._webGLVersion > 1) {\r\n this._caps.vertexArrayObject = true;\r\n }\r\n else {\r\n var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');\r\n if (vertexArrayObjectExtension != null) {\r\n this._caps.vertexArrayObject = true;\r\n this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);\r\n this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);\r\n }\r\n else {\r\n this._caps.vertexArrayObject = false;\r\n }\r\n }\r\n // Instances count\r\n if (this._webGLVersion > 1) {\r\n this._caps.instancedArrays = true;\r\n }\r\n else {\r\n var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');\r\n if (instanceExtension != null) {\r\n this._caps.instancedArrays = true;\r\n this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);\r\n this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);\r\n this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);\r\n }\r\n else {\r\n this._caps.instancedArrays = false;\r\n }\r\n }\r\n // Intelligently add supported compressed formats in order to check for.\r\n // Check for ASTC support first as it is most powerful and to be very cross platform.\r\n // Next PVRTC & DXT, which are probably superior to ETC1/2.\r\n // Likely no hardware which supports both PVR & DXT, so order matters little.\r\n // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.\r\n if (this._caps.astc) {\r\n this.texturesSupported.push('-astc.ktx');\r\n }\r\n if (this._caps.s3tc) {\r\n this.texturesSupported.push('-dxt.ktx');\r\n }\r\n if (this._caps.pvrtc) {\r\n this.texturesSupported.push('-pvrtc.ktx');\r\n }\r\n if (this._caps.etc2) {\r\n this.texturesSupported.push('-etc2.ktx');\r\n }\r\n if (this._caps.etc1) {\r\n this.texturesSupported.push('-etc1.ktx');\r\n }\r\n if (this._gl.getShaderPrecisionFormat) {\r\n var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);\r\n var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);\r\n if (vertex_highp && fragment_highp) {\r\n this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;\r\n }\r\n }\r\n // Depth buffer\r\n this.setDepthBuffer(true);\r\n this.setDepthFunctionToLessOrEqual();\r\n this.setDepthWrite(true);\r\n // Texture maps\r\n this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;\r\n for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {\r\n this._nextFreeTextureSlots.push(slot);\r\n }\r\n };\r\n Object.defineProperty(Engine.prototype, \"webGLVersion\", {\r\n /**\r\n * Gets version of the current webGL context\r\n */\r\n get: function () {\r\n return this._webGLVersion;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string idenfifying the name of the class\r\n * @returns \"Engine\" string\r\n */\r\n Engine.prototype.getClassName = function () {\r\n return \"Engine\";\r\n };\r\n Object.defineProperty(Engine.prototype, \"isStencilEnable\", {\r\n /**\r\n * Returns true if the stencil buffer has been enabled through the creation option of the context.\r\n */\r\n get: function () {\r\n return this._isStencilEnable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Engine.prototype._prepareWorkingCanvas = function () {\r\n if (this._workingCanvas) {\r\n return;\r\n }\r\n this._workingCanvas = document.createElement(\"canvas\");\r\n var context = this._workingCanvas.getContext(\"2d\");\r\n if (context) {\r\n this._workingContext = context;\r\n }\r\n };\r\n /**\r\n * Reset the texture cache to empty state\r\n */\r\n Engine.prototype.resetTextureCache = function () {\r\n for (var key in this._boundTexturesCache) {\r\n if (!this._boundTexturesCache.hasOwnProperty(key)) {\r\n continue;\r\n }\r\n this._boundTexturesCache[key] = null;\r\n }\r\n this._currentTextureChannel = -1;\r\n };\r\n /**\r\n * Gets a boolean indicating that the engine is running in deterministic lock step mode\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns true if engine is in deterministic lock step mode\r\n */\r\n Engine.prototype.isDeterministicLockStep = function () {\r\n return this._deterministicLockstep;\r\n };\r\n /**\r\n * Gets the max steps when engine is running in deterministic lock step\r\n * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep\r\n * @returns the max steps\r\n */\r\n Engine.prototype.getLockstepMaxSteps = function () {\r\n return this._lockstepMaxSteps;\r\n };\r\n /**\r\n * Gets an object containing information about the current webGL context\r\n * @returns an object containing the vender, the renderer and the version of the current webGL context\r\n */\r\n Engine.prototype.getGlInfo = function () {\r\n return {\r\n vendor: this._glVendor,\r\n renderer: this._glRenderer,\r\n version: this._glVersion\r\n };\r\n };\r\n /**\r\n * Gets current aspect ratio\r\n * @param viewportOwner defines the camera to use to get the aspect ratio\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the aspect ratio\r\n */\r\n Engine.prototype.getAspectRatio = function (viewportOwner, useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n var viewport = viewportOwner.viewport;\r\n return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);\r\n };\r\n /**\r\n * Gets current screen aspect ratio\r\n * @returns a number defining the aspect ratio\r\n */\r\n Engine.prototype.getScreenAspectRatio = function () {\r\n return (this.getRenderWidth(true)) / (this.getRenderHeight(true));\r\n };\r\n /**\r\n * Gets the current render width\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render width\r\n */\r\n Engine.prototype.getRenderWidth = function (useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.width;\r\n }\r\n return this._gl.drawingBufferWidth;\r\n };\r\n /**\r\n * Gets the current render height\r\n * @param useScreen defines if screen size must be used (or the current render target if any)\r\n * @returns a number defining the current render height\r\n */\r\n Engine.prototype.getRenderHeight = function (useScreen) {\r\n if (useScreen === void 0) { useScreen = false; }\r\n if (!useScreen && this._currentRenderTarget) {\r\n return this._currentRenderTarget.height;\r\n }\r\n return this._gl.drawingBufferHeight;\r\n };\r\n /**\r\n * Gets the HTML canvas attached with the current webGL context\r\n * @returns a HTML canvas\r\n */\r\n Engine.prototype.getRenderingCanvas = function () {\r\n return this._renderingCanvas;\r\n };\r\n /**\r\n * Gets the client rect of the HTML canvas attached with the current webGL context\r\n * @returns a client rectanglee\r\n */\r\n Engine.prototype.getRenderingCanvasClientRect = function () {\r\n if (!this._renderingCanvas) {\r\n return null;\r\n }\r\n return this._renderingCanvas.getBoundingClientRect();\r\n };\r\n /**\r\n * Defines the hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * 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.\r\n * @param level defines the level to use\r\n */\r\n Engine.prototype.setHardwareScalingLevel = function (level) {\r\n this._hardwareScalingLevel = level;\r\n this.resize();\r\n };\r\n /**\r\n * Gets the current hardware scaling level.\r\n * By default the hardware scaling level is computed from the window device ratio.\r\n * 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.\r\n * @returns a number indicating the current hardware scaling level\r\n */\r\n Engine.prototype.getHardwareScalingLevel = function () {\r\n return this._hardwareScalingLevel;\r\n };\r\n /**\r\n * Gets the list of loaded textures\r\n * @returns an array containing all loaded textures\r\n */\r\n Engine.prototype.getLoadedTexturesCache = function () {\r\n return this._internalTexturesCache;\r\n };\r\n /**\r\n * Gets the object containing all engine capabilities\r\n * @returns the EngineCapabilities object\r\n */\r\n Engine.prototype.getCaps = function () {\r\n return this._caps;\r\n };\r\n /**\r\n * Gets the current depth function\r\n * @returns a number defining the depth function\r\n */\r\n Engine.prototype.getDepthFunction = function () {\r\n return this._depthCullingState.depthFunc;\r\n };\r\n /**\r\n * Sets the current depth function\r\n * @param depthFunc defines the function to use\r\n */\r\n Engine.prototype.setDepthFunction = function (depthFunc) {\r\n this._depthCullingState.depthFunc = depthFunc;\r\n };\r\n /**\r\n * Sets the current depth function to GREATER\r\n */\r\n Engine.prototype.setDepthFunctionToGreater = function () {\r\n this._depthCullingState.depthFunc = this._gl.GREATER;\r\n };\r\n /**\r\n * Sets the current depth function to GEQUAL\r\n */\r\n Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {\r\n this._depthCullingState.depthFunc = this._gl.GEQUAL;\r\n };\r\n /**\r\n * Sets the current depth function to LESS\r\n */\r\n Engine.prototype.setDepthFunctionToLess = function () {\r\n this._depthCullingState.depthFunc = this._gl.LESS;\r\n };\r\n /**\r\n * Caches the the state of the stencil buffer\r\n */\r\n Engine.prototype.cacheStencilState = function () {\r\n this._cachedStencilBuffer = this.getStencilBuffer();\r\n this._cachedStencilFunction = this.getStencilFunction();\r\n this._cachedStencilMask = this.getStencilMask();\r\n this._cachedStencilOperationPass = this.getStencilOperationPass();\r\n this._cachedStencilOperationFail = this.getStencilOperationFail();\r\n this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();\r\n this._cachedStencilReference = this.getStencilFunctionReference();\r\n };\r\n /**\r\n * Restores the state of the stencil buffer\r\n */\r\n Engine.prototype.restoreStencilState = function () {\r\n this.setStencilFunction(this._cachedStencilFunction);\r\n this.setStencilMask(this._cachedStencilMask);\r\n this.setStencilBuffer(this._cachedStencilBuffer);\r\n this.setStencilOperationPass(this._cachedStencilOperationPass);\r\n this.setStencilOperationFail(this._cachedStencilOperationFail);\r\n this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);\r\n this.setStencilFunctionReference(this._cachedStencilReference);\r\n };\r\n /**\r\n * Sets the current depth function to LEQUAL\r\n */\r\n Engine.prototype.setDepthFunctionToLessOrEqual = function () {\r\n this._depthCullingState.depthFunc = this._gl.LEQUAL;\r\n };\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n Engine.prototype.getStencilBuffer = function () {\r\n return this._stencilState.stencilTest;\r\n };\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n Engine.prototype.setStencilBuffer = function (enable) {\r\n this._stencilState.stencilTest = enable;\r\n };\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n Engine.prototype.getStencilMask = function () {\r\n return this._stencilState.stencilMask;\r\n };\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n Engine.prototype.setStencilMask = function (mask) {\r\n this._stencilState.stencilMask = mask;\r\n };\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n Engine.prototype.getStencilFunction = function () {\r\n return this._stencilState.stencilFunc;\r\n };\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n Engine.prototype.getStencilFunctionReference = function () {\r\n return this._stencilState.stencilFuncRef;\r\n };\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n Engine.prototype.getStencilFunctionMask = function () {\r\n return this._stencilState.stencilFuncMask;\r\n };\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n Engine.prototype.setStencilFunction = function (stencilFunc) {\r\n this._stencilState.stencilFunc = stencilFunc;\r\n };\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n Engine.prototype.setStencilFunctionReference = function (reference) {\r\n this._stencilState.stencilFuncRef = reference;\r\n };\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n Engine.prototype.setStencilFunctionMask = function (mask) {\r\n this._stencilState.stencilFuncMask = mask;\r\n };\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n Engine.prototype.getStencilOperationFail = function () {\r\n return this._stencilState.stencilOpStencilFail;\r\n };\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n Engine.prototype.getStencilOperationDepthFail = function () {\r\n return this._stencilState.stencilOpDepthFail;\r\n };\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n Engine.prototype.getStencilOperationPass = function () {\r\n return this._stencilState.stencilOpStencilDepthPass;\r\n };\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n Engine.prototype.setStencilOperationFail = function (operation) {\r\n this._stencilState.stencilOpStencilFail = operation;\r\n };\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n Engine.prototype.setStencilOperationDepthFail = function (operation) {\r\n this._stencilState.stencilOpDepthFail = operation;\r\n };\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n Engine.prototype.setStencilOperationPass = function (operation) {\r\n this._stencilState.stencilOpStencilDepthPass = operation;\r\n };\r\n /**\r\n * Sets a boolean indicating if the dithering state is enabled or disabled\r\n * @param value defines the dithering state\r\n */\r\n Engine.prototype.setDitheringState = function (value) {\r\n if (value) {\r\n this._gl.enable(this._gl.DITHER);\r\n }\r\n else {\r\n this._gl.disable(this._gl.DITHER);\r\n }\r\n };\r\n /**\r\n * Sets a boolean indicating if the rasterizer state is enabled or disabled\r\n * @param value defines the rasterizer state\r\n */\r\n Engine.prototype.setRasterizerState = function (value) {\r\n if (value) {\r\n this._gl.disable(this._gl.RASTERIZER_DISCARD);\r\n }\r\n else {\r\n this._gl.enable(this._gl.RASTERIZER_DISCARD);\r\n }\r\n };\r\n /**\r\n * stop executing a render loop function and remove it from the execution array\r\n * @param renderFunction defines the function to be removed. If not provided all functions will be removed.\r\n */\r\n Engine.prototype.stopRenderLoop = function (renderFunction) {\r\n if (!renderFunction) {\r\n this._activeRenderLoops = [];\r\n return;\r\n }\r\n var index = this._activeRenderLoops.indexOf(renderFunction);\r\n if (index >= 0) {\r\n this._activeRenderLoops.splice(index, 1);\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._renderLoop = function () {\r\n if (!this._contextWasLost) {\r\n var shouldRender = true;\r\n if (!this.renderEvenInBackground && this._windowIsBackground) {\r\n shouldRender = false;\r\n }\r\n if (shouldRender) {\r\n // Start new frame\r\n this.beginFrame();\r\n for (var index = 0; index < this._activeRenderLoops.length; index++) {\r\n var renderFunction = this._activeRenderLoops[index];\r\n renderFunction();\r\n }\r\n // Present\r\n this.endFrame();\r\n }\r\n }\r\n if (this._activeRenderLoops.length > 0) {\r\n // Register new frame\r\n if (this.customAnimationFrameRequester) {\r\n this.customAnimationFrameRequester.requestID = Engine.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);\r\n this._frameHandler = this.customAnimationFrameRequester.requestID;\r\n }\r\n else if (this.isVRPresenting()) {\r\n this._requestVRFrame();\r\n }\r\n else {\r\n this._frameHandler = Engine.QueueNewFrame(this._bindedRenderFunction);\r\n }\r\n }\r\n else {\r\n this._renderingQueueLaunched = false;\r\n }\r\n };\r\n /**\r\n * Register and execute a render loop. The engine can have more than one render function\r\n * @param renderFunction defines the function to continuously execute\r\n */\r\n Engine.prototype.runRenderLoop = function (renderFunction) {\r\n if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {\r\n return;\r\n }\r\n this._activeRenderLoops.push(renderFunction);\r\n if (!this._renderingQueueLaunched) {\r\n this._renderingQueueLaunched = true;\r\n this._bindedRenderFunction = this._renderLoop.bind(this);\r\n this._frameHandler = Engine.QueueNewFrame(this._bindedRenderFunction);\r\n }\r\n };\r\n /**\r\n * Toggle full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n Engine.prototype.switchFullscreen = function (requestPointerLock) {\r\n if (this.isFullscreen) {\r\n this.exitFullscreen();\r\n }\r\n else {\r\n this.enterFullscreen(requestPointerLock);\r\n }\r\n };\r\n /**\r\n * Enters full screen mode\r\n * @param requestPointerLock defines if a pointer lock should be requested from the user\r\n */\r\n Engine.prototype.enterFullscreen = function (requestPointerLock) {\r\n if (!this.isFullscreen) {\r\n this._pointerLockRequested = requestPointerLock;\r\n if (this._renderingCanvas) {\r\n Engine._RequestFullscreen(this._renderingCanvas);\r\n }\r\n }\r\n };\r\n /**\r\n * Exits full screen mode\r\n */\r\n Engine.prototype.exitFullscreen = function () {\r\n if (this.isFullscreen) {\r\n Engine._ExitFullscreen();\r\n }\r\n };\r\n /**\r\n * Enters Pointerlock mode\r\n */\r\n Engine.prototype.enterPointerlock = function () {\r\n if (this._renderingCanvas) {\r\n Engine._RequestPointerlock(this._renderingCanvas);\r\n }\r\n };\r\n /**\r\n * Exits Pointerlock mode\r\n */\r\n Engine.prototype.exitPointerlock = function () {\r\n Engine._ExitPointerlock();\r\n };\r\n /**\r\n * Clear the current render buffer or the current render target (if any is set up)\r\n * @param color defines the color to use\r\n * @param backBuffer defines if the back buffer must be cleared\r\n * @param depth defines if the depth buffer must be cleared\r\n * @param stencil defines if the stencil buffer must be cleared\r\n */\r\n Engine.prototype.clear = function (color, backBuffer, depth, stencil) {\r\n if (stencil === void 0) { stencil = false; }\r\n this.applyStates();\r\n var mode = 0;\r\n if (backBuffer && color) {\r\n this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);\r\n mode |= this._gl.COLOR_BUFFER_BIT;\r\n }\r\n if (depth) {\r\n this._gl.clearDepth(1.0);\r\n mode |= this._gl.DEPTH_BUFFER_BIT;\r\n }\r\n if (stencil) {\r\n this._gl.clearStencil(0);\r\n mode |= this._gl.STENCIL_BUFFER_BIT;\r\n }\r\n this._gl.clear(mode);\r\n };\r\n /**\r\n * Executes a scissor clear (ie. a clear on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n * @param clearColor defines the clear color\r\n */\r\n Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {\r\n this.enableScissor(x, y, width, height);\r\n this.clear(clearColor, true, true, true);\r\n this.disableScissor();\r\n };\r\n /**\r\n * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)\r\n * @param x defines the x-coordinate of the top left corner of the clear rectangle\r\n * @param y defines the y-coordinate of the corner of the clear rectangle\r\n * @param width defines the width of the clear rectangle\r\n * @param height defines the height of the clear rectangle\r\n */\r\n Engine.prototype.enableScissor = function (x, y, width, height) {\r\n var gl = this._gl;\r\n // Change state\r\n gl.enable(gl.SCISSOR_TEST);\r\n gl.scissor(x, y, width, height);\r\n };\r\n /**\r\n * Disable previously set scissor test rectangle\r\n */\r\n Engine.prototype.disableScissor = function () {\r\n var gl = this._gl;\r\n gl.disable(gl.SCISSOR_TEST);\r\n };\r\n /** @hidden */\r\n Engine.prototype._viewport = function (x, y, width, height) {\r\n if (x !== this._viewportCached.x ||\r\n y !== this._viewportCached.y ||\r\n width !== this._viewportCached.z ||\r\n height !== this._viewportCached.w) {\r\n this._viewportCached.x = x;\r\n this._viewportCached.y = y;\r\n this._viewportCached.z = width;\r\n this._viewportCached.w = height;\r\n this._gl.viewport(x, y, width, height);\r\n }\r\n };\r\n /**\r\n * Set the WebGL's viewport\r\n * @param viewport defines the viewport element to be used\r\n * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used\r\n * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used\r\n */\r\n Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {\r\n var width = requiredWidth || this.getRenderWidth();\r\n var height = requiredHeight || this.getRenderHeight();\r\n var x = viewport.x || 0;\r\n var y = viewport.y || 0;\r\n this._cachedViewport = viewport;\r\n this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);\r\n };\r\n /**\r\n * Directly set the WebGL Viewport\r\n * @param x defines the x coordinate of the viewport (in screen space)\r\n * @param y defines the y coordinate of the viewport (in screen space)\r\n * @param width defines the width of the viewport (in screen space)\r\n * @param height defines the height of the viewport (in screen space)\r\n * @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\r\n */\r\n Engine.prototype.setDirectViewport = function (x, y, width, height) {\r\n var currentViewport = this._cachedViewport;\r\n this._cachedViewport = null;\r\n this._viewport(x, y, width, height);\r\n return currentViewport;\r\n };\r\n /**\r\n * Begin a new frame\r\n */\r\n Engine.prototype.beginFrame = function () {\r\n this.onBeginFrameObservable.notifyObservers(this);\r\n this._measureFps();\r\n };\r\n /**\r\n * Enf the current frame\r\n */\r\n Engine.prototype.endFrame = function () {\r\n // Force a flush in case we are using a bad OS.\r\n if (this._badOS) {\r\n this.flushFramebuffer();\r\n }\r\n this._submitVRFrame();\r\n this.onEndFrameObservable.notifyObservers(this);\r\n };\r\n /**\r\n * Resize the view according to the canvas' size\r\n */\r\n Engine.prototype.resize = function () {\r\n // We're not resizing the size of the canvas while in VR mode & presenting\r\n if (!this.isVRPresenting()) {\r\n var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;\r\n var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;\r\n this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);\r\n }\r\n };\r\n /**\r\n * Force a specific size of the canvas\r\n * @param width defines the new canvas' width\r\n * @param height defines the new canvas' height\r\n */\r\n Engine.prototype.setSize = function (width, height) {\r\n if (!this._renderingCanvas) {\r\n return;\r\n }\r\n if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {\r\n return;\r\n }\r\n this._renderingCanvas.width = width;\r\n this._renderingCanvas.height = height;\r\n for (var index = 0; index < this.scenes.length; index++) {\r\n var scene = this.scenes[index];\r\n for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {\r\n var cam = scene.cameras[camIndex];\r\n cam._currentRenderId = 0;\r\n }\r\n }\r\n if (this.onResizeObservable.hasObservers) {\r\n this.onResizeObservable.notifyObservers(this);\r\n }\r\n };\r\n /**\r\n * Binds the frame buffer to the specified texture.\r\n * @param texture The texture to render to or null for the default canvas\r\n * @param faceIndex The face of the texture to render to in case of cube texture\r\n * @param requiredWidth The width of the target to render to\r\n * @param requiredHeight The height of the target to render to\r\n * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true\r\n * @param depthStencilTexture The depth stencil texture to use to render\r\n * @param lodLevel defines le lod level to bind to the frame buffer\r\n */\r\n Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {\r\n if (lodLevel === void 0) { lodLevel = 0; }\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n this._currentRenderTarget = texture;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);\r\n var gl = this._gl;\r\n if (texture.isCube) {\r\n if (faceIndex === undefined) {\r\n faceIndex = 0;\r\n }\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);\r\n if (depthStencilTexture) {\r\n if (depthStencilTexture._generateStencilBuffer) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);\r\n }\r\n }\r\n }\r\n if (this._cachedViewport && !forceFullscreenViewport) {\r\n this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);\r\n }\r\n else {\r\n if (!requiredWidth) {\r\n requiredWidth = texture.width;\r\n if (lodLevel) {\r\n requiredWidth = requiredWidth / Math.pow(2, lodLevel);\r\n }\r\n }\r\n if (!requiredHeight) {\r\n requiredHeight = texture.height;\r\n if (lodLevel) {\r\n requiredHeight = requiredHeight / Math.pow(2, lodLevel);\r\n }\r\n }\r\n this._viewport(0, 0, requiredWidth, requiredHeight);\r\n }\r\n this.wipeCaches();\r\n };\r\n /** @hidden */\r\n Engine.prototype._bindUnboundFramebuffer = function (framebuffer) {\r\n if (this._currentFramebuffer !== framebuffer) {\r\n this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);\r\n this._currentFramebuffer = framebuffer;\r\n }\r\n };\r\n /**\r\n * Unbind the current render target texture from the webGL context\r\n * @param texture defines the render target texture to unbind\r\n * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated\r\n * @param onBeforeUnbind defines a function which will be called before the effective unbind\r\n */\r\n Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {\r\n if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }\r\n this._currentRenderTarget = null;\r\n // If MSAA, we need to bitblt back to main texture\r\n var gl = this._gl;\r\n if (texture._MSAAFramebuffer) {\r\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);\r\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);\r\n gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);\r\n }\r\n if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n }\r\n if (onBeforeUnbind) {\r\n if (texture._MSAAFramebuffer) {\r\n // Bind the correct framebuffer\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n onBeforeUnbind();\r\n }\r\n this._bindUnboundFramebuffer(null);\r\n };\r\n /**\r\n * Force the mipmap generation for the given render target texture\r\n * @param texture defines the render target texture to use\r\n */\r\n Engine.prototype.generateMipMapsForCubemap = function (texture) {\r\n if (texture.generateMipMaps) {\r\n var gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);\r\n gl.generateMipmap(gl.TEXTURE_CUBE_MAP);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n };\r\n /**\r\n * Force a webGL flush (ie. a flush of all waiting webGL commands)\r\n */\r\n Engine.prototype.flushFramebuffer = function () {\r\n this._gl.flush();\r\n };\r\n /**\r\n * Unbind the current render target and bind the default framebuffer\r\n */\r\n Engine.prototype.restoreDefaultFramebuffer = function () {\r\n if (this._currentRenderTarget) {\r\n this.unBindFramebuffer(this._currentRenderTarget);\r\n }\r\n else {\r\n this._bindUnboundFramebuffer(null);\r\n }\r\n if (this._cachedViewport) {\r\n this.setViewport(this._cachedViewport);\r\n }\r\n this.wipeCaches();\r\n };\r\n // UBOs\r\n /**\r\n * Create an uniform buffer\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n * @param elements defines the content of the uniform buffer\r\n * @returns the webGL uniform buffer\r\n */\r\n Engine.prototype.createUniformBuffer = function (elements) {\r\n var ubo = this._gl.createBuffer();\r\n if (!ubo) {\r\n throw new Error(\"Unable to create uniform buffer\");\r\n }\r\n var result = new WebGLDataBuffer(ubo);\r\n this.bindUniformBuffer(result);\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);\r\n }\r\n this.bindUniformBuffer(null);\r\n result.references = 1;\r\n return result;\r\n };\r\n /**\r\n * Create a dynamic uniform buffer\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n * @param elements defines the content of the uniform buffer\r\n * @returns the webGL uniform buffer\r\n */\r\n Engine.prototype.createDynamicUniformBuffer = function (elements) {\r\n var ubo = this._gl.createBuffer();\r\n if (!ubo) {\r\n throw new Error(\"Unable to create dynamic uniform buffer\");\r\n }\r\n var result = new WebGLDataBuffer(ubo);\r\n this.bindUniformBuffer(result);\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);\r\n }\r\n this.bindUniformBuffer(null);\r\n result.references = 1;\r\n return result;\r\n };\r\n /**\r\n * Update an existing uniform buffer\r\n * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets\r\n * @param uniformBuffer defines the target uniform buffer\r\n * @param elements defines the content to update\r\n * @param offset defines the offset in the uniform buffer where update should start\r\n * @param count defines the size of the data to update\r\n */\r\n Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {\r\n this.bindUniformBuffer(uniformBuffer);\r\n if (offset === undefined) {\r\n offset = 0;\r\n }\r\n if (count === undefined) {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));\r\n }\r\n }\r\n else {\r\n if (elements instanceof Float32Array) {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));\r\n }\r\n }\r\n this.bindUniformBuffer(null);\r\n };\r\n // VBOs\r\n Engine.prototype._resetVertexBufferBinding = function () {\r\n this.bindArrayBuffer(null);\r\n this._cachedVertexBuffers = null;\r\n };\r\n /**\r\n * Creates a vertex buffer\r\n * @param data the data for the vertex buffer\r\n * @returns the new WebGL static buffer\r\n */\r\n Engine.prototype.createVertexBuffer = function (data) {\r\n var vbo = this._gl.createBuffer();\r\n if (!vbo) {\r\n throw new Error(\"Unable to create vertex buffer\");\r\n }\r\n var dataBuffer = new WebGLDataBuffer(vbo);\r\n this.bindArrayBuffer(dataBuffer);\r\n if (data instanceof Array) {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);\r\n }\r\n this._resetVertexBufferBinding();\r\n dataBuffer.references = 1;\r\n return dataBuffer;\r\n };\r\n /**\r\n * Creates a dynamic vertex buffer\r\n * @param data the data for the dynamic vertex buffer\r\n * @returns the new WebGL dynamic buffer\r\n */\r\n Engine.prototype.createDynamicVertexBuffer = function (data) {\r\n var vbo = this._gl.createBuffer();\r\n if (!vbo) {\r\n throw new Error(\"Unable to create dynamic vertex buffer\");\r\n }\r\n var result = new WebGLDataBuffer(vbo);\r\n this.bindArrayBuffer(result);\r\n if (data instanceof Array) {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);\r\n }\r\n else {\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);\r\n }\r\n this._resetVertexBufferBinding();\r\n result.references = 1;\r\n return result;\r\n };\r\n /**\r\n * Update a dynamic index buffer\r\n * @param indexBuffer defines the target index buffer\r\n * @param indices defines the data to update\r\n * @param offset defines the offset in the target index buffer where update should start\r\n */\r\n Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n // Force cache update\r\n this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;\r\n this.bindIndexBuffer(indexBuffer);\r\n var arrayBuffer;\r\n if (indices instanceof Uint16Array || indices instanceof Uint32Array) {\r\n arrayBuffer = indices;\r\n }\r\n else {\r\n arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);\r\n }\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);\r\n this._resetIndexBufferBinding();\r\n };\r\n /**\r\n * Updates a dynamic vertex buffer.\r\n * @param vertexBuffer the vertex buffer to update\r\n * @param data the data used to update the vertex buffer\r\n * @param byteOffset the byte offset of the data\r\n * @param byteLength the byte length of the data\r\n */\r\n Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {\r\n this.bindArrayBuffer(vertexBuffer);\r\n if (byteOffset === undefined) {\r\n byteOffset = 0;\r\n }\r\n if (byteLength === undefined) {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));\r\n }\r\n else {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);\r\n }\r\n }\r\n else {\r\n if (data instanceof Array) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));\r\n }\r\n else {\r\n if (data instanceof ArrayBuffer) {\r\n data = new Uint8Array(data, byteOffset, byteLength);\r\n }\r\n else {\r\n data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);\r\n }\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n }\r\n this._resetVertexBufferBinding();\r\n };\r\n Engine.prototype._resetIndexBufferBinding = function () {\r\n this.bindIndexBuffer(null);\r\n this._cachedIndexBuffer = null;\r\n };\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the content of the index buffer\r\n * @param updatable defines if the index buffer must be updatable\r\n * @returns a new webGL buffer\r\n */\r\n Engine.prototype.createIndexBuffer = function (indices, updatable) {\r\n var vbo = this._gl.createBuffer();\r\n var dataBuffer = new WebGLDataBuffer(vbo);\r\n if (!vbo) {\r\n throw new Error(\"Unable to create index buffer\");\r\n }\r\n this.bindIndexBuffer(dataBuffer);\r\n // Check for 32 bits indices\r\n var arrayBuffer;\r\n var need32Bits = false;\r\n if (indices instanceof Uint16Array) {\r\n arrayBuffer = indices;\r\n }\r\n else {\r\n //check 32 bit support\r\n if (this._caps.uintIndices) {\r\n if (indices instanceof Uint32Array) {\r\n arrayBuffer = indices;\r\n need32Bits = true;\r\n }\r\n else {\r\n //number[] or Int32Array, check if 32 bit is necessary\r\n for (var index = 0; index < indices.length; index++) {\r\n if (indices[index] > 65535) {\r\n need32Bits = true;\r\n break;\r\n }\r\n }\r\n arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);\r\n }\r\n }\r\n else {\r\n //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)\r\n arrayBuffer = new Uint16Array(indices);\r\n }\r\n }\r\n this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);\r\n this._resetIndexBufferBinding();\r\n dataBuffer.references = 1;\r\n dataBuffer.is32Bits = need32Bits;\r\n return dataBuffer;\r\n };\r\n /**\r\n * Bind a webGL buffer to the webGL context\r\n * @param buffer defines the buffer to bind\r\n */\r\n Engine.prototype.bindArrayBuffer = function (buffer) {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);\r\n };\r\n /**\r\n * Bind an uniform buffer to the current webGL context\r\n * @param buffer defines the buffer to bind\r\n */\r\n Engine.prototype.bindUniformBuffer = function (buffer) {\r\n this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer ? buffer.underlyingResource : null);\r\n };\r\n /**\r\n * Bind a buffer to the current webGL context at a given location\r\n * @param buffer defines the buffer to bind\r\n * @param location defines the index where to bind the buffer\r\n */\r\n Engine.prototype.bindUniformBufferBase = function (buffer, location) {\r\n this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer ? buffer.underlyingResource : null);\r\n };\r\n /**\r\n * Bind a specific block at a given index in a specific shader program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param blockName defines the block name\r\n * @param index defines the index where to bind the block\r\n */\r\n Engine.prototype.bindUniformBlock = function (pipelineContext, blockName, index) {\r\n var program = pipelineContext.program;\r\n var uniformLocation = this._gl.getUniformBlockIndex(program, blockName);\r\n this._gl.uniformBlockBinding(program, uniformLocation, index);\r\n };\r\n Engine.prototype.bindIndexBuffer = function (buffer) {\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);\r\n };\r\n Engine.prototype.bindBuffer = function (buffer, target) {\r\n if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {\r\n this._gl.bindBuffer(target, buffer ? buffer.underlyingResource : null);\r\n this._currentBoundBuffer[target] = buffer;\r\n }\r\n };\r\n /**\r\n * update the bound buffer with the given data\r\n * @param data defines the data to update\r\n */\r\n Engine.prototype.updateArrayBuffer = function (data) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n };\r\n Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {\r\n var pointer = this._currentBufferPointers[indx];\r\n var changed = false;\r\n if (!pointer.active) {\r\n changed = true;\r\n pointer.active = true;\r\n pointer.index = indx;\r\n pointer.size = size;\r\n pointer.type = type;\r\n pointer.normalized = normalized;\r\n pointer.stride = stride;\r\n pointer.offset = offset;\r\n pointer.buffer = buffer;\r\n }\r\n else {\r\n if (pointer.buffer !== buffer) {\r\n pointer.buffer = buffer;\r\n changed = true;\r\n }\r\n if (pointer.size !== size) {\r\n pointer.size = size;\r\n changed = true;\r\n }\r\n if (pointer.type !== type) {\r\n pointer.type = type;\r\n changed = true;\r\n }\r\n if (pointer.normalized !== normalized) {\r\n pointer.normalized = normalized;\r\n changed = true;\r\n }\r\n if (pointer.stride !== stride) {\r\n pointer.stride = stride;\r\n changed = true;\r\n }\r\n if (pointer.offset !== offset) {\r\n pointer.offset = offset;\r\n changed = true;\r\n }\r\n }\r\n if (changed || this._vaoRecordInProgress) {\r\n this.bindArrayBuffer(buffer);\r\n this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);\r\n }\r\n };\r\n Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {\r\n if (indexBuffer == null) {\r\n return;\r\n }\r\n if (this._cachedIndexBuffer !== indexBuffer) {\r\n this._cachedIndexBuffer = indexBuffer;\r\n this.bindIndexBuffer(indexBuffer);\r\n this._uintIndicesCurrentlySet = indexBuffer.is32Bits;\r\n }\r\n };\r\n Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {\r\n var attributes = effect.getAttributesNames();\r\n if (!this._vaoRecordInProgress) {\r\n this._unbindVertexArrayObject();\r\n }\r\n this.unbindAllAttributes();\r\n for (var index = 0; index < attributes.length; index++) {\r\n var order = effect.getAttributeLocation(index);\r\n if (order >= 0) {\r\n var vertexBuffer = vertexBuffers[attributes[index]];\r\n if (!vertexBuffer) {\r\n continue;\r\n }\r\n this._gl.enableVertexAttribArray(order);\r\n if (!this._vaoRecordInProgress) {\r\n this._vertexAttribArraysEnabled[order] = true;\r\n }\r\n var buffer = vertexBuffer.getBuffer();\r\n if (buffer) {\r\n this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);\r\n if (vertexBuffer.getIsInstanced()) {\r\n this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());\r\n if (!this._vaoRecordInProgress) {\r\n this._currentInstanceLocations.push(order);\r\n this._currentInstanceBuffers.push(buffer);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Records a vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexBuffers defines the list of vertex buffers to store\r\n * @param indexBuffer defines the index buffer to store\r\n * @param effect defines the effect to store\r\n * @returns the new vertex array object\r\n */\r\n Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {\r\n var vao = this._gl.createVertexArray();\r\n this._vaoRecordInProgress = true;\r\n this._gl.bindVertexArray(vao);\r\n this._mustWipeVertexAttributes = true;\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n this.bindIndexBuffer(indexBuffer);\r\n this._vaoRecordInProgress = false;\r\n this._gl.bindVertexArray(null);\r\n return vao;\r\n };\r\n /**\r\n * Bind a specific vertex array object\r\n * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects\r\n * @param vertexArrayObject defines the vertex array object to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n */\r\n Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {\r\n if (this._cachedVertexArrayObject !== vertexArrayObject) {\r\n this._cachedVertexArrayObject = vertexArrayObject;\r\n this._gl.bindVertexArray(vertexArrayObject);\r\n this._cachedVertexBuffers = null;\r\n this._cachedIndexBuffer = null;\r\n this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;\r\n this._mustWipeVertexAttributes = true;\r\n }\r\n };\r\n /**\r\n * Bind webGl buffers directly to the webGL context\r\n * @param vertexBuffer defines the vertex buffer to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer\r\n * @param vertexStrideSize defines the vertex stride of the vertex buffer\r\n * @param effect defines the effect associated with the vertex buffer\r\n */\r\n Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {\r\n if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffer;\r\n this._cachedEffectForVertexBuffers = effect;\r\n var attributesCount = effect.getAttributesCount();\r\n this._unbindVertexArrayObject();\r\n this.unbindAllAttributes();\r\n var offset = 0;\r\n for (var index = 0; index < attributesCount; index++) {\r\n if (index < vertexDeclaration.length) {\r\n var order = effect.getAttributeLocation(index);\r\n if (order >= 0) {\r\n this._gl.enableVertexAttribArray(order);\r\n this._vertexAttribArraysEnabled[order] = true;\r\n this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);\r\n }\r\n offset += vertexDeclaration[index] * 4;\r\n }\r\n }\r\n }\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n };\r\n Engine.prototype._unbindVertexArrayObject = function () {\r\n if (!this._cachedVertexArrayObject) {\r\n return;\r\n }\r\n this._cachedVertexArrayObject = null;\r\n this._gl.bindVertexArray(null);\r\n };\r\n /**\r\n * Bind a list of vertex buffers to the webGL context\r\n * @param vertexBuffers defines the list of vertex buffers to bind\r\n * @param indexBuffer defines the index buffer to bind\r\n * @param effect defines the effect associated with the vertex buffers\r\n */\r\n Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {\r\n if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {\r\n this._cachedVertexBuffers = vertexBuffers;\r\n this._cachedEffectForVertexBuffers = effect;\r\n this._bindVertexBuffersAttributes(vertexBuffers, effect);\r\n }\r\n this._bindIndexBufferWithCache(indexBuffer);\r\n };\r\n /**\r\n * Unbind all instance attributes\r\n */\r\n Engine.prototype.unbindInstanceAttributes = function () {\r\n var boundBuffer;\r\n for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {\r\n var instancesBuffer = this._currentInstanceBuffers[i];\r\n if (boundBuffer != instancesBuffer && instancesBuffer.references) {\r\n boundBuffer = instancesBuffer;\r\n this.bindArrayBuffer(instancesBuffer);\r\n }\r\n var offsetLocation = this._currentInstanceLocations[i];\r\n this._gl.vertexAttribDivisor(offsetLocation, 0);\r\n }\r\n this._currentInstanceBuffers.length = 0;\r\n this._currentInstanceLocations.length = 0;\r\n };\r\n /**\r\n * Release and free the memory of a vertex array object\r\n * @param vao defines the vertex array object to delete\r\n */\r\n Engine.prototype.releaseVertexArrayObject = function (vao) {\r\n this._gl.deleteVertexArray(vao);\r\n };\r\n /** @hidden */\r\n Engine.prototype._releaseBuffer = function (buffer) {\r\n buffer.references--;\r\n if (buffer.references === 0) {\r\n this._gl.deleteBuffer(buffer.underlyingResource);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Creates a webGL buffer to use with instanciation\r\n * @param capacity defines the size of the buffer\r\n * @returns the webGL buffer\r\n */\r\n Engine.prototype.createInstancesBuffer = function (capacity) {\r\n var buffer = this._gl.createBuffer();\r\n if (!buffer) {\r\n throw new Error(\"Unable to create instance buffer\");\r\n }\r\n var result = new WebGLDataBuffer(buffer);\r\n result.capacity = capacity;\r\n this.bindArrayBuffer(result);\r\n this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);\r\n return result;\r\n };\r\n /**\r\n * Delete a webGL buffer used with instanciation\r\n * @param buffer defines the webGL buffer to delete\r\n */\r\n Engine.prototype.deleteInstancesBuffer = function (buffer) {\r\n this._gl.deleteBuffer(buffer);\r\n };\r\n /**\r\n * Update the content of a webGL buffer used with instanciation and bind it to the webGL context\r\n * @param instancesBuffer defines the webGL buffer to update and bind\r\n * @param data defines the data to store in the buffer\r\n * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer\r\n */\r\n Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {\r\n this.bindArrayBuffer(instancesBuffer);\r\n if (data) {\r\n this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);\r\n }\r\n if (offsetLocations[0].index !== undefined) {\r\n var stride = 0;\r\n for (var i = 0; i < offsetLocations.length; i++) {\r\n var ai = offsetLocations[i];\r\n stride += ai.attributeSize * 4;\r\n }\r\n for (var i = 0; i < offsetLocations.length; i++) {\r\n var ai = offsetLocations[i];\r\n if (!this._vertexAttribArraysEnabled[ai.index]) {\r\n this._gl.enableVertexAttribArray(ai.index);\r\n this._vertexAttribArraysEnabled[ai.index] = true;\r\n }\r\n this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);\r\n this._gl.vertexAttribDivisor(ai.index, 1);\r\n this._currentInstanceLocations.push(ai.index);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n }\r\n else {\r\n for (var index = 0; index < 4; index++) {\r\n var offsetLocation = offsetLocations[index];\r\n if (!this._vertexAttribArraysEnabled[offsetLocation]) {\r\n this._gl.enableVertexAttribArray(offsetLocation);\r\n this._vertexAttribArraysEnabled[offsetLocation] = true;\r\n }\r\n this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);\r\n this._gl.vertexAttribDivisor(offsetLocation, 1);\r\n this._currentInstanceLocations.push(offsetLocation);\r\n this._currentInstanceBuffers.push(instancesBuffer);\r\n }\r\n }\r\n };\r\n /**\r\n * Apply all cached states (depth, culling, stencil and alpha)\r\n */\r\n Engine.prototype.applyStates = function () {\r\n this._depthCullingState.apply(this._gl);\r\n this._stencilState.apply(this._gl);\r\n this._alphaState.apply(this._gl);\r\n };\r\n /**\r\n * Send a draw order\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {\r\n this.drawElementsType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, indexStart, indexCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of points\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {\r\n this.drawArraysType(Constants.MATERIAL_PointFillMode, verticesStart, verticesCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {\r\n this.drawArraysType(useTriangles ? Constants.MATERIAL_TriangleFillMode : Constants.MATERIAL_WireFrameFillMode, verticesStart, verticesCount, instancesCount);\r\n };\r\n /**\r\n * Draw a list of indexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param indexStart defines the starting index\r\n * @param indexCount defines the number of index to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {\r\n // Apply states\r\n this.applyStates();\r\n this._drawCalls.addCount(1, false);\r\n // Render\r\n var drawMode = this._drawMode(fillMode);\r\n var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;\r\n var mult = this._uintIndicesCurrentlySet ? 4 : 2;\r\n if (instancesCount) {\r\n this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);\r\n }\r\n else {\r\n this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);\r\n }\r\n };\r\n /**\r\n * Draw a list of unindexed primitives\r\n * @param fillMode defines the primitive to use\r\n * @param verticesStart defines the index of first vertex to draw\r\n * @param verticesCount defines the count of vertices to draw\r\n * @param instancesCount defines the number of instances to draw (if instanciation is enabled)\r\n */\r\n Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {\r\n // Apply states\r\n this.applyStates();\r\n this._drawCalls.addCount(1, false);\r\n var drawMode = this._drawMode(fillMode);\r\n if (instancesCount) {\r\n this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);\r\n }\r\n else {\r\n this._gl.drawArrays(drawMode, verticesStart, verticesCount);\r\n }\r\n };\r\n Engine.prototype._drawMode = function (fillMode) {\r\n switch (fillMode) {\r\n // Triangle views\r\n case Constants.MATERIAL_TriangleFillMode:\r\n return this._gl.TRIANGLES;\r\n case Constants.MATERIAL_PointFillMode:\r\n return this._gl.POINTS;\r\n case Constants.MATERIAL_WireFrameFillMode:\r\n return this._gl.LINES;\r\n // Draw modes\r\n case Constants.MATERIAL_PointListDrawMode:\r\n return this._gl.POINTS;\r\n case Constants.MATERIAL_LineListDrawMode:\r\n return this._gl.LINES;\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n return this._gl.LINE_LOOP;\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n return this._gl.LINE_STRIP;\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n return this._gl.TRIANGLE_STRIP;\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n return this._gl.TRIANGLE_FAN;\r\n default:\r\n return this._gl.TRIANGLES;\r\n }\r\n };\r\n // Shaders\r\n /** @hidden */\r\n Engine.prototype._releaseEffect = function (effect) {\r\n if (this._compiledEffects[effect._key]) {\r\n delete this._compiledEffects[effect._key];\r\n this._deletePipelineContext(effect.getPipelineContext());\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._deletePipelineContext = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (webGLPipelineContext && webGLPipelineContext.program) {\r\n webGLPipelineContext.program.__SPECTOR_rebuildProgram = null;\r\n if (webGLPipelineContext.transformFeedback) {\r\n this.deleteTransformFeedback(webGLPipelineContext.transformFeedback);\r\n webGLPipelineContext.transformFeedback = null;\r\n }\r\n this._gl.deleteProgram(webGLPipelineContext.program);\r\n }\r\n };\r\n /**\r\n * Create a new effect (used to store vertex/fragment shaders)\r\n * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)\r\n * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object\r\n * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use\r\n * @param samplers defines an array of string used to represent textures\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails\r\n * @param onCompiled defines a function to call when the effect creation is successful\r\n * @param onError defines a function to call when the effect creation has failed\r\n * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)\r\n * @returns the new Effect\r\n */\r\n Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName;\r\n var name = vertex + \"+\" + fragment + \"@\" + (defines ? defines : attributesNamesOrOptions.defines);\r\n if (this._compiledEffects[name]) {\r\n var compiledEffect = this._compiledEffects[name];\r\n if (onCompiled && compiledEffect.isReady()) {\r\n onCompiled(compiledEffect);\r\n }\r\n return compiledEffect;\r\n }\r\n var effect = new Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);\r\n effect._key = name;\r\n this._compiledEffects[name] = effect;\r\n return effect;\r\n };\r\n Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {\r\n return this._compileRawShader(shaderVersion + (defines ? defines + \"\\n\" : \"\") + source, type);\r\n };\r\n Engine.prototype._compileRawShader = function (source, type) {\r\n var gl = this._gl;\r\n var shader = gl.createShader(type === \"vertex\" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);\r\n if (!shader) {\r\n throw new Error(\"Something went wrong while compile the shader.\");\r\n }\r\n gl.shaderSource(shader, source);\r\n gl.compileShader(shader);\r\n return shader;\r\n };\r\n /**\r\n * Directly creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n Engine.prototype.createRawShaderProgram = function (pipelineContext, vertexCode, fragmentCode, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n var vertexShader = this._compileRawShader(vertexCode, \"vertex\");\r\n var fragmentShader = this._compileRawShader(fragmentCode, \"fragment\");\r\n return this._createShaderProgram(pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n };\r\n /**\r\n * Creates a webGL program\r\n * @param pipelineContext defines the pipeline context to attach to\r\n * @param vertexCode defines the vertex shader code to use\r\n * @param fragmentCode defines the fragment shader code to use\r\n * @param defines defines the string containing the defines to use to compile the shaders\r\n * @param context defines the webGL context to use (if not set, the current one will be used)\r\n * @param transformFeedbackVaryings defines the list of transform feedback varyings to use\r\n * @returns the new webGL program\r\n */\r\n Engine.prototype.createShaderProgram = function (pipelineContext, vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n context = context || this._gl;\r\n this.onBeforeShaderCompilationObservable.notifyObservers(this);\r\n var shaderVersion = (this._webGLVersion > 1) ? \"#version 300 es\\n#define WEBGL2 \\n\" : \"\";\r\n var vertexShader = this._compileShader(vertexCode, \"vertex\", defines, shaderVersion);\r\n var fragmentShader = this._compileShader(fragmentCode, \"fragment\", defines, shaderVersion);\r\n var program = this._createShaderProgram(pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings);\r\n this.onAfterShaderCompilationObservable.notifyObservers(this);\r\n return program;\r\n };\r\n /**\r\n * Creates a new pipeline context\r\n * @returns the new pipeline\r\n */\r\n Engine.prototype.createPipelineContext = function () {\r\n var pipelineContext = new WebGLPipelineContext();\r\n pipelineContext.engine = this;\r\n if (this._caps.parallelShaderCompile) {\r\n pipelineContext.isParallelCompiled = true;\r\n }\r\n return pipelineContext;\r\n };\r\n Engine.prototype._createShaderProgram = function (pipelineContext, vertexShader, fragmentShader, context, transformFeedbackVaryings) {\r\n if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }\r\n var shaderProgram = context.createProgram();\r\n pipelineContext.program = shaderProgram;\r\n if (!shaderProgram) {\r\n throw new Error(\"Unable to create program\");\r\n }\r\n context.attachShader(shaderProgram, vertexShader);\r\n context.attachShader(shaderProgram, fragmentShader);\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n var transformFeedback = this.createTransformFeedback();\r\n this.bindTransformFeedback(transformFeedback);\r\n this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);\r\n pipelineContext.transformFeedback = transformFeedback;\r\n }\r\n context.linkProgram(shaderProgram);\r\n if (this.webGLVersion > 1 && transformFeedbackVaryings) {\r\n this.bindTransformFeedback(null);\r\n }\r\n pipelineContext.context = context;\r\n pipelineContext.vertexShader = vertexShader;\r\n pipelineContext.fragmentShader = fragmentShader;\r\n if (!pipelineContext.isParallelCompiled) {\r\n this._finalizePipelineContext(pipelineContext);\r\n }\r\n return shaderProgram;\r\n };\r\n Engine.prototype._finalizePipelineContext = function (pipelineContext) {\r\n var context = pipelineContext.context;\r\n var vertexShader = pipelineContext.vertexShader;\r\n var fragmentShader = pipelineContext.fragmentShader;\r\n var program = pipelineContext.program;\r\n var linked = context.getProgramParameter(program, context.LINK_STATUS);\r\n if (!linked) { // Get more info\r\n // Vertex\r\n if (!this._gl.getShaderParameter(vertexShader, this._gl.COMPILE_STATUS)) {\r\n var log = this._gl.getShaderInfoLog(vertexShader);\r\n if (log) {\r\n throw new Error(log);\r\n }\r\n }\r\n // Fragment\r\n if (!this._gl.getShaderParameter(fragmentShader, this._gl.COMPILE_STATUS)) {\r\n var log = this._gl.getShaderInfoLog(fragmentShader);\r\n if (log) {\r\n throw new Error(log);\r\n }\r\n }\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n throw new Error(error);\r\n }\r\n }\r\n if (this.validateShaderPrograms) {\r\n context.validateProgram(program);\r\n var validated = context.getProgramParameter(program, context.VALIDATE_STATUS);\r\n if (!validated) {\r\n var error = context.getProgramInfoLog(program);\r\n if (error) {\r\n throw new Error(error);\r\n }\r\n }\r\n }\r\n context.deleteShader(vertexShader);\r\n context.deleteShader(fragmentShader);\r\n pipelineContext.vertexShader = undefined;\r\n pipelineContext.fragmentShader = undefined;\r\n if (pipelineContext.onCompiled) {\r\n pipelineContext.onCompiled();\r\n pipelineContext.onCompiled = undefined;\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._preparePipelineContext = function (pipelineContext, vertexSourceCode, fragmentSourceCode, createAsRaw, rebuildRebind, defines, transformFeedbackVaryings) {\r\n var webGLRenderingState = pipelineContext;\r\n if (createAsRaw) {\r\n webGLRenderingState.program = this.createRawShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, undefined, transformFeedbackVaryings);\r\n }\r\n else {\r\n webGLRenderingState.program = this.createShaderProgram(webGLRenderingState, vertexSourceCode, fragmentSourceCode, defines, undefined, transformFeedbackVaryings);\r\n }\r\n webGLRenderingState.program.__SPECTOR_rebuildProgram = rebuildRebind;\r\n };\r\n /** @hidden */\r\n Engine.prototype._isRenderingStateCompiled = function (pipelineContext) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (this._gl.getProgramParameter(webGLPipelineContext.program, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {\r\n this._finalizePipelineContext(webGLPipelineContext);\r\n return true;\r\n }\r\n return false;\r\n };\r\n /** @hidden */\r\n Engine.prototype._executeWhenRenderingStateIsCompiled = function (pipelineContext, action) {\r\n var webGLPipelineContext = pipelineContext;\r\n if (!webGLPipelineContext.isParallelCompiled) {\r\n action();\r\n return;\r\n }\r\n webGLPipelineContext.onCompiled = action;\r\n };\r\n /**\r\n * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param uniformsNames defines the list of uniform names\r\n * @returns an array of webGL uniform locations\r\n */\r\n Engine.prototype.getUniforms = function (pipelineContext, uniformsNames) {\r\n var results = new Array();\r\n var webGLPipelineContext = pipelineContext;\r\n for (var index = 0; index < uniformsNames.length; index++) {\r\n results.push(this._gl.getUniformLocation(webGLPipelineContext.program, uniformsNames[index]));\r\n }\r\n return results;\r\n };\r\n /**\r\n * Gets the lsit of active attributes for a given webGL program\r\n * @param pipelineContext defines the pipeline context to use\r\n * @param attributesNames defines the list of attribute names to get\r\n * @returns an array of indices indicating the offset of each attribute\r\n */\r\n Engine.prototype.getAttributes = function (pipelineContext, attributesNames) {\r\n var results = [];\r\n var webGLPipelineContext = pipelineContext;\r\n for (var index = 0; index < attributesNames.length; index++) {\r\n try {\r\n results.push(this._gl.getAttribLocation(webGLPipelineContext.program, attributesNames[index]));\r\n }\r\n catch (e) {\r\n results.push(-1);\r\n }\r\n }\r\n return results;\r\n };\r\n /**\r\n * Activates an effect, mkaing it the current one (ie. the one used for rendering)\r\n * @param effect defines the effect to activate\r\n */\r\n Engine.prototype.enableEffect = function (effect) {\r\n if (!effect || effect === this._currentEffect) {\r\n return;\r\n }\r\n // Use program\r\n this.bindSamplers(effect);\r\n this._currentEffect = effect;\r\n if (effect.onBind) {\r\n effect.onBind(effect);\r\n }\r\n if (effect._onBindObservable) {\r\n effect._onBindObservable.notifyObservers(effect);\r\n }\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n Engine.prototype.setIntArray = function (uniform, array) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n Engine.prototype.setIntArray2 = function (uniform, array) {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform2iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n Engine.prototype.setIntArray3 = function (uniform, array) {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform3iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of int32 (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of int32 to store\r\n */\r\n Engine.prototype.setIntArray4 = function (uniform, array) {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform4iv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of float32\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n Engine.prototype.setFloatArray = function (uniform, array) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n Engine.prototype.setFloatArray2 = function (uniform, array) {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform2fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n Engine.prototype.setFloatArray3 = function (uniform, array) {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform3fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of float32 to store\r\n */\r\n Engine.prototype.setFloatArray4 = function (uniform, array) {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform4fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n Engine.prototype.setArray = function (uniform, array) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n Engine.prototype.setArray2 = function (uniform, array) {\r\n if (!uniform || array.length % 2 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform2fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n Engine.prototype.setArray3 = function (uniform, array) {\r\n if (!uniform || array.length % 3 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform3fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of number (stored as vec4)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param array defines the array of number to store\r\n */\r\n Engine.prototype.setArray4 = function (uniform, array) {\r\n if (!uniform || array.length % 4 !== 0) {\r\n return;\r\n }\r\n this._gl.uniform4fv(uniform, array);\r\n };\r\n /**\r\n * Set the value of an uniform to an array of float32 (stored as matrices)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrices defines the array of float32 to store\r\n */\r\n Engine.prototype.setMatrices = function (uniform, matrices) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix4fv(uniform, false, matrices);\r\n };\r\n /**\r\n * Set the value of an uniform to a matrix (3x3)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 3x3 matrix to store\r\n */\r\n Engine.prototype.setMatrix3x3 = function (uniform, matrix) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix3fv(uniform, false, matrix);\r\n };\r\n /**\r\n * Set the value of an uniform to a matrix (2x2)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param matrix defines the Float32Array representing the 2x2 matrix to store\r\n */\r\n Engine.prototype.setMatrix2x2 = function (uniform, matrix) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniformMatrix2fv(uniform, false, matrix);\r\n };\r\n /**\r\n * Set the value of an uniform to a number (int)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the int number to store\r\n */\r\n Engine.prototype.setInt = function (uniform, value) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, value);\r\n };\r\n /**\r\n * Set the value of an uniform to a number (float)\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param value defines the float number to store\r\n */\r\n Engine.prototype.setFloat = function (uniform, value) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1f(uniform, value);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec2\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n */\r\n Engine.prototype.setFloat2 = function (uniform, x, y) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform2f(uniform, x, y);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec3\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n */\r\n Engine.prototype.setFloat3 = function (uniform, x, y, z) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform3f(uniform, x, y, z);\r\n };\r\n /**\r\n * Set the value of an uniform to a boolean\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param bool defines the boolean to store\r\n */\r\n Engine.prototype.setBool = function (uniform, bool) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, bool);\r\n };\r\n /**\r\n * Set the value of an uniform to a vec4\r\n * @param uniform defines the webGL uniform location where to store the value\r\n * @param x defines the 1st component of the value\r\n * @param y defines the 2nd component of the value\r\n * @param z defines the 3rd component of the value\r\n * @param w defines the 4th component of the value\r\n */\r\n Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform4f(uniform, x, y, z, w);\r\n };\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniform defines the uniform location\r\n * @param color4 defines the value to be set\r\n */\r\n Engine.prototype.setDirectColor4 = function (uniform, color4) {\r\n if (!uniform) {\r\n return;\r\n }\r\n this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);\r\n };\r\n // States\r\n /**\r\n * Set various states to the webGL context\r\n * @param culling defines backface culling state\r\n * @param zOffset defines the value to apply to zOffset (0 by default)\r\n * @param force defines if states must be applied even if cache is up to date\r\n * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)\r\n */\r\n Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {\r\n if (zOffset === void 0) { zOffset = 0; }\r\n if (reverseSide === void 0) { reverseSide = false; }\r\n // Culling\r\n if (this._depthCullingState.cull !== culling || force) {\r\n this._depthCullingState.cull = culling;\r\n }\r\n // Cull face\r\n var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;\r\n if (this._depthCullingState.cullFace !== cullFace || force) {\r\n this._depthCullingState.cullFace = cullFace;\r\n }\r\n // Z offset\r\n this.setZOffset(zOffset);\r\n // Front face\r\n var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;\r\n if (this._depthCullingState.frontFace !== frontFace || force) {\r\n this._depthCullingState.frontFace = frontFace;\r\n }\r\n };\r\n /**\r\n * Set the z offset to apply to current rendering\r\n * @param value defines the offset to apply\r\n */\r\n Engine.prototype.setZOffset = function (value) {\r\n this._depthCullingState.zOffset = value;\r\n };\r\n /**\r\n * Gets the current value of the zOffset\r\n * @returns the current zOffset state\r\n */\r\n Engine.prototype.getZOffset = function () {\r\n return this._depthCullingState.zOffset;\r\n };\r\n /**\r\n * Enable or disable depth buffering\r\n * @param enable defines the state to set\r\n */\r\n Engine.prototype.setDepthBuffer = function (enable) {\r\n this._depthCullingState.depthTest = enable;\r\n };\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n Engine.prototype.getDepthWrite = function () {\r\n return this._depthCullingState.depthMask;\r\n };\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n Engine.prototype.setDepthWrite = function (enable) {\r\n this._depthCullingState.depthMask = enable;\r\n };\r\n /**\r\n * Enable or disable color writing\r\n * @param enable defines the state to set\r\n */\r\n Engine.prototype.setColorWrite = function (enable) {\r\n this._gl.colorMask(enable, enable, enable, enable);\r\n this._colorWrite = enable;\r\n };\r\n /**\r\n * Gets a boolean indicating if color writing is enabled\r\n * @returns the current color writing state\r\n */\r\n Engine.prototype.getColorWrite = function () {\r\n return this._colorWrite;\r\n };\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n Engine.prototype.setAlphaConstants = function (r, g, b, a) {\r\n this._alphaState.setAlphaBlendConstants(r, g, b, a);\r\n };\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered\r\n */\r\n Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {\r\n if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }\r\n if (this._alphaMode === mode) {\r\n return;\r\n }\r\n switch (mode) {\r\n case Engine.ALPHA_DISABLE:\r\n this._alphaState.alphaBlend = false;\r\n break;\r\n case Engine.ALPHA_PREMULTIPLIED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_COMBINE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_ONEONE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_ADD:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_SUBTRACT:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_MULTIPLY:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_MAXIMIZED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_INTERPOLATE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Engine.ALPHA_SCREENMODE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n }\r\n if (!noDepthWriteChange) {\r\n this.setDepthWrite(mode === Engine.ALPHA_DISABLE);\r\n }\r\n this._alphaMode = mode;\r\n };\r\n /**\r\n * Gets the current alpha mode\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered\r\n * @returns the current alpha mode\r\n */\r\n Engine.prototype.getAlphaMode = function () {\r\n return this._alphaMode;\r\n };\r\n // Textures\r\n /**\r\n * Clears the list of texture accessible through engine.\r\n * This can help preventing texture load conflict due to name collision.\r\n */\r\n Engine.prototype.clearInternalTexturesCache = function () {\r\n this._internalTexturesCache = [];\r\n };\r\n /**\r\n * Force the entire cache to be cleared\r\n * You should not have to use this function unless your engine needs to share the webGL context with another engine\r\n * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)\r\n */\r\n Engine.prototype.wipeCaches = function (bruteForce) {\r\n if (this.preventCacheWipeBetweenFrames && !bruteForce) {\r\n return;\r\n }\r\n this._currentEffect = null;\r\n this._viewportCached.x = 0;\r\n this._viewportCached.y = 0;\r\n this._viewportCached.z = 0;\r\n this._viewportCached.w = 0;\r\n if (bruteForce) {\r\n this.resetTextureCache();\r\n this._currentProgram = null;\r\n this._stencilState.reset();\r\n this._depthCullingState.reset();\r\n this.setDepthFunctionToLessOrEqual();\r\n this._alphaState.reset();\r\n this._unpackFlipYCached = null;\r\n }\r\n this._resetVertexBufferBinding();\r\n this._cachedIndexBuffer = null;\r\n this._cachedEffectForVertexBuffers = null;\r\n this._unbindVertexArrayObject();\r\n this.bindIndexBuffer(null);\r\n };\r\n /**\r\n * Set the compressed texture format to use, based on the formats you have, and the formats\r\n * supported by the hardware / browser.\r\n *\r\n * Khronos Texture Container (.ktx) files are used to support this. This format has the\r\n * advantage of being specifically designed for OpenGL. Header elements directly correspond\r\n * to API arguments needed to compressed textures. This puts the burden on the container\r\n * generator to house the arcane code for determining these for current & future formats.\r\n *\r\n * for description see https://www.khronos.org/opengles/sdk/tools/KTX/\r\n * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/\r\n *\r\n * Note: The result of this call is not taken into account when a texture is base64.\r\n *\r\n * @param formatsAvailable defines the list of those format families you have created\r\n * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)\r\n *\r\n * Current families are astc, dxt, pvrtc, etc2, & etc1.\r\n * @returns The extension selected.\r\n */\r\n Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {\r\n for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {\r\n for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {\r\n if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {\r\n return this._textureFormatInUse = this._texturesSupported[i];\r\n }\r\n }\r\n }\r\n // actively set format to nothing, to allow this to be called more than once\r\n // and possibly fail the 2nd time\r\n this._textureFormatInUse = null;\r\n return null;\r\n };\r\n /** @hidden */\r\n Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {\r\n var gl = this._gl;\r\n var magFilter = gl.NEAREST;\r\n var minFilter = gl.NEAREST;\r\n switch (samplingMode) {\r\n case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Engine.TEXTURE_NEAREST_SAMPLINGMODE:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:\r\n magFilter = gl.NEAREST;\r\n if (generateMipMaps) {\r\n minFilter = gl.LINEAR_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.LINEAR;\r\n }\r\n break;\r\n case Engine.TEXTURE_NEAREST_LINEAR:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case Engine.TEXTURE_NEAREST_NEAREST:\r\n magFilter = gl.NEAREST;\r\n minFilter = gl.NEAREST;\r\n break;\r\n case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_NEAREST;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:\r\n magFilter = gl.LINEAR;\r\n if (generateMipMaps) {\r\n minFilter = gl.NEAREST_MIPMAP_LINEAR;\r\n }\r\n else {\r\n minFilter = gl.NEAREST;\r\n }\r\n break;\r\n case Engine.TEXTURE_LINEAR_LINEAR:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.LINEAR;\r\n break;\r\n case Engine.TEXTURE_LINEAR_NEAREST:\r\n magFilter = gl.LINEAR;\r\n minFilter = gl.NEAREST;\r\n break;\r\n }\r\n return {\r\n min: minFilter,\r\n mag: magFilter\r\n };\r\n };\r\n /** @hidden */\r\n Engine.prototype._createTexture = function () {\r\n var texture = this._gl.createTexture();\r\n if (!texture) {\r\n throw new Error(\"Unable to create texture\");\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Usually called from Texture.ts.\r\n * Passed information to create a WebGLTexture\r\n * @param urlArg defines a value which contains one of the following:\r\n * * A conventional http URL, e.g. 'http://...' or 'file://...'\r\n * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'\r\n * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'\r\n * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file\r\n * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)\r\n * @param scene needed for loading to the correct scene\r\n * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)\r\n * @param onLoad optional callback to be called upon successful completion\r\n * @param onError optional callback to be called upon failure\r\n * @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\r\n * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities\r\n * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures\r\n * @param forcedExtension defines the extension to use to pick the right loader\r\n * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)\r\n * @returns a InternalTexture for assignment back into BABYLON.Texture\r\n */\r\n Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {\r\n var _this = this;\r\n if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (fallback === void 0) { fallback = null; }\r\n if (format === void 0) { format = null; }\r\n if (forcedExtension === void 0) { forcedExtension = null; }\r\n if (excludeLoaders === void 0) { excludeLoaders = []; }\r\n var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback\r\n var fromData = url.substr(0, 5) === \"data:\";\r\n var fromBlob = url.substr(0, 5) === \"blob:\";\r\n var isBase64 = fromData && url.indexOf(\";base64,\") !== -1;\r\n var texture = fallback ? fallback : new InternalTexture(this, InternalTexture.DATASOURCE_URL);\r\n // establish the file extension, if possible\r\n var lastDot = url.lastIndexOf('.');\r\n var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : \"\");\r\n var loader = null;\r\n for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {\r\n var availableLoader = _a[_i];\r\n if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {\r\n loader = availableLoader;\r\n break;\r\n }\r\n }\r\n if (loader) {\r\n url = loader.transformUrl(url, this._textureFormatInUse);\r\n }\r\n if (scene) {\r\n scene._addPendingData(texture);\r\n }\r\n texture.url = url;\r\n texture.generateMipMaps = !noMipmap;\r\n texture.samplingMode = samplingMode;\r\n texture.invertY = invertY;\r\n if (!this._doNotHandleContextLost) {\r\n // Keep a link to the buffer only if we plan to handle context lost\r\n texture._buffer = buffer;\r\n }\r\n var onLoadObserver = null;\r\n if (onLoad && !fallback) {\r\n onLoadObserver = texture.onLoadedObservable.add(onLoad);\r\n }\r\n if (!fallback) {\r\n this._internalTexturesCache.push(texture);\r\n }\r\n var onInternalError = function (message, exception) {\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n var customFallback = false;\r\n if (loader) {\r\n var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);\r\n if (fallbackUrl) {\r\n // Add Back\r\n customFallback = true;\r\n excludeLoaders.push(loader);\r\n _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);\r\n return;\r\n }\r\n }\r\n if (!customFallback) {\r\n if (onLoadObserver) {\r\n texture.onLoadedObservable.remove(onLoadObserver);\r\n }\r\n if (EngineStore.UseFallbackTexture) {\r\n _this.createTexture(EngineStore.FallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);\r\n return;\r\n }\r\n }\r\n if (onError) {\r\n onError(message || \"Unknown error\", exception);\r\n }\r\n };\r\n // processing for non-image formats\r\n if (loader) {\r\n var callback = function (data) {\r\n loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {\r\n if (loadFailed) {\r\n onInternalError(\"TextureLoader failed to load data\");\r\n }\r\n else {\r\n _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {\r\n done();\r\n return false;\r\n }, samplingMode);\r\n }\r\n });\r\n };\r\n if (!buffer) {\r\n this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {\r\n onInternalError(\"Unable to load \" + (request ? request.responseURL : url, exception));\r\n });\r\n }\r\n else {\r\n callback(buffer);\r\n }\r\n }\r\n else {\r\n var onload = function (img) {\r\n if (fromBlob && !_this._doNotHandleContextLost) {\r\n // We need to store the image if we need to rebuild the texture\r\n // in case of a webgl context lost\r\n texture._buffer = img;\r\n }\r\n _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {\r\n var gl = _this._gl;\r\n var isPot = (img.width === potWidth && img.height === potHeight);\r\n var internalFormat = format ? _this._getInternalFormat(format) : ((extension === \".jpg\") ? gl.RGB : gl.RGBA);\r\n if (isPot) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n return false;\r\n }\r\n var maxTextureSize = _this._caps.maxTextureSize;\r\n if (img.width > maxTextureSize || img.height > maxTextureSize || Engine._RescalePostProcessFactory === null) {\r\n _this._prepareWorkingCanvas();\r\n if (!_this._workingCanvas || !_this._workingContext) {\r\n return false;\r\n }\r\n _this._workingCanvas.width = potWidth;\r\n _this._workingCanvas.height = potHeight;\r\n _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n return false;\r\n }\r\n else {\r\n // Using shaders when possible to rescale because canvas.drawImage is lossy\r\n var source_1 = new InternalTexture(_this, InternalTexture.DATASOURCE_TEMP);\r\n _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);\r\n _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {\r\n _this._releaseTexture(source_1);\r\n _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n continuationCallback();\r\n });\r\n }\r\n return true;\r\n }, samplingMode);\r\n };\r\n if (!fromData || isBase64) {\r\n if (buffer instanceof HTMLImageElement) {\r\n onload(buffer);\r\n }\r\n else {\r\n FileTools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);\r\n }\r\n }\r\n else if (typeof buffer === \"string\" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {\r\n FileTools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);\r\n }\r\n else {\r\n onload(buffer);\r\n }\r\n }\r\n return texture;\r\n };\r\n /**\r\n * @hidden\r\n * Rescales a texture\r\n * @param source input texutre\r\n * @param destination destination texture\r\n * @param scene scene to use to render the resize\r\n * @param internalFormat format to use when resizing\r\n * @param onComplete callback to be called when resize has completed\r\n */\r\n Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {\r\n var _this = this;\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, this._gl.LINEAR);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);\r\n this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);\r\n var rtt = this.createRenderTargetTexture({\r\n width: destination.width,\r\n height: destination.height,\r\n }, {\r\n generateMipMaps: false,\r\n type: Engine.TEXTURETYPE_UNSIGNED_INT,\r\n samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n generateDepthBuffer: false,\r\n generateStencilBuffer: false\r\n });\r\n if (!this._rescalePostProcess && Engine._RescalePostProcessFactory) {\r\n this._rescalePostProcess = Engine._RescalePostProcessFactory(this);\r\n }\r\n this._rescalePostProcess.getEffect().executeWhenCompiled(function () {\r\n _this._rescalePostProcess.onApply = function (effect) {\r\n effect._bindTexture(\"textureSampler\", source);\r\n };\r\n var hostingScene = scene;\r\n if (!hostingScene) {\r\n hostingScene = _this.scenes[_this.scenes.length - 1];\r\n }\r\n hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);\r\n _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);\r\n _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);\r\n _this.unBindFramebuffer(rtt);\r\n _this._releaseTexture(rtt);\r\n if (onComplete) {\r\n onComplete();\r\n }\r\n });\r\n };\r\n /**\r\n * Creates a raw texture\r\n * @param data defines the data to store in the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param format defines the format of the data\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @param compression defines the compression used (null by default)\r\n * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)\r\n * @returns the raw texture inside an InternalTexture\r\n */\r\n Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {\r\n if (compression === void 0) { compression = null; }\r\n if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /** @hidden */\r\n Engine.prototype._unpackFlipY = function (value) {\r\n if (this._unpackFlipYCached !== value) {\r\n this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);\r\n if (this.enableUnpackFlipYCached) {\r\n this._unpackFlipYCached = value;\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._getUnpackAlignement = function () {\r\n return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);\r\n };\r\n /**\r\n * Creates a dynamic texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)\r\n * @returns the dynamic texture inside an InternalTexture\r\n */\r\n Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {\r\n var texture = new InternalTexture(this, InternalTexture.DATASOURCE_DYNAMIC);\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n if (generateMipMaps) {\r\n width = this.needPOTTextures ? Engine.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;\r\n height = this.needPOTTextures ? Engine.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;\r\n }\r\n // this.resetTextureCache();\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = false;\r\n texture.generateMipMaps = generateMipMaps;\r\n texture.samplingMode = samplingMode;\r\n this.updateTextureSamplingMode(samplingMode, texture);\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n };\r\n /**\r\n * Update the sampling mode of a given texture\r\n * @param samplingMode defines the required sampling mode\r\n * @param texture defines the texture to update\r\n */\r\n Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {\r\n var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);\r\n if (texture.isCube) {\r\n this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);\r\n this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n else if (texture.is3D) {\r\n this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);\r\n this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n }\r\n else {\r\n this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);\r\n this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n texture.samplingMode = samplingMode;\r\n };\r\n /**\r\n * Update the content of a dynamic texture\r\n * @param texture defines the texture to update\r\n * @param canvas defines the canvas containing the source\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param premulAlpha defines if alpha is stored as premultiplied\r\n * @param format defines the format of the data\r\n * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)\r\n */\r\n Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {\r\n if (premulAlpha === void 0) { premulAlpha = false; }\r\n if (forceBindTexture === void 0) { forceBindTexture = false; }\r\n if (!texture) {\r\n return;\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);\r\n this._unpackFlipY(invertY);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);\r\n }\r\n var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n if (premulAlpha) {\r\n this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);\r\n }\r\n texture.isReady = true;\r\n };\r\n /**\r\n * Update a video texture\r\n * @param texture defines the texture to update\r\n * @param video defines the video element to use\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n */\r\n Engine.prototype.updateVideoTexture = function (texture, video, invertY) {\r\n if (!texture || texture._isDisabled) {\r\n return;\r\n }\r\n var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(!invertY); // Video are upside down by default\r\n try {\r\n // Testing video texture support\r\n if (this._videoTextureSupported === undefined) {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);\r\n if (this._gl.getError() !== 0) {\r\n this._videoTextureSupported = false;\r\n }\r\n else {\r\n this._videoTextureSupported = true;\r\n }\r\n }\r\n // Copy video through the current working canvas if video texture is not supported\r\n if (!this._videoTextureSupported) {\r\n if (!texture._workingCanvas) {\r\n texture._workingCanvas = document.createElement(\"canvas\");\r\n var context = texture._workingCanvas.getContext(\"2d\");\r\n if (!context) {\r\n throw new Error(\"Unable to get 2d context\");\r\n }\r\n texture._workingContext = context;\r\n texture._workingCanvas.width = texture.width;\r\n texture._workingCanvas.height = texture.height;\r\n }\r\n texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);\r\n }\r\n else {\r\n this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);\r\n }\r\n if (texture.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n if (!wasPreviouslyBound) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n // this.resetTextureCache();\r\n texture.isReady = true;\r\n }\r\n catch (ex) {\r\n // Something unexpected\r\n // Let's disable the texture\r\n texture._isDisabled = true;\r\n }\r\n };\r\n /**\r\n * Updates a depth texture Comparison Mode and Function.\r\n * If the comparison Function is equal to 0, the mode will be set to none.\r\n * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.\r\n * @param texture The texture to set the comparison function for\r\n * @param comparisonFunction The comparison function to set, 0 if no comparison required\r\n */\r\n Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {\r\n if (this.webGLVersion === 1) {\r\n Logger.Error(\"WebGL 1 does not support texture comparison.\");\r\n return;\r\n }\r\n var gl = this._gl;\r\n if (texture.isCube) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n }\r\n else {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n }\r\n texture._comparisonFunction = comparisonFunction;\r\n };\r\n /** @hidden */\r\n Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n internalTexture.baseWidth = width;\r\n internalTexture.baseHeight = height;\r\n internalTexture.width = width;\r\n internalTexture.height = height;\r\n internalTexture.isReady = true;\r\n internalTexture.samples = 1;\r\n internalTexture.generateMipMaps = false;\r\n internalTexture._generateDepthBuffer = true;\r\n internalTexture._generateStencilBuffer = generateStencil;\r\n internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;\r\n internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;\r\n internalTexture._comparisonFunction = comparisonFunction;\r\n var gl = this._gl;\r\n var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);\r\n gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);\r\n gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n if (comparisonFunction === 0) {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);\r\n }\r\n else {\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);\r\n gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\r\n }\r\n };\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @returns The texture\r\n */\r\n Engine.prototype.createDepthStencilTexture = function (size, options) {\r\n if (options.isCube) {\r\n var width = size.width || size;\r\n return this._createDepthStencilCubeTexture(width, options);\r\n }\r\n else {\r\n return this._createDepthStencilTexture(size, options);\r\n }\r\n };\r\n /**\r\n * Creates a depth stencil texture.\r\n * This is only available in WebGL 2 or with the depth texture extension available.\r\n * @param size The size of face edge in the texture.\r\n * @param options The options defining the texture.\r\n * @returns The texture\r\n */\r\n Engine.prototype._createDepthStencilTexture = function (size, options) {\r\n var internalTexture = new InternalTexture(this, InternalTexture.DATASOURCE_DEPTHTEXTURE);\r\n if (!this._caps.depthTextureExtension) {\r\n Logger.Error(\"Depth texture is not supported by your browser or hardware.\");\r\n return internalTexture;\r\n }\r\n var internalOptions = tslib_1.__assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);\r\n var gl = this._gl;\r\n this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);\r\n this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);\r\n if (this.webGLVersion > 1) {\r\n if (internalOptions.generateStencil) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);\r\n }\r\n else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);\r\n }\r\n }\r\n else {\r\n if (internalOptions.generateStencil) {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);\r\n }\r\n else {\r\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);\r\n }\r\n }\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n return internalTexture;\r\n };\r\n /**\r\n * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.\r\n * @param renderTarget The render target to set the frame buffer for\r\n */\r\n Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {\r\n // Create the framebuffer\r\n var internalTexture = renderTarget.getInternalTexture();\r\n if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {\r\n return;\r\n }\r\n var gl = this._gl;\r\n var depthStencilTexture = renderTarget.depthStencilTexture;\r\n this._bindUnboundFramebuffer(internalTexture._framebuffer);\r\n if (depthStencilTexture.isCube) {\r\n if (depthStencilTexture._generateStencilBuffer) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);\r\n }\r\n }\r\n else {\r\n if (depthStencilTexture._generateStencilBuffer) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);\r\n }\r\n }\r\n this._bindUnboundFramebuffer(null);\r\n };\r\n /**\r\n * Creates a new render target texture\r\n * @param size defines the size of the texture\r\n * @param options defines the options used to create the texture\r\n * @returns a new render target texture stored in an InternalTexture\r\n */\r\n Engine.prototype.createRenderTargetTexture = function (size, options) {\r\n var fullOptions = new RenderTargetCreationOptions();\r\n if (options !== undefined && typeof options === \"object\") {\r\n fullOptions.generateMipMaps = options.generateMipMaps;\r\n fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;\r\n fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;\r\n fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;\r\n fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;\r\n fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;\r\n }\r\n else {\r\n fullOptions.generateMipMaps = options;\r\n fullOptions.generateDepthBuffer = true;\r\n fullOptions.generateStencilBuffer = false;\r\n fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;\r\n fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n fullOptions.format = Engine.TEXTUREFORMAT_RGBA;\r\n }\r\n if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {\r\n // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {\r\n // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE\r\n fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;\r\n }\r\n var gl = this._gl;\r\n var texture = new InternalTexture(this, InternalTexture.DATASOURCE_RENDERTARGET);\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n var width = size.width || size;\r\n var height = size.height || size;\r\n var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);\r\n if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {\r\n fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;\r\n Logger.Warn(\"Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type\");\r\n }\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);\r\n // Create the framebuffer\r\n var currentFrameBuffer = this._currentFramebuffer;\r\n var framebuffer = gl.createFramebuffer();\r\n this._bindUnboundFramebuffer(framebuffer);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);\r\n if (fullOptions.generateMipMaps) {\r\n this._gl.generateMipmap(this._gl.TEXTURE_2D);\r\n }\r\n // Unbind\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(currentFrameBuffer);\r\n texture._framebuffer = framebuffer;\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = width;\r\n texture.height = height;\r\n texture.isReady = true;\r\n texture.samples = 1;\r\n texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;\r\n texture.samplingMode = fullOptions.samplingMode;\r\n texture.type = fullOptions.type;\r\n texture.format = fullOptions.format;\r\n texture._generateDepthBuffer = fullOptions.generateDepthBuffer;\r\n texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;\r\n // this.resetTextureCache();\r\n this._internalTexturesCache.push(texture);\r\n return texture;\r\n };\r\n /** @hidden */\r\n Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {\r\n if (samples === void 0) { samples = 1; }\r\n var depthStencilBuffer = null;\r\n var gl = this._gl;\r\n // Create the depth/stencil buffer\r\n if (generateStencilBuffer) {\r\n depthStencilBuffer = gl.createRenderbuffer();\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);\r\n if (samples > 1) {\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);\r\n }\r\n else {\r\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);\r\n }\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);\r\n }\r\n else if (generateDepthBuffer) {\r\n depthStencilBuffer = gl.createRenderbuffer();\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);\r\n if (samples > 1) {\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);\r\n }\r\n else {\r\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);\r\n }\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);\r\n }\r\n return depthStencilBuffer;\r\n };\r\n /**\r\n * Updates the sample count of a render target texture\r\n * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets\r\n * @param texture defines the texture to update\r\n * @param samples defines the sample count to set\r\n * @returns the effective sample count (could be 0 if multisample render targets are not supported)\r\n */\r\n Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {\r\n if (this.webGLVersion < 2 || !texture) {\r\n return 1;\r\n }\r\n if (texture.samples === samples) {\r\n return samples;\r\n }\r\n var gl = this._gl;\r\n samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));\r\n // Dispose previous render buffers\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n if (samples > 1) {\r\n var framebuffer = gl.createFramebuffer();\r\n if (!framebuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n texture._MSAAFramebuffer = framebuffer;\r\n this._bindUnboundFramebuffer(texture._MSAAFramebuffer);\r\n var colorRenderbuffer = gl.createRenderbuffer();\r\n if (!colorRenderbuffer) {\r\n throw new Error(\"Unable to create multi sampled framebuffer\");\r\n }\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);\r\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);\r\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);\r\n texture._MSAARenderBuffer = colorRenderbuffer;\r\n }\r\n else {\r\n this._bindUnboundFramebuffer(texture._framebuffer);\r\n }\r\n texture.samples = samples;\r\n texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);\r\n gl.bindRenderbuffer(gl.RENDERBUFFER, null);\r\n this._bindUnboundFramebuffer(null);\r\n return samples;\r\n };\r\n /** @hidden */\r\n Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);\r\n };\r\n /** @hidden */\r\n Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod, babylonInternalFormat, useTextureWidthAndHeight) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n if (useTextureWidthAndHeight === void 0) { useTextureWidthAndHeight = false; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = babylonInternalFormat === undefined ? this._getRGBABufferInternalSizedFormat(texture.type, format) : this._getInternalFormat(babylonInternalFormat);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n var lodMaxWidth = Math.round(Math.log(texture.width) * Math.LOG2E);\r\n var lodMaxHeight = Math.round(Math.log(texture.height) * Math.LOG2E);\r\n var width = useTextureWidthAndHeight ? texture.width : Math.pow(2, Math.max(lodMaxWidth - lod, 0));\r\n var height = useTextureWidthAndHeight ? texture.height : Math.pow(2, Math.max(lodMaxHeight - lod, 0));\r\n gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);\r\n };\r\n /** @hidden */\r\n Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n };\r\n /** @hidden */\r\n Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (lod === void 0) { lod = 0; }\r\n var gl = this._gl;\r\n var textureType = this._getWebGLTextureType(texture.type);\r\n var format = this._getInternalFormat(texture.format);\r\n var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);\r\n var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;\r\n this._bindTextureDirectly(bindTarget, texture, true);\r\n this._unpackFlipY(texture.invertY);\r\n var target = gl.TEXTURE_2D;\r\n if (texture.isCube) {\r\n target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;\r\n }\r\n gl.texImage2D(target, lod, internalFormat, format, textureType, image);\r\n this._bindTextureDirectly(bindTarget, null, true);\r\n };\r\n /**\r\n * @hidden\r\n */\r\n Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {\r\n var gl = this._gl;\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\r\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\r\n this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);\r\n };\r\n /**\r\n * Creates a new raw cube texture\r\n * @param data defines the array of data to use to create each face\r\n * @param size defines the size of the textures\r\n * @param format defines the format of the data\r\n * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)\r\n * @param generateMipMaps defines if the engine should generate the mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compression used (null by default)\r\n * @returns the cube texture as an InternalTexture\r\n */\r\n Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {\r\n if (compression === void 0) { compression = null; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n /**\r\n * Creates a new raw 3D texture\r\n * @param data defines the data used to create the texture\r\n * @param width defines the width of the texture\r\n * @param height defines the height of the texture\r\n * @param depth defines the depth of the texture\r\n * @param format defines the format of the texture\r\n * @param generateMipMaps defines if the engine must generate mip levels\r\n * @param invertY defines if data must be stored with Y axis inverted\r\n * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)\r\n * @param compression defines the compressed used (can be null)\r\n * @param textureType defines the compressed used (can be null)\r\n * @returns a new raw 3D texture (stored in an InternalTexture)\r\n */\r\n Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {\r\n if (compression === void 0) { compression = null; }\r\n if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }\r\n throw _DevTools.WarnImport(\"Engine.RawTexture\");\r\n };\r\n Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n var filters = this._getSamplingParameters(samplingMode, !noMipmap);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);\r\n if (!noMipmap && !isCompressed) {\r\n gl.generateMipmap(gl.TEXTURE_2D);\r\n }\r\n this._bindTextureDirectly(gl.TEXTURE_2D, null);\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n texture.onLoadedObservable.notifyObservers(texture);\r\n texture.onLoadedObservable.clear();\r\n };\r\n Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {\r\n var _this = this;\r\n if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }\r\n var maxTextureSize = this.getCaps().maxTextureSize;\r\n var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? Engine.GetExponentOfTwo(width, maxTextureSize) : width);\r\n var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? Engine.GetExponentOfTwo(height, maxTextureSize) : height);\r\n var gl = this._gl;\r\n if (!gl) {\r\n return;\r\n }\r\n if (!texture._webGLTexture) {\r\n // this.resetTextureCache();\r\n if (scene) {\r\n scene._removePendingData(texture);\r\n }\r\n return;\r\n }\r\n this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);\r\n this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));\r\n texture.baseWidth = width;\r\n texture.baseHeight = height;\r\n texture.width = potWidth;\r\n texture.height = potHeight;\r\n texture.isReady = true;\r\n if (processFunction(potWidth, potHeight, function () {\r\n _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n })) {\r\n // Returning as texture needs extra async steps\r\n return;\r\n }\r\n this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);\r\n };\r\n /** @hidden */\r\n Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {\r\n // Create new RGBA data container.\r\n var rgbaData;\r\n if (textureType === Engine.TEXTURETYPE_FLOAT) {\r\n rgbaData = new Float32Array(width * height * 4);\r\n }\r\n else {\r\n rgbaData = new Uint32Array(width * height * 4);\r\n }\r\n // Convert each pixel.\r\n for (var x = 0; x < width; x++) {\r\n for (var y = 0; y < height; y++) {\r\n var index = (y * width + x) * 3;\r\n var newIndex = (y * width + x) * 4;\r\n // Map Old Value to new value.\r\n rgbaData[newIndex + 0] = rgbData[index + 0];\r\n rgbaData[newIndex + 1] = rgbData[index + 1];\r\n rgbaData[newIndex + 2] = rgbData[index + 2];\r\n // Add fully opaque alpha channel.\r\n rgbaData[newIndex + 3] = 1;\r\n }\r\n }\r\n return rgbaData;\r\n };\r\n /** @hidden */\r\n Engine.prototype._releaseFramebufferObjects = function (texture) {\r\n var gl = this._gl;\r\n if (texture._framebuffer) {\r\n gl.deleteFramebuffer(texture._framebuffer);\r\n texture._framebuffer = null;\r\n }\r\n if (texture._depthStencilBuffer) {\r\n gl.deleteRenderbuffer(texture._depthStencilBuffer);\r\n texture._depthStencilBuffer = null;\r\n }\r\n if (texture._MSAAFramebuffer) {\r\n gl.deleteFramebuffer(texture._MSAAFramebuffer);\r\n texture._MSAAFramebuffer = null;\r\n }\r\n if (texture._MSAARenderBuffer) {\r\n gl.deleteRenderbuffer(texture._MSAARenderBuffer);\r\n texture._MSAARenderBuffer = null;\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._releaseTexture = function (texture) {\r\n var gl = this._gl;\r\n this._releaseFramebufferObjects(texture);\r\n gl.deleteTexture(texture._webGLTexture);\r\n // Unbind channels\r\n this.unbindAllTextures();\r\n var index = this._internalTexturesCache.indexOf(texture);\r\n if (index !== -1) {\r\n this._internalTexturesCache.splice(index, 1);\r\n }\r\n // Integrated fixed lod samplers.\r\n if (texture._lodTextureHigh) {\r\n texture._lodTextureHigh.dispose();\r\n }\r\n if (texture._lodTextureMid) {\r\n texture._lodTextureMid.dispose();\r\n }\r\n if (texture._lodTextureLow) {\r\n texture._lodTextureLow.dispose();\r\n }\r\n // Integrated irradiance map.\r\n if (texture._irradianceTexture) {\r\n texture._irradianceTexture.dispose();\r\n }\r\n // Set output texture of post process to null if the texture has been released/disposed\r\n this.scenes.forEach(function (scene) {\r\n scene.postProcesses.forEach(function (postProcess) {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n });\r\n scene.cameras.forEach(function (camera) {\r\n camera._postProcesses.forEach(function (postProcess) {\r\n if (postProcess) {\r\n if (postProcess._outputTexture == texture) {\r\n postProcess._outputTexture = null;\r\n }\r\n }\r\n });\r\n });\r\n });\r\n };\r\n Engine.prototype.setProgram = function (program) {\r\n if (this._currentProgram !== program) {\r\n this._gl.useProgram(program);\r\n this._currentProgram = program;\r\n }\r\n };\r\n /**\r\n * Binds an effect to the webGL context\r\n * @param effect defines the effect to bind\r\n */\r\n Engine.prototype.bindSamplers = function (effect) {\r\n var webGLPipelineContext = effect.getPipelineContext();\r\n this.setProgram(webGLPipelineContext.program);\r\n var samplers = effect.getSamplers();\r\n for (var index = 0; index < samplers.length; index++) {\r\n var uniform = effect.getUniform(samplers[index]);\r\n if (uniform) {\r\n this._boundUniforms[index] = uniform;\r\n }\r\n }\r\n this._currentEffect = null;\r\n };\r\n Engine.prototype._activateCurrentTexture = function () {\r\n if (this._currentTextureChannel !== this._activeChannel) {\r\n this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);\r\n this._currentTextureChannel = this._activeChannel;\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {\r\n if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }\r\n if (force === void 0) { force = false; }\r\n var wasPreviouslyBound = false;\r\n var isTextureForRendering = texture && texture._associatedChannel > -1;\r\n if (forTextureDataUpdate && isTextureForRendering) {\r\n this._activeChannel = texture._associatedChannel;\r\n }\r\n var currentTextureBound = this._boundTexturesCache[this._activeChannel];\r\n if (currentTextureBound !== texture || force) {\r\n this._activateCurrentTexture();\r\n if (texture && texture.isMultiview) {\r\n this._gl.bindTexture(target, texture ? texture._colorTextureArray : null);\r\n }\r\n else {\r\n this._gl.bindTexture(target, texture ? texture._webGLTexture : null);\r\n }\r\n this._boundTexturesCache[this._activeChannel] = texture;\r\n if (texture) {\r\n texture._associatedChannel = this._activeChannel;\r\n }\r\n }\r\n else if (forTextureDataUpdate) {\r\n wasPreviouslyBound = true;\r\n this._activateCurrentTexture();\r\n }\r\n if (isTextureForRendering && !forTextureDataUpdate) {\r\n this._bindSamplerUniformToChannel(texture._associatedChannel, this._activeChannel);\r\n }\r\n return wasPreviouslyBound;\r\n };\r\n /** @hidden */\r\n Engine.prototype._bindTexture = function (channel, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (texture) {\r\n texture._associatedChannel = channel;\r\n }\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);\r\n };\r\n /**\r\n * Sets a texture to the webGL context from a postprocess\r\n * @param channel defines the channel to use\r\n * @param postProcess defines the source postprocess\r\n */\r\n Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {\r\n this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);\r\n };\r\n /**\r\n * Binds the output of the passed in post process to the texture channel specified\r\n * @param channel The channel the texture should be bound to\r\n * @param postProcess The post process which's output should be bound\r\n */\r\n Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {\r\n this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);\r\n };\r\n /**\r\n * Unbind all textures from the webGL context\r\n */\r\n Engine.prototype.unbindAllTextures = function () {\r\n for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n }\r\n }\r\n };\r\n /**\r\n * Sets a texture to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The texture to apply\r\n */\r\n Engine.prototype.setTexture = function (channel, uniform, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n this._setTexture(channel, texture);\r\n };\r\n /**\r\n * Sets a depth stencil texture from a render target to the according uniform.\r\n * @param channel The texture channel\r\n * @param uniform The uniform to set\r\n * @param texture The render target texture containing the depth stencil texture to apply\r\n */\r\n Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {\r\n if (channel === undefined) {\r\n return;\r\n }\r\n if (uniform) {\r\n this._boundUniforms[channel] = uniform;\r\n }\r\n if (!texture || !texture.depthStencilTexture) {\r\n this._setTexture(channel, null);\r\n }\r\n else {\r\n this._setTexture(channel, texture, false, true);\r\n }\r\n };\r\n Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {\r\n var uniform = this._boundUniforms[sourceSlot];\r\n if (uniform._currentState === destination) {\r\n return;\r\n }\r\n this._gl.uniform1i(uniform, destination);\r\n uniform._currentState = destination;\r\n };\r\n Engine.prototype._getTextureWrapMode = function (mode) {\r\n switch (mode) {\r\n case Engine.TEXTURE_WRAP_ADDRESSMODE:\r\n return this._gl.REPEAT;\r\n case Engine.TEXTURE_CLAMP_ADDRESSMODE:\r\n return this._gl.CLAMP_TO_EDGE;\r\n case Engine.TEXTURE_MIRROR_ADDRESSMODE:\r\n return this._gl.MIRRORED_REPEAT;\r\n }\r\n return this._gl.REPEAT;\r\n };\r\n Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {\r\n if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }\r\n if (depthStencilTexture === void 0) { depthStencilTexture = false; }\r\n // Not ready?\r\n if (!texture) {\r\n if (this._boundTexturesCache[channel] != null) {\r\n this._activeChannel = channel;\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, null);\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);\r\n if (this.webGLVersion > 1) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, null);\r\n }\r\n }\r\n return false;\r\n }\r\n // Video\r\n if (texture.video) {\r\n this._activeChannel = channel;\r\n texture.update();\r\n }\r\n else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading\r\n texture.delayLoad();\r\n return false;\r\n }\r\n var internalTexture;\r\n if (depthStencilTexture) {\r\n internalTexture = texture.depthStencilTexture;\r\n }\r\n else if (texture.isReady()) {\r\n internalTexture = texture.getInternalTexture();\r\n }\r\n else if (texture.isCube) {\r\n internalTexture = this.emptyCubeTexture;\r\n }\r\n else if (texture.is3D) {\r\n internalTexture = this.emptyTexture3D;\r\n }\r\n else {\r\n internalTexture = this.emptyTexture;\r\n }\r\n if (!isPartOfTextureArray && internalTexture) {\r\n internalTexture._associatedChannel = channel;\r\n }\r\n var needToBind = true;\r\n if (this._boundTexturesCache[channel] === internalTexture) {\r\n if (!isPartOfTextureArray) {\r\n this._bindSamplerUniformToChannel(internalTexture._associatedChannel, channel);\r\n }\r\n needToBind = false;\r\n }\r\n this._activeChannel = channel;\r\n if (internalTexture && internalTexture.isMultiview) {\r\n if (needToBind) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D_ARRAY, internalTexture, isPartOfTextureArray);\r\n }\r\n }\r\n else if (internalTexture && internalTexture.is3D) {\r\n if (needToBind) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);\r\n }\r\n if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {\r\n internalTexture._cachedWrapU = texture.wrapU;\r\n this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);\r\n }\r\n if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {\r\n internalTexture._cachedWrapV = texture.wrapV;\r\n this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);\r\n }\r\n if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {\r\n internalTexture._cachedWrapR = texture.wrapR;\r\n this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);\r\n }\r\n this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);\r\n }\r\n else if (internalTexture && internalTexture.isCube) {\r\n if (needToBind) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);\r\n }\r\n if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {\r\n internalTexture._cachedCoordinatesMode = texture.coordinatesMode;\r\n // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.\r\n var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;\r\n this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);\r\n this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);\r\n }\r\n this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);\r\n }\r\n else {\r\n if (needToBind) {\r\n this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);\r\n }\r\n if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {\r\n internalTexture._cachedWrapU = texture.wrapU;\r\n this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);\r\n }\r\n if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {\r\n internalTexture._cachedWrapV = texture.wrapV;\r\n this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);\r\n }\r\n this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Sets an array of texture to the webGL context\r\n * @param channel defines the channel where the texture array must be set\r\n * @param uniform defines the associated uniform location\r\n * @param textures defines the array of textures to bind\r\n */\r\n Engine.prototype.setTextureArray = function (channel, uniform, textures) {\r\n if (channel === undefined || !uniform) {\r\n return;\r\n }\r\n if (!this._textureUnits || this._textureUnits.length !== textures.length) {\r\n this._textureUnits = new Int32Array(textures.length);\r\n }\r\n for (var i = 0; i < textures.length; i++) {\r\n var texture = textures[i].getInternalTexture();\r\n if (texture) {\r\n this._textureUnits[i] = channel + i;\r\n texture._associatedChannel = channel + i;\r\n }\r\n else {\r\n this._textureUnits[i] = -1;\r\n }\r\n }\r\n this._gl.uniform1iv(uniform, this._textureUnits);\r\n for (var index = 0; index < textures.length; index++) {\r\n this._setTexture(this._textureUnits[index], textures[index], true);\r\n }\r\n };\r\n /** @hidden */\r\n Engine.prototype._setAnisotropicLevel = function (target, texture) {\r\n var internalTexture = texture.getInternalTexture();\r\n if (!internalTexture) {\r\n return;\r\n }\r\n var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;\r\n var value = texture.anisotropicFilteringLevel;\r\n if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST\r\n && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR\r\n && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {\r\n value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear\r\n }\r\n if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {\r\n this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);\r\n internalTexture._cachedAnisotropicFilteringLevel = value;\r\n }\r\n };\r\n Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n this._gl.texParameterf(target, parameter, value);\r\n };\r\n Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {\r\n if (texture) {\r\n this._bindTextureDirectly(target, texture, true, true);\r\n }\r\n this._gl.texParameteri(target, parameter, value);\r\n };\r\n /**\r\n * Reads pixels from the current frame buffer. Please note that this function can be slow\r\n * @param x defines the x coordinate of the rectangle where pixels must be read\r\n * @param y defines the y coordinate of the rectangle where pixels must be read\r\n * @param width defines the width of the rectangle where pixels must be read\r\n * @param height defines the height of the rectangle where pixels must be read\r\n * @returns a Uint8Array containing RGBA colors\r\n */\r\n Engine.prototype.readPixels = function (x, y, width, height) {\r\n var data = new Uint8Array(height * width * 4);\r\n this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);\r\n return data;\r\n };\r\n /**\r\n * Add an externaly attached data from its key.\r\n * This method call will fail and return false, if such key already exists.\r\n * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.\r\n * @param key the unique key that identifies the data\r\n * @param data the data object to associate to the key for this Engine instance\r\n * @return true if no such key were already present and the data was added successfully, false otherwise\r\n */\r\n Engine.prototype.addExternalData = function (key, data) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.add(key, data);\r\n };\r\n /**\r\n * Get an externaly attached data from its key\r\n * @param key the unique key that identifies the data\r\n * @return the associated data, if present (can be null), or undefined if not present\r\n */\r\n Engine.prototype.getExternalData = function (key) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.get(key);\r\n };\r\n /**\r\n * Get an externaly attached data from its key, create it using a factory if it's not already present\r\n * @param key the unique key that identifies the data\r\n * @param factory the factory that will be called to create the instance if and only if it doesn't exists\r\n * @return the associated data, can be null if the factory returned null.\r\n */\r\n Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.getOrAddWithFactory(key, factory);\r\n };\r\n /**\r\n * Remove an externaly attached data from the Engine instance\r\n * @param key the unique key that identifies the data\r\n * @return true if the data was successfully removed, false if it doesn't exist\r\n */\r\n Engine.prototype.removeExternalData = function (key) {\r\n if (!this._externalData) {\r\n this._externalData = new StringDictionary();\r\n }\r\n return this._externalData.remove(key);\r\n };\r\n /**\r\n * Unbind all vertex attributes from the webGL context\r\n */\r\n Engine.prototype.unbindAllAttributes = function () {\r\n if (this._mustWipeVertexAttributes) {\r\n this._mustWipeVertexAttributes = false;\r\n for (var i = 0; i < this._caps.maxVertexAttribs; i++) {\r\n this._gl.disableVertexAttribArray(i);\r\n this._vertexAttribArraysEnabled[i] = false;\r\n this._currentBufferPointers[i].active = false;\r\n }\r\n return;\r\n }\r\n for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {\r\n if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {\r\n continue;\r\n }\r\n this._gl.disableVertexAttribArray(i);\r\n this._vertexAttribArraysEnabled[i] = false;\r\n this._currentBufferPointers[i].active = false;\r\n }\r\n };\r\n /**\r\n * 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\r\n */\r\n Engine.prototype.releaseEffects = function () {\r\n for (var name in this._compiledEffects) {\r\n var webGLPipelineContext = this._compiledEffects[name].getPipelineContext();\r\n this._deletePipelineContext(webGLPipelineContext);\r\n }\r\n this._compiledEffects = {};\r\n };\r\n /**\r\n * Dispose and release all associated resources\r\n */\r\n Engine.prototype.dispose = function () {\r\n this.hideLoadingUI();\r\n this.stopRenderLoop();\r\n this.onNewSceneAddedObservable.clear();\r\n // Release postProcesses\r\n while (this.postProcesses.length) {\r\n this.postProcesses[0].dispose();\r\n }\r\n // Empty texture\r\n if (this._emptyTexture) {\r\n this._releaseTexture(this._emptyTexture);\r\n this._emptyTexture = null;\r\n }\r\n if (this._emptyCubeTexture) {\r\n this._releaseTexture(this._emptyCubeTexture);\r\n this._emptyCubeTexture = null;\r\n }\r\n // Rescale PP\r\n if (this._rescalePostProcess) {\r\n this._rescalePostProcess.dispose();\r\n }\r\n // Release scenes\r\n while (this.scenes.length) {\r\n this.scenes[0].dispose();\r\n }\r\n // Release audio engine\r\n if (Engine.Instances.length === 1 && Engine.audioEngine) {\r\n Engine.audioEngine.dispose();\r\n }\r\n // Release effects\r\n this.releaseEffects();\r\n // Unbind\r\n this.unbindAllAttributes();\r\n this._boundUniforms = [];\r\n if (this._dummyFramebuffer) {\r\n this._gl.deleteFramebuffer(this._dummyFramebuffer);\r\n }\r\n //WebVR\r\n this.disableVR();\r\n // Events\r\n if (DomManagement.IsWindowObjectExist()) {\r\n window.removeEventListener(\"blur\", this._onBlur);\r\n window.removeEventListener(\"focus\", this._onFocus);\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.removeEventListener(\"focus\", this._onCanvasFocus);\r\n this._renderingCanvas.removeEventListener(\"blur\", this._onCanvasBlur);\r\n this._renderingCanvas.removeEventListener(\"pointerout\", this._onCanvasPointerOut);\r\n if (!this._doNotHandleContextLost) {\r\n this._renderingCanvas.removeEventListener(\"webglcontextlost\", this._onContextLost);\r\n this._renderingCanvas.removeEventListener(\"webglcontextrestored\", this._onContextRestored);\r\n }\r\n }\r\n document.removeEventListener(\"fullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"mozfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"webkitfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"msfullscreenchange\", this._onFullscreenChange);\r\n document.removeEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mspointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"mozpointerlockchange\", this._onPointerLockChange);\r\n document.removeEventListener(\"webkitpointerlockchange\", this._onPointerLockChange);\r\n }\r\n // Remove from Instances\r\n var index = Engine.Instances.indexOf(this);\r\n if (index >= 0) {\r\n Engine.Instances.splice(index, 1);\r\n }\r\n this._workingCanvas = null;\r\n this._workingContext = null;\r\n this._currentBufferPointers = [];\r\n this._renderingCanvas = null;\r\n this._currentProgram = null;\r\n this._bindedRenderFunction = null;\r\n this.onResizeObservable.clear();\r\n this.onCanvasBlurObservable.clear();\r\n this.onCanvasFocusObservable.clear();\r\n this.onCanvasPointerOutObservable.clear();\r\n this.onBeginFrameObservable.clear();\r\n this.onEndFrameObservable.clear();\r\n Effect.ResetCache();\r\n // Abort active requests\r\n for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {\r\n var request = _a[_i];\r\n request.abort();\r\n }\r\n };\r\n // Loading screen\r\n /**\r\n * Display the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n Engine.prototype.displayLoadingUI = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var loadingScreen = this.loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.displayLoadingUI();\r\n }\r\n };\r\n /**\r\n * Hide the loading screen\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n Engine.prototype.hideLoadingUI = function () {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return;\r\n }\r\n var loadingScreen = this._loadingScreen;\r\n if (loadingScreen) {\r\n loadingScreen.hideLoadingUI();\r\n }\r\n };\r\n Object.defineProperty(Engine.prototype, \"loadingScreen\", {\r\n /**\r\n * Gets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n get: function () {\r\n if (!this._loadingScreen && this._renderingCanvas) {\r\n this._loadingScreen = Engine.DefaultLoadingScreenFactory(this._renderingCanvas);\r\n }\r\n return this._loadingScreen;\r\n },\r\n /**\r\n * Sets the current loading screen object\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (loadingScreen) {\r\n this._loadingScreen = loadingScreen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"loadingUIText\", {\r\n /**\r\n * Sets the current loading screen text\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (text) {\r\n this.loadingScreen.loadingUIText = text;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Engine.prototype, \"loadingUIBackgroundColor\", {\r\n /**\r\n * Sets the current loading screen background color\r\n * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen\r\n */\r\n set: function (color) {\r\n this.loadingScreen.loadingUIBackgroundColor = color;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Attach a new callback raised when context lost event is fired\r\n * @param callback defines the callback to call\r\n */\r\n Engine.prototype.attachContextLostEvent = function (callback) {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextlost\", callback, false);\r\n }\r\n };\r\n /**\r\n * Attach a new callback raised when context restored event is fired\r\n * @param callback defines the callback to call\r\n */\r\n Engine.prototype.attachContextRestoredEvent = function (callback) {\r\n if (this._renderingCanvas) {\r\n this._renderingCanvas.addEventListener(\"webglcontextrestored\", callback, false);\r\n }\r\n };\r\n /**\r\n * Gets the source code of the vertex shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the vertex shader associated with the program\r\n */\r\n Engine.prototype.getVertexShaderSource = function (program) {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n if (!shaders) {\r\n return null;\r\n }\r\n return this._gl.getShaderSource(shaders[0]);\r\n };\r\n /**\r\n * Gets the source code of the fragment shader associated with a specific webGL program\r\n * @param program defines the program to use\r\n * @returns a string containing the source code of the fragment shader associated with the program\r\n */\r\n Engine.prototype.getFragmentShaderSource = function (program) {\r\n var shaders = this._gl.getAttachedShaders(program);\r\n if (!shaders) {\r\n return null;\r\n }\r\n return this._gl.getShaderSource(shaders[1]);\r\n };\r\n /**\r\n * Get the current error code of the webGL context\r\n * @returns the error code\r\n * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError\r\n */\r\n Engine.prototype.getError = function () {\r\n return this._gl.getError();\r\n };\r\n // FPS\r\n /**\r\n * Gets the current framerate\r\n * @returns a number representing the framerate\r\n */\r\n Engine.prototype.getFps = function () {\r\n return this._fps;\r\n };\r\n /**\r\n * Gets the time spent between current and previous frame\r\n * @returns a number representing the delta time in ms\r\n */\r\n Engine.prototype.getDeltaTime = function () {\r\n return this._deltaTime;\r\n };\r\n Engine.prototype._measureFps = function () {\r\n this._performanceMonitor.sampleFrame();\r\n this._fps = this._performanceMonitor.averageFPS;\r\n this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;\r\n };\r\n /** @hidden */\r\n Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {\r\n if (faceIndex === void 0) { faceIndex = -1; }\r\n if (level === void 0) { level = 0; }\r\n if (buffer === void 0) { buffer = null; }\r\n var gl = this._gl;\r\n if (!this._dummyFramebuffer) {\r\n var dummy = gl.createFramebuffer();\r\n if (!dummy) {\r\n throw new Error(\"Unable to create dummy framebuffer\");\r\n }\r\n this._dummyFramebuffer = dummy;\r\n }\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);\r\n if (faceIndex > -1) {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);\r\n }\r\n else {\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);\r\n }\r\n var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;\r\n switch (readType) {\r\n case gl.UNSIGNED_BYTE:\r\n if (!buffer) {\r\n buffer = new Uint8Array(4 * width * height);\r\n }\r\n readType = gl.UNSIGNED_BYTE;\r\n break;\r\n default:\r\n if (!buffer) {\r\n buffer = new Float32Array(4 * width * height);\r\n }\r\n readType = gl.FLOAT;\r\n break;\r\n }\r\n gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);\r\n return buffer;\r\n };\r\n Engine.prototype._canRenderToFloatFramebuffer = function () {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);\r\n };\r\n Engine.prototype._canRenderToHalfFloatFramebuffer = function () {\r\n if (this._webGLVersion > 1) {\r\n return this._caps.colorBufferFloat;\r\n }\r\n return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);\r\n };\r\n // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture\r\n Engine.prototype._canRenderToFramebuffer = function (type) {\r\n var gl = this._gl;\r\n //clear existing errors\r\n while (gl.getError() !== gl.NO_ERROR) { }\r\n var successful = true;\r\n var texture = gl.createTexture();\r\n gl.bindTexture(gl.TEXTURE_2D, texture);\r\n gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);\r\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);\r\n var fb = gl.createFramebuffer();\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, fb);\r\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\r\n var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);\r\n successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n //try render by clearing frame buffer's color buffer\r\n if (successful) {\r\n gl.clear(gl.COLOR_BUFFER_BIT);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)\r\n if (successful) {\r\n //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n var readFormat = gl.RGBA;\r\n var readType = gl.UNSIGNED_BYTE;\r\n var buffer = new Uint8Array(4);\r\n gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);\r\n successful = successful && (gl.getError() === gl.NO_ERROR);\r\n }\r\n //clean up\r\n gl.deleteTexture(texture);\r\n gl.deleteFramebuffer(fb);\r\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\r\n //clear accumulated errors\r\n while (!successful && (gl.getError() !== gl.NO_ERROR)) { }\r\n return successful;\r\n };\r\n /** @hidden */\r\n Engine.prototype._getWebGLTextureType = function (type) {\r\n if (this._webGLVersion === 1) {\r\n switch (type) {\r\n case Engine.TEXTURETYPE_FLOAT:\r\n return this._gl.FLOAT;\r\n case Engine.TEXTURETYPE_HALF_FLOAT:\r\n return this._gl.HALF_FLOAT_OES;\r\n case Engine.TEXTURETYPE_UNSIGNED_BYTE:\r\n return this._gl.UNSIGNED_BYTE;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n }\r\n return this._gl.UNSIGNED_BYTE;\r\n }\r\n switch (type) {\r\n case Engine.TEXTURETYPE_BYTE:\r\n return this._gl.BYTE;\r\n case Engine.TEXTURETYPE_UNSIGNED_BYTE:\r\n return this._gl.UNSIGNED_BYTE;\r\n case Engine.TEXTURETYPE_SHORT:\r\n return this._gl.SHORT;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT:\r\n return this._gl.UNSIGNED_SHORT;\r\n case Engine.TEXTURETYPE_INT:\r\n return this._gl.INT;\r\n case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n return this._gl.UNSIGNED_INT;\r\n case Engine.TEXTURETYPE_FLOAT:\r\n return this._gl.FLOAT;\r\n case Engine.TEXTURETYPE_HALF_FLOAT:\r\n return this._gl.HALF_FLOAT;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return this._gl.UNSIGNED_SHORT_4_4_4_4;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return this._gl.UNSIGNED_SHORT_5_5_5_1;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return this._gl.UNSIGNED_SHORT_5_6_5;\r\n case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n return this._gl.UNSIGNED_INT_2_10_10_10_REV;\r\n case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:\r\n return this._gl.UNSIGNED_INT_24_8;\r\n case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n return this._gl.UNSIGNED_INT_10F_11F_11F_REV;\r\n case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n return this._gl.UNSIGNED_INT_5_9_9_9_REV;\r\n case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:\r\n return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n }\r\n return this._gl.UNSIGNED_BYTE;\r\n };\r\n /** @hidden */\r\n Engine.prototype._getInternalFormat = function (format) {\r\n var internalFormat = this._gl.RGBA;\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_ALPHA:\r\n internalFormat = this._gl.ALPHA;\r\n break;\r\n case Engine.TEXTUREFORMAT_LUMINANCE:\r\n internalFormat = this._gl.LUMINANCE;\r\n break;\r\n case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n internalFormat = this._gl.LUMINANCE_ALPHA;\r\n break;\r\n case Engine.TEXTUREFORMAT_RED:\r\n internalFormat = this._gl.RED;\r\n break;\r\n case Engine.TEXTUREFORMAT_RG:\r\n internalFormat = this._gl.RG;\r\n break;\r\n case Engine.TEXTUREFORMAT_RGB:\r\n internalFormat = this._gl.RGB;\r\n break;\r\n case Engine.TEXTUREFORMAT_RGBA:\r\n internalFormat = this._gl.RGBA;\r\n break;\r\n }\r\n if (this._webGLVersion > 1) {\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED_INTEGER:\r\n internalFormat = this._gl.RED_INTEGER;\r\n break;\r\n case Engine.TEXTUREFORMAT_RG_INTEGER:\r\n internalFormat = this._gl.RG_INTEGER;\r\n break;\r\n case Engine.TEXTUREFORMAT_RGB_INTEGER:\r\n internalFormat = this._gl.RGB_INTEGER;\r\n break;\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n internalFormat = this._gl.RGBA_INTEGER;\r\n break;\r\n }\r\n }\r\n return internalFormat;\r\n };\r\n /** @hidden */\r\n Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {\r\n if (this._webGLVersion === 1) {\r\n if (format !== undefined) {\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_ALPHA:\r\n return this._gl.ALPHA;\r\n case Engine.TEXTUREFORMAT_LUMINANCE:\r\n return this._gl.LUMINANCE;\r\n case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return this._gl.LUMINANCE_ALPHA;\r\n }\r\n }\r\n return this._gl.RGBA;\r\n }\r\n switch (type) {\r\n case Engine.TEXTURETYPE_BYTE:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED:\r\n return this._gl.R8_SNORM;\r\n case Engine.TEXTUREFORMAT_RG:\r\n return this._gl.RG8_SNORM;\r\n case Engine.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB8_SNORM;\r\n case Engine.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R8I;\r\n case Engine.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG8I;\r\n case Engine.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB8I;\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA8I;\r\n default:\r\n return this._gl.RGBA8_SNORM;\r\n }\r\n case Engine.TEXTURETYPE_UNSIGNED_BYTE:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED:\r\n return this._gl.R8;\r\n case Engine.TEXTUREFORMAT_RG:\r\n return this._gl.RG8;\r\n case Engine.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.\r\n case Engine.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.\r\n case Engine.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R8UI;\r\n case Engine.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG8UI;\r\n case Engine.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB8UI;\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA8UI;\r\n case Engine.TEXTUREFORMAT_ALPHA:\r\n return this._gl.ALPHA;\r\n case Engine.TEXTUREFORMAT_LUMINANCE:\r\n return this._gl.LUMINANCE;\r\n case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:\r\n return this._gl.LUMINANCE_ALPHA;\r\n default:\r\n return this._gl.RGBA8;\r\n }\r\n case Engine.TEXTURETYPE_SHORT:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R16I;\r\n case Engine.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG16I;\r\n case Engine.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB16I;\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA16I;\r\n default:\r\n return this._gl.RGBA16I;\r\n }\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R16UI;\r\n case Engine.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG16UI;\r\n case Engine.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB16UI;\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA16UI;\r\n default:\r\n return this._gl.RGBA16UI;\r\n }\r\n case Engine.TEXTURETYPE_INT:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R32I;\r\n case Engine.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG32I;\r\n case Engine.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB32I;\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA32I;\r\n default:\r\n return this._gl.RGBA32I;\r\n }\r\n case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED_INTEGER:\r\n return this._gl.R32UI;\r\n case Engine.TEXTUREFORMAT_RG_INTEGER:\r\n return this._gl.RG32UI;\r\n case Engine.TEXTUREFORMAT_RGB_INTEGER:\r\n return this._gl.RGB32UI;\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGBA32UI;\r\n default:\r\n return this._gl.RGBA32UI;\r\n }\r\n case Engine.TEXTURETYPE_FLOAT:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED:\r\n return this._gl.R32F; // By default. Other possibility is R16F.\r\n case Engine.TEXTUREFORMAT_RG:\r\n return this._gl.RG32F; // By default. Other possibility is RG16F.\r\n case Engine.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.\r\n case Engine.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.\r\n default:\r\n return this._gl.RGBA32F;\r\n }\r\n case Engine.TEXTURETYPE_HALF_FLOAT:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RED:\r\n return this._gl.R16F;\r\n case Engine.TEXTUREFORMAT_RG:\r\n return this._gl.RG16F;\r\n case Engine.TEXTUREFORMAT_RGB:\r\n return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.\r\n case Engine.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGBA16F;\r\n default:\r\n return this._gl.RGBA16F;\r\n }\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:\r\n return this._gl.RGB565;\r\n case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:\r\n return this._gl.R11F_G11F_B10F;\r\n case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:\r\n return this._gl.RGB9_E5;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:\r\n return this._gl.RGBA4;\r\n case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:\r\n return this._gl.RGB5_A1;\r\n case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:\r\n switch (format) {\r\n case Engine.TEXTUREFORMAT_RGBA:\r\n return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.\r\n case Engine.TEXTUREFORMAT_RGBA_INTEGER:\r\n return this._gl.RGB10_A2UI;\r\n default:\r\n return this._gl.RGB10_A2;\r\n }\r\n }\r\n return this._gl.RGBA8;\r\n };\r\n /** @hidden */\r\n Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {\r\n if (type === Engine.TEXTURETYPE_FLOAT) {\r\n return this._gl.RGBA32F;\r\n }\r\n else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {\r\n return this._gl.RGBA16F;\r\n }\r\n return this._gl.RGBA8;\r\n };\r\n /** @hidden */\r\n Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n var _this = this;\r\n var request = FileTools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);\r\n this._activeRequests.push(request);\r\n request.onCompleteObservable.add(function (request) {\r\n _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);\r\n });\r\n return request;\r\n };\r\n /** @hidden */\r\n Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {\r\n var _this = this;\r\n return new Promise(function (resolve, reject) {\r\n _this._loadFile(url, function (data) {\r\n resolve(data);\r\n }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {\r\n reject(exception);\r\n });\r\n });\r\n };\r\n // Statics\r\n /**\r\n * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)\r\n * @returns true if the engine can be created\r\n * @ignorenaming\r\n */\r\n Engine.isSupported = function () {\r\n try {\r\n var tempcanvas = document.createElement(\"canvas\");\r\n var gl = tempcanvas.getContext(\"webgl\") || tempcanvas.getContext(\"experimental-webgl\");\r\n return gl != null && !!window.WebGLRenderingContext;\r\n }\r\n catch (e) {\r\n return false;\r\n }\r\n };\r\n /**\r\n * Find the next highest power of two.\r\n * @param x Number to start search from.\r\n * @return Next highest power of two.\r\n */\r\n Engine.CeilingPOT = function (x) {\r\n x--;\r\n x |= x >> 1;\r\n x |= x >> 2;\r\n x |= x >> 4;\r\n x |= x >> 8;\r\n x |= x >> 16;\r\n x++;\r\n return x;\r\n };\r\n /**\r\n * Find the next lowest power of two.\r\n * @param x Number to start search from.\r\n * @return Next lowest power of two.\r\n */\r\n Engine.FloorPOT = function (x) {\r\n x = x | (x >> 1);\r\n x = x | (x >> 2);\r\n x = x | (x >> 4);\r\n x = x | (x >> 8);\r\n x = x | (x >> 16);\r\n return x - (x >> 1);\r\n };\r\n /**\r\n * Find the nearest power of two.\r\n * @param x Number to start search from.\r\n * @return Next nearest power of two.\r\n */\r\n Engine.NearestPOT = function (x) {\r\n var c = Engine.CeilingPOT(x);\r\n var f = Engine.FloorPOT(x);\r\n return (c - x) > (x - f) ? f : c;\r\n };\r\n /**\r\n * Get the closest exponent of two\r\n * @param value defines the value to approximate\r\n * @param max defines the maximum value to return\r\n * @param mode defines how to define the closest value\r\n * @returns closest exponent of two of the given value\r\n */\r\n Engine.GetExponentOfTwo = function (value, max, mode) {\r\n if (mode === void 0) { mode = Constants.SCALEMODE_NEAREST; }\r\n var pot;\r\n switch (mode) {\r\n case Constants.SCALEMODE_FLOOR:\r\n pot = Engine.FloorPOT(value);\r\n break;\r\n case Constants.SCALEMODE_NEAREST:\r\n pot = Engine.NearestPOT(value);\r\n break;\r\n case Constants.SCALEMODE_CEILING:\r\n default:\r\n pot = Engine.CeilingPOT(value);\r\n break;\r\n }\r\n return Math.min(pot, max);\r\n };\r\n /**\r\n * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)\r\n * @param func - the function to be called\r\n * @param requester - the object that will request the next frame. Falls back to window.\r\n * @returns frame number\r\n */\r\n Engine.QueueNewFrame = function (func, requester) {\r\n if (!DomManagement.IsWindowObjectExist()) {\r\n return setTimeout(func, 16);\r\n }\r\n if (!requester) {\r\n requester = window;\r\n }\r\n if (requester.requestAnimationFrame) {\r\n return requester.requestAnimationFrame(func);\r\n }\r\n else if (requester.msRequestAnimationFrame) {\r\n return requester.msRequestAnimationFrame(func);\r\n }\r\n else if (requester.webkitRequestAnimationFrame) {\r\n return requester.webkitRequestAnimationFrame(func);\r\n }\r\n else if (requester.mozRequestAnimationFrame) {\r\n return requester.mozRequestAnimationFrame(func);\r\n }\r\n else if (requester.oRequestAnimationFrame) {\r\n return requester.oRequestAnimationFrame(func);\r\n }\r\n else {\r\n return window.setTimeout(func, 16);\r\n }\r\n };\r\n /**\r\n * Ask the browser to promote the current element to pointerlock mode\r\n * @param element defines the DOM element to promote\r\n */\r\n Engine._RequestPointerlock = function (element) {\r\n element.requestPointerLock = element.requestPointerLock || element.msRequestPointerLock || element.mozRequestPointerLock || element.webkitRequestPointerLock;\r\n if (element.requestPointerLock) {\r\n element.requestPointerLock();\r\n }\r\n };\r\n /**\r\n * Asks the browser to exit pointerlock mode\r\n */\r\n Engine._ExitPointerlock = function () {\r\n var anyDoc = document;\r\n document.exitPointerLock = document.exitPointerLock || anyDoc.msExitPointerLock || anyDoc.mozExitPointerLock || anyDoc.webkitExitPointerLock;\r\n if (document.exitPointerLock) {\r\n document.exitPointerLock();\r\n }\r\n };\r\n /**\r\n * Ask the browser to promote the current element to fullscreen rendering mode\r\n * @param element defines the DOM element to promote\r\n */\r\n Engine._RequestFullscreen = function (element) {\r\n var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;\r\n if (!requestFunction) {\r\n return;\r\n }\r\n requestFunction.call(element);\r\n };\r\n /**\r\n * Asks the browser to exit fullscreen mode\r\n */\r\n Engine._ExitFullscreen = function () {\r\n var anyDoc = document;\r\n if (document.exitFullscreen) {\r\n document.exitFullscreen();\r\n }\r\n else if (anyDoc.mozCancelFullScreen) {\r\n anyDoc.mozCancelFullScreen();\r\n }\r\n else if (anyDoc.webkitCancelFullScreen) {\r\n anyDoc.webkitCancelFullScreen();\r\n }\r\n else if (anyDoc.msCancelFullScreen) {\r\n anyDoc.msCancelFullScreen();\r\n }\r\n };\r\n /** Use this array to turn off some WebGL2 features on known buggy browsers version */\r\n Engine.ExceptionList = [\r\n { key: \"Chrome\\/63\\.0\", capture: \"63\\\\.0\\\\.3239\\\\.(\\\\d+)\", captureConstraint: 108, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/58\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Firefox\\/59\", capture: null, captureConstraint: null, targets: [\"uniformBuffer\"] },\r\n { key: \"Chrome\\/72.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/73.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Chrome\\/74.+?Mobile\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/71\", capture: null, captureConstraint: null, targets: [\"vao\"] },\r\n { key: \"Mac OS.+Chrome\\/72\", capture: null, captureConstraint: null, targets: [\"vao\"] }\r\n ];\r\n /** @hidden */\r\n Engine._TextureLoaders = [];\r\n // Const statics\r\n /** Defines that alpha blending is disabled */\r\n Engine.ALPHA_DISABLE = Constants.ALPHA_DISABLE;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + DEST */\r\n Engine.ALPHA_ADD = Constants.ALPHA_ADD;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */\r\n Engine.ALPHA_COMBINE = Constants.ALPHA_COMBINE;\r\n /** Defines that alpha blending to DEST - SRC * DEST */\r\n Engine.ALPHA_SUBTRACT = Constants.ALPHA_SUBTRACT;\r\n /** Defines that alpha blending to SRC * DEST */\r\n Engine.ALPHA_MULTIPLY = Constants.ALPHA_MULTIPLY;\r\n /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */\r\n Engine.ALPHA_MAXIMIZED = Constants.ALPHA_MAXIMIZED;\r\n /** Defines that alpha blending to SRC + DEST */\r\n Engine.ALPHA_ONEONE = Constants.ALPHA_ONEONE;\r\n /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */\r\n Engine.ALPHA_PREMULTIPLIED = Constants.ALPHA_PREMULTIPLIED;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST\r\n * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = Constants.ALPHA_PREMULTIPLIED_PORTERDUFF;\r\n /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */\r\n Engine.ALPHA_INTERPOLATE = Constants.ALPHA_INTERPOLATE;\r\n /**\r\n * Defines that alpha blending to SRC + (1 - SRC) * DEST\r\n * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA\r\n */\r\n Engine.ALPHA_SCREENMODE = Constants.ALPHA_SCREENMODE;\r\n /** Defines that the ressource is not delayed*/\r\n Engine.DELAYLOADSTATE_NONE = Constants.DELAYLOADSTATE_NONE;\r\n /** Defines that the ressource was successfully delay loaded */\r\n Engine.DELAYLOADSTATE_LOADED = Constants.DELAYLOADSTATE_LOADED;\r\n /** Defines that the ressource is currently delay loading */\r\n Engine.DELAYLOADSTATE_LOADING = Constants.DELAYLOADSTATE_LOADING;\r\n /** Defines that the ressource is delayed and has not started loading */\r\n Engine.DELAYLOADSTATE_NOTLOADED = Constants.DELAYLOADSTATE_NOTLOADED;\r\n // Depht or Stencil test Constants.\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */\r\n Engine.NEVER = Constants.NEVER;\r\n /** 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 */\r\n Engine.ALWAYS = Constants.ALWAYS;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */\r\n Engine.LESS = Constants.LESS;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */\r\n Engine.EQUAL = Constants.EQUAL;\r\n /** 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 */\r\n Engine.LEQUAL = Constants.LEQUAL;\r\n /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */\r\n Engine.GREATER = Constants.GREATER;\r\n /** 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 */\r\n Engine.GEQUAL = Constants.GEQUAL;\r\n /** 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 */\r\n Engine.NOTEQUAL = Constants.NOTEQUAL;\r\n // Stencil Actions Constants.\r\n /** Passed to stencilOperation to specify that stencil value must be kept */\r\n Engine.KEEP = Constants.KEEP;\r\n /** Passed to stencilOperation to specify that stencil value must be replaced */\r\n Engine.REPLACE = Constants.REPLACE;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented */\r\n Engine.INCR = Constants.INCR;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented */\r\n Engine.DECR = Constants.DECR;\r\n /** Passed to stencilOperation to specify that stencil value must be inverted */\r\n Engine.INVERT = Constants.INVERT;\r\n /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */\r\n Engine.INCR_WRAP = Constants.INCR_WRAP;\r\n /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */\r\n Engine.DECR_WRAP = Constants.DECR_WRAP;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Engine.TEXTURE_CLAMP_ADDRESSMODE = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Engine.TEXTURE_WRAP_ADDRESSMODE = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /** Texture is repeating and mirrored */\r\n Engine.TEXTURE_MIRROR_ADDRESSMODE = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n /** ALPHA */\r\n Engine.TEXTUREFORMAT_ALPHA = Constants.TEXTUREFORMAT_ALPHA;\r\n /** LUMINANCE */\r\n Engine.TEXTUREFORMAT_LUMINANCE = Constants.TEXTUREFORMAT_LUMINANCE;\r\n /** LUMINANCE_ALPHA */\r\n Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = Constants.TEXTUREFORMAT_LUMINANCE_ALPHA;\r\n /** RGB */\r\n Engine.TEXTUREFORMAT_RGB = Constants.TEXTUREFORMAT_RGB;\r\n /** RGBA */\r\n Engine.TEXTUREFORMAT_RGBA = Constants.TEXTUREFORMAT_RGBA;\r\n /** RED */\r\n Engine.TEXTUREFORMAT_RED = Constants.TEXTUREFORMAT_RED;\r\n /** RED (2nd reference) */\r\n Engine.TEXTUREFORMAT_R = Constants.TEXTUREFORMAT_R;\r\n /** RG */\r\n Engine.TEXTUREFORMAT_RG = Constants.TEXTUREFORMAT_RG;\r\n /** RED_INTEGER */\r\n Engine.TEXTUREFORMAT_RED_INTEGER = Constants.TEXTUREFORMAT_RED_INTEGER;\r\n /** RED_INTEGER (2nd reference) */\r\n Engine.TEXTUREFORMAT_R_INTEGER = Constants.TEXTUREFORMAT_R_INTEGER;\r\n /** RG_INTEGER */\r\n Engine.TEXTUREFORMAT_RG_INTEGER = Constants.TEXTUREFORMAT_RG_INTEGER;\r\n /** RGB_INTEGER */\r\n Engine.TEXTUREFORMAT_RGB_INTEGER = Constants.TEXTUREFORMAT_RGB_INTEGER;\r\n /** RGBA_INTEGER */\r\n Engine.TEXTUREFORMAT_RGBA_INTEGER = Constants.TEXTUREFORMAT_RGBA_INTEGER;\r\n /** UNSIGNED_BYTE */\r\n Engine.TEXTURETYPE_UNSIGNED_BYTE = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n /** UNSIGNED_BYTE (2nd reference) */\r\n Engine.TEXTURETYPE_UNSIGNED_INT = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n /** FLOAT */\r\n Engine.TEXTURETYPE_FLOAT = Constants.TEXTURETYPE_FLOAT;\r\n /** HALF_FLOAT */\r\n Engine.TEXTURETYPE_HALF_FLOAT = Constants.TEXTURETYPE_HALF_FLOAT;\r\n /** BYTE */\r\n Engine.TEXTURETYPE_BYTE = Constants.TEXTURETYPE_BYTE;\r\n /** SHORT */\r\n Engine.TEXTURETYPE_SHORT = Constants.TEXTURETYPE_SHORT;\r\n /** UNSIGNED_SHORT */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT = Constants.TEXTURETYPE_UNSIGNED_SHORT;\r\n /** INT */\r\n Engine.TEXTURETYPE_INT = Constants.TEXTURETYPE_INT;\r\n /** UNSIGNED_INT */\r\n Engine.TEXTURETYPE_UNSIGNED_INTEGER = Constants.TEXTURETYPE_UNSIGNED_INTEGER;\r\n /** UNSIGNED_SHORT_4_4_4_4 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = Constants.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4;\r\n /** UNSIGNED_SHORT_5_5_5_1 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1;\r\n /** UNSIGNED_SHORT_5_6_5 */\r\n Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = Constants.TEXTURETYPE_UNSIGNED_SHORT_5_6_5;\r\n /** UNSIGNED_INT_2_10_10_10_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV;\r\n /** UNSIGNED_INT_24_8 */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = Constants.TEXTURETYPE_UNSIGNED_INT_24_8;\r\n /** UNSIGNED_INT_10F_11F_11F_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV;\r\n /** UNSIGNED_INT_5_9_9_9_REV */\r\n Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = Constants.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV;\r\n /** FLOAT_32_UNSIGNED_INT_24_8_REV */\r\n Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = Constants.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Engine.TEXTURE_NEAREST_SAMPLINGMODE = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Engine.TEXTURE_BILINEAR_SAMPLINGMODE = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR;\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR;\r\n /** mag = nearest and min = linear and mip = none */\r\n Engine.TEXTURE_NEAREST_LINEAR = Constants.TEXTURE_NEAREST_LINEAR;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Engine.TEXTURE_NEAREST_NEAREST = Constants.TEXTURE_NEAREST_NEAREST;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR;\r\n /** mag = linear and min = linear and mip = none */\r\n Engine.TEXTURE_LINEAR_LINEAR = Constants.TEXTURE_LINEAR_LINEAR;\r\n /** mag = linear and min = nearest and mip = none */\r\n Engine.TEXTURE_LINEAR_NEAREST = Constants.TEXTURE_LINEAR_NEAREST;\r\n /** Explicit coordinates mode */\r\n Engine.TEXTURE_EXPLICIT_MODE = Constants.TEXTURE_EXPLICIT_MODE;\r\n /** Spherical coordinates mode */\r\n Engine.TEXTURE_SPHERICAL_MODE = Constants.TEXTURE_SPHERICAL_MODE;\r\n /** Planar coordinates mode */\r\n Engine.TEXTURE_PLANAR_MODE = Constants.TEXTURE_PLANAR_MODE;\r\n /** Cubic coordinates mode */\r\n Engine.TEXTURE_CUBIC_MODE = Constants.TEXTURE_CUBIC_MODE;\r\n /** Projection coordinates mode */\r\n Engine.TEXTURE_PROJECTION_MODE = Constants.TEXTURE_PROJECTION_MODE;\r\n /** Skybox coordinates mode */\r\n Engine.TEXTURE_SKYBOX_MODE = Constants.TEXTURE_SKYBOX_MODE;\r\n /** Inverse Cubic coordinates mode */\r\n Engine.TEXTURE_INVCUBIC_MODE = Constants.TEXTURE_INVCUBIC_MODE;\r\n /** Equirectangular coordinates mode */\r\n Engine.TEXTURE_EQUIRECTANGULAR_MODE = Constants.TEXTURE_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed coordinates mode */\r\n Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;\r\n // Texture rescaling mode\r\n /** Defines that texture rescaling will use a floor to find the closer power of 2 size */\r\n Engine.SCALEMODE_FLOOR = Constants.SCALEMODE_FLOOR;\r\n /** Defines that texture rescaling will look for the nearest power of 2 size */\r\n Engine.SCALEMODE_NEAREST = Constants.SCALEMODE_NEAREST;\r\n /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */\r\n Engine.SCALEMODE_CEILING = Constants.SCALEMODE_CEILING;\r\n // Updatable statics so stick with vars here\r\n /**\r\n * Gets or sets the epsilon value used by collision engine\r\n */\r\n Engine.CollisionsEpsilon = 0.001;\r\n /**\r\n * Method called to create the default rescale post process on each engine.\r\n */\r\n Engine._RescalePostProcessFactory = null;\r\n return Engine;\r\n}());\r\nexport { Engine };\r\n//# sourceMappingURL=engine.js.map" }, { "id": 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Engines/engineStore", "loc": "3330:12-23" } ], "providedExports": [ "EngineStore" ], "optimizationBailout": [], "depth": 2, "source": "/**\r\n * The engine store class is responsible to hold all the instances of Engine and Scene created\r\n * during the life time of the application.\r\n */\r\nvar EngineStore = /** @class */ (function () {\r\n function EngineStore() {\r\n }\r\n Object.defineProperty(EngineStore, \"LastCreatedEngine\", {\r\n /**\r\n * Gets the latest created engine\r\n */\r\n get: function () {\r\n if (this.Instances.length === 0) {\r\n return null;\r\n }\r\n return this.Instances[this.Instances.length - 1];\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(EngineStore, \"LastCreatedScene\", {\r\n /**\r\n * Gets the latest created scene\r\n */\r\n get: function () {\r\n return this._LastCreatedScene;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** Gets the list of created engines */\r\n EngineStore.Instances = new Array();\r\n /** @hidden */\r\n EngineStore._LastCreatedScene = null;\r\n /**\r\n * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded\r\n * @ignorenaming\r\n */\r\n EngineStore.UseFallbackTexture = true;\r\n /**\r\n * Texture content used if a texture cannot loaded\r\n * @ignorenaming\r\n */\r\n EngineStore.FallbackTexture = \"\";\r\n return EngineStore;\r\n}());\r\nexport { EngineStore };\r\n//# sourceMappingURL=engineStore.js.map" }, { "id": "../../.temp/packageES6Dev/core/Events/keyboardEvents.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Events\\keyboardEvents.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Events/keyboardEvents.js", "index": 90, "index2": 87, "size": 2405, "cacheable": true, "built": true, 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\"tslib\";\r\n/**\r\n * Gather the list of keyboard event types as constants.\r\n */\r\nvar KeyboardEventTypes = /** @class */ (function () {\r\n function KeyboardEventTypes() {\r\n }\r\n /**\r\n * The keydown event is fired when a key becomes active (pressed).\r\n */\r\n KeyboardEventTypes.KEYDOWN = 0x01;\r\n /**\r\n * The keyup event is fired when a key has been released.\r\n */\r\n KeyboardEventTypes.KEYUP = 0x02;\r\n return KeyboardEventTypes;\r\n}());\r\nexport { KeyboardEventTypes };\r\n/**\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n */\r\nvar KeyboardInfo = /** @class */ (function () {\r\n /**\r\n * Instantiates a new keyboard info.\r\n * This class is used to store keyboard related info for the onKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function KeyboardInfo(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n return KeyboardInfo;\r\n}());\r\nexport { KeyboardInfo };\r\n/**\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable\r\n */\r\nvar KeyboardInfoPre = /** @class */ (function (_super) {\r\n tslib_1.__extends(KeyboardInfoPre, _super);\r\n /**\r\n * Instantiates a new keyboard pre info.\r\n * This class is used to store keyboard related info for the onPreKeyboardObservable event.\r\n * @param type Defines the type of event (KeyboardEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function KeyboardInfoPre(\r\n /**\r\n * Defines the type of event (KeyboardEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines 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\"tslib\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n/**\r\n * Gather the list of pointer event types as constants.\r\n */\r\nvar PointerEventTypes = /** @class */ (function () {\r\n function PointerEventTypes() {\r\n }\r\n /**\r\n * 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.\r\n */\r\n PointerEventTypes.POINTERDOWN = 0x01;\r\n /**\r\n * The pointerup event is fired when a pointer is no longer active.\r\n */\r\n PointerEventTypes.POINTERUP = 0x02;\r\n /**\r\n * The pointermove event is fired when a pointer changes coordinates.\r\n */\r\n PointerEventTypes.POINTERMOVE = 0x04;\r\n /**\r\n * The pointerwheel event is fired when a mouse wheel has been rotated.\r\n */\r\n PointerEventTypes.POINTERWHEEL = 0x08;\r\n /**\r\n * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.\r\n */\r\n PointerEventTypes.POINTERPICK = 0x10;\r\n /**\r\n * The pointertap event is fired when a the object has been touched and released without drag.\r\n */\r\n PointerEventTypes.POINTERTAP = 0x20;\r\n /**\r\n * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.\r\n */\r\n PointerEventTypes.POINTERDOUBLETAP = 0x40;\r\n return PointerEventTypes;\r\n}());\r\nexport { PointerEventTypes };\r\n/**\r\n * Base class of pointer info types.\r\n */\r\nvar PointerInfoBase = /** @class */ (function () {\r\n /**\r\n * Instantiates the base class of pointers info.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n */\r\n function PointerInfoBase(\r\n /**\r\n * Defines the type of event (PointerEventTypes)\r\n */\r\n type, \r\n /**\r\n * Defines the related dom event\r\n */\r\n event) {\r\n this.type = type;\r\n this.event = event;\r\n }\r\n return PointerInfoBase;\r\n}());\r\nexport { PointerInfoBase };\r\n/**\r\n * This class is used to store pointer related info for the onPrePointerObservable event.\r\n * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable\r\n */\r\nvar PointerInfoPre = /** @class */ (function (_super) {\r\n tslib_1.__extends(PointerInfoPre, _super);\r\n /**\r\n * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.\r\n * @param type Defines the type of event (PointerEventTypes)\r\n * @param event Defines the related dom event\r\n * @param localX Defines the local x coordinates of the pointer when the event occured\r\n * @param localY Defines the local y coordinates of the pointer when the event occured\r\n */\r\n function PointerInfoPre(type, event, localX, localY) {\r\n var _this = _super.call(this, type, event) || this;\r\n /**\r\n * Ray from a pointer if availible (eg. 6dof controller)\r\n */\r\n _this.ray = null;\r\n _this.skipOnPointerObservable = false;\r\n _this.localPosition = new Vector2(localX, localY);\r\n return _this;\r\n }\r\n return PointerInfoPre;\r\n}(PointerInfoBase));\r\nexport { PointerInfoPre };\r\n/**\r\n * This type contains all the data related to a pointer event in Babylon.js.\r\n * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. 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"harmony import specifier", "userRequest": "./Inputs/scene.inputManager", "loc": "850:12-24" } ], "providedExports": [ "InputManager" ], "optimizationBailout": [], "depth": 2, "source": "import { PointerInfoPre, PointerInfo, PointerEventTypes } from '../Events/pointerEvents';\r\nimport { AbstractActionManager } from '../Actions/abstractActionManager';\r\nimport { Vector2, Matrix } from '../Maths/math.vector';\r\nimport { Constants } from '../Engines/constants';\r\nimport { ActionEvent } from '../Actions/actionEvent';\r\nimport { Tools } from '../Misc/tools';\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from '../Events/keyboardEvents';\r\n/** @hidden */\r\nvar _ClickInfo = /** @class */ (function () {\r\n function _ClickInfo() {\r\n this._singleClick = false;\r\n this._doubleClick = false;\r\n this._hasSwiped = false;\r\n this._ignore = false;\r\n }\r\n Object.defineProperty(_ClickInfo.prototype, \"singleClick\", {\r\n get: function () {\r\n return this._singleClick;\r\n },\r\n set: function (b) {\r\n this._singleClick = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"doubleClick\", {\r\n get: function () {\r\n return this._doubleClick;\r\n },\r\n set: function (b) {\r\n this._doubleClick = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"hasSwiped\", {\r\n get: function () {\r\n return this._hasSwiped;\r\n },\r\n set: function (b) {\r\n this._hasSwiped = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(_ClickInfo.prototype, \"ignore\", {\r\n get: function () {\r\n return this._ignore;\r\n },\r\n set: function (b) {\r\n this._ignore = b;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return _ClickInfo;\r\n}());\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nvar InputManager = /** @class */ (function () {\r\n /**\r\n * Creates a new InputManager\r\n * @param scene defines the hosting scene\r\n */\r\n function InputManager(scene) {\r\n // Pointers\r\n this._wheelEventName = \"\";\r\n this._meshPickProceed = false;\r\n this._currentPickResult = null;\r\n this._previousPickResult = null;\r\n this._totalPointersPressed = 0;\r\n this._doubleClickOccured = false;\r\n this._pointerX = 0;\r\n this._pointerY = 0;\r\n this._startingPointerPosition = new Vector2(0, 0);\r\n this._previousStartingPointerPosition = new Vector2(0, 0);\r\n this._startingPointerTime = 0;\r\n this._previousStartingPointerTime = 0;\r\n this._pointerCaptures = {};\r\n this._scene = scene;\r\n }\r\n Object.defineProperty(InputManager.prototype, \"meshUnderPointer\", {\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n */\r\n get: function () {\r\n return this._pointerOverMesh;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"unTranslatedPointer\", {\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n */\r\n get: function () {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"pointerX\", {\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n */\r\n get: function () {\r\n return this._pointerX;\r\n },\r\n set: function (value) {\r\n this._pointerX = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(InputManager.prototype, \"pointerY\", {\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n */\r\n get: function () {\r\n return this._pointerY;\r\n },\r\n set: function (value) {\r\n this._pointerY = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n InputManager.prototype._updatePointerPosition = function (evt) {\r\n var canvasRect = this._scene.getEngine().getRenderingCanvasClientRect();\r\n if (!canvasRect) {\r\n return;\r\n }\r\n this._pointerX = evt.clientX - canvasRect.left;\r\n this._pointerY = evt.clientY - canvasRect.top;\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n };\r\n InputManager.prototype._processPointerMove = function (pickResult, evt) {\r\n var scene = this._scene;\r\n var canvas = scene.getEngine().getRenderingCanvas();\r\n if (!canvas) {\r\n return;\r\n }\r\n canvas.tabIndex = 1;\r\n // Restore pointer\r\n canvas.style.cursor = scene.defaultCursor;\r\n var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;\r\n if (isMeshPicked) {\r\n scene.setPointerOverMesh(pickResult.pickedMesh);\r\n if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {\r\n if (this._pointerOverMesh.actionManager.hoverCursor) {\r\n canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;\r\n }\r\n else {\r\n canvas.style.cursor = scene.hoverCursor;\r\n }\r\n }\r\n }\r\n else {\r\n scene.setPointerOverMesh(null);\r\n }\r\n for (var _i = 0, _a = scene._pointerMoveStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n if (pickResult) {\r\n var type = evt.type === this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n if (scene.onPointerMove) {\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n if (scene.onPointerObservable.hasObservers()) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n };\r\n // Pointers handling\r\n InputManager.prototype._setRayOnPointerInfo = function (pointerInfo) {\r\n var scene = this._scene;\r\n if (pointerInfo.pickInfo && !pointerInfo.pickInfo._pickingUnavailable) {\r\n if (!pointerInfo.pickInfo.ray) {\r\n pointerInfo.pickInfo.ray = scene.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n };\r\n InputManager.prototype._checkPrePointerObservable = function (pickResult, evt, type) {\r\n var scene = this._scene;\r\n var pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.ray = pickResult.ray;\r\n }\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n }\r\n else {\r\n return false;\r\n }\r\n };\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n InputManager.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {\r\n var evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n };\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n InputManager.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {\r\n var evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n InputManager.prototype._processPointerDown = function (pickResult, evt) {\r\n var _this = this;\r\n var scene = this._scene;\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n var actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickDownTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(Constants.ACTION_OnLeftPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 1:\r\n actionManager.processTrigger(Constants.ACTION_OnCenterPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n case 2:\r\n actionManager.processTrigger(Constants.ACTION_OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n break;\r\n }\r\n }\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(function () {\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) && mesh == _this._pickedDownMesh); }, false, scene.cameraToUseForPointers);\r\n if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {\r\n if (_this._totalPointersPressed !== 0 &&\r\n ((Date.now() - _this._startingPointerTime) > InputManager.LongPressDelay) &&\r\n !_this._isPointerSwiping()) {\r\n _this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n }\r\n else {\r\n for (var _i = 0, _a = scene._pointerDownStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n if (pickResult) {\r\n var type = PointerEventTypes.POINTERDOWN;\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n if (scene.onPointerObservable.hasObservers()) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n InputManager.prototype._isPointerSwiping = function () {\r\n return Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n };\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n InputManager.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {\r\n var evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n var clickInfo = new _ClickInfo();\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n }\r\n else {\r\n clickInfo.singleClick = true;\r\n }\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n };\r\n InputManager.prototype._processPointerUp = function (pickResult, evt, clickInfo) {\r\n var scene = this._scene;\r\n if (pickResult && pickResult && pickResult.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.hasObservers()) {\r\n var type_1 = PointerEventTypes.POINTERPICK;\r\n var pi = new PointerInfo(type_1, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type_1);\r\n }\r\n }\r\n var actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n var doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }\r\n else {\r\n if (!clickInfo.ignore) {\r\n for (var _i = 0, _a = scene._pointerUpStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);\r\n }\r\n }\r\n }\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n var pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n var type = 0;\r\n if (scene.onPointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore && !clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n type = PointerEventTypes.POINTERTAP;\r\n }\r\n else if (clickInfo.doubleClick && scene.onPointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n if (type) {\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n if (!clickInfo.ignore) {\r\n type = PointerEventTypes.POINTERUP;\r\n var pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pi);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n if (scene.onPointerUp && !clickInfo.ignore) {\r\n scene.onPointerUp(evt, pickResult, type);\r\n }\r\n };\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n InputManager.prototype.isPointerCaptured = function (pointerId) {\r\n if (pointerId === void 0) { pointerId = 0; }\r\n return this._pointerCaptures[pointerId];\r\n };\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp defines if you want to attach events to pointerup\r\n * @param attachDown defines if you want to attach events to pointerdown\r\n * @param attachMove defines if you want to attach events to pointermove\r\n */\r\n InputManager.prototype.attachControl = function (attachUp, attachDown, attachMove) {\r\n var _this = this;\r\n if (attachUp === void 0) { attachUp = true; }\r\n if (attachDown === void 0) { attachDown = true; }\r\n if (attachMove === void 0) { attachMove = true; }\r\n var scene = this._scene;\r\n var canvas = scene.getEngine().getRenderingCanvas();\r\n if (!canvas) {\r\n return;\r\n }\r\n var engine = scene.getEngine();\r\n this._initActionManager = function (act, clickInfo) {\r\n if (!_this._meshPickProceed) {\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n _this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n _this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n this._delayedSimpleClick = function (btn, clickInfo, cb) {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - _this._previousStartingPointerTime > InputManager.DoubleClickDelay && !_this._doubleClickOccured) ||\r\n btn !== _this._previousButtonPressed) {\r\n _this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n };\r\n this._initClickEvent = function (obs1, obs2, evt, cb) {\r\n var clickInfo = new _ClickInfo();\r\n _this._currentPickResult = null;\r\n var act = null;\r\n var checkPicking = obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(PointerEventTypes.POINTERPICK)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERTAP)\r\n || obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n var needToIgnoreNext = false;\r\n if (checkPicking) {\r\n var btn = evt.button;\r\n clickInfo.hasSwiped = _this._isPointerSwiping();\r\n if (!clickInfo.hasSwiped) {\r\n var checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) &&\r\n !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - _this._previousStartingPointerTime > InputManager.DoubleClickDelay ||\r\n btn !== _this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, _this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // wait that no double click has been raised during the double click delay\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), InputManager.DoubleClickDelay);\r\n }\r\n var checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = _this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === _this._previousButtonPressed &&\r\n Date.now() - _this._previousStartingPointerTime < InputManager.DoubleClickDelay &&\r\n !_this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped &&\r\n !_this._isPointerSwiping()) {\r\n _this._previousStartingPointerTime = 0;\r\n _this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n if (InputManager.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(_this._previousDelayedSimpleClickTimeout);\r\n }\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n _this._doubleClickOccured = false;\r\n _this._previousStartingPointerTime = _this._startingPointerTime;\r\n _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;\r\n _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;\r\n _this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n if (_this._previousDelayedSimpleClickTimeout) {\r\n clearTimeout(_this._previousDelayedSimpleClickTimeout);\r\n }\r\n _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;\r\n cb(clickInfo, _this._previousPickResult);\r\n }\r\n else {\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n _this._doubleClickOccured = false;\r\n _this._previousStartingPointerTime = _this._startingPointerTime;\r\n _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;\r\n _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;\r\n _this._previousButtonPressed = btn;\r\n }\r\n }\r\n }\r\n }\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, _this._currentPickResult);\r\n }\r\n };\r\n this._onPointerMove = function (evt) {\r\n _this._updatePointerPosition(evt);\r\n // PreObservable support\r\n if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = function (mesh) { return (mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || (mesh._getActionManagerForTrigger() != null)) && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)); };\r\n }\r\n // Meshes\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerMovePredicate, false, scene.cameraToUseForPointers);\r\n _this._processPointerMove(pickResult, evt);\r\n };\r\n this._onPointerDown = function (evt) {\r\n _this._totalPointersPressed++;\r\n _this._pickedDownMesh = null;\r\n _this._meshPickProceed = false;\r\n _this._updatePointerPosition(evt);\r\n if (scene.preventDefaultOnPointerDown && canvas) {\r\n evt.preventDefault();\r\n canvas.focus();\r\n }\r\n _this._startingPointerPosition.x = _this._pointerX;\r\n _this._startingPointerPosition.y = _this._pointerY;\r\n _this._startingPointerTime = Date.now();\r\n // PreObservable support\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n _this._pointerCaptures[evt.pointerId] = true;\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = function (mesh) {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n // Meshes\r\n _this._pickedDownMesh = null;\r\n var pickResult = scene.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, scene.pointerDownPredicate, false, scene.cameraToUseForPointers);\r\n _this._processPointerDown(pickResult, evt);\r\n };\r\n this._onPointerUp = function (evt) {\r\n if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF\r\n return; // So we need to test it the pointer down was pressed before.\r\n }\r\n _this._totalPointersPressed--;\r\n _this._pickedUpMesh = null;\r\n _this._meshPickProceed = false;\r\n _this._updatePointerPosition(evt);\r\n if (scene.preventDefaultOnPointerUp && canvas) {\r\n evt.preventDefault();\r\n canvas.focus();\r\n }\r\n _this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, function (clickInfo, pickResult) {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n if (!clickInfo.ignore) {\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n return;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (_this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n }\r\n }\r\n if (!_this._pointerCaptures[evt.pointerId]) {\r\n return;\r\n }\r\n _this._pointerCaptures[evt.pointerId] = false;\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = function (mesh) {\r\n return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n };\r\n }\r\n // Meshes\r\n if (!_this._meshPickProceed && (AbstractActionManager && AbstractActionManager.HasTriggers || scene.onPointerObservable.hasObservers())) {\r\n _this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = _this._currentPickResult;\r\n }\r\n _this._processPointerUp(pickResult, evt, clickInfo);\r\n _this._previousPickResult = _this._currentPickResult;\r\n });\r\n };\r\n this._onKeyDown = function (evt) {\r\n var type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n this._onKeyUp = function (evt) {\r\n var type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return;\r\n }\r\n }\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n var pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n // Keyboard events\r\n this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add((function () {\r\n var fn = function () {\r\n if (!canvas) {\r\n return;\r\n }\r\n canvas.addEventListener(\"keydown\", _this._onKeyDown, false);\r\n canvas.addEventListener(\"keyup\", _this._onKeyUp, false);\r\n };\r\n if (document.activeElement === canvas) {\r\n fn();\r\n }\r\n return fn;\r\n })());\r\n this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {\r\n if (!canvas) {\r\n return;\r\n }\r\n canvas.removeEventListener(\"keydown\", _this._onKeyDown);\r\n canvas.removeEventListener(\"keyup\", _this._onKeyUp);\r\n });\r\n // Pointer events\r\n var eventPrefix = Tools.GetPointerPrefix();\r\n if (attachMove) {\r\n canvas.addEventListener(eventPrefix + \"move\", this._onPointerMove, false);\r\n // Wheel\r\n this._wheelEventName = \"onwheel\" in document.createElement(\"div\") ? \"wheel\" : // Modern browsers support \"wheel\"\r\n document.onmousewheel !== undefined ? \"mousewheel\" : // Webkit and IE support at least \"mousewheel\"\r\n \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);\r\n }\r\n if (attachDown) {\r\n canvas.addEventListener(eventPrefix + \"down\", this._onPointerDown, false);\r\n }\r\n if (attachUp) {\r\n window.addEventListener(eventPrefix + \"up\", this._onPointerUp, false);\r\n }\r\n };\r\n /**\r\n * Detaches all event handlers\r\n */\r\n InputManager.prototype.detachControl = function () {\r\n var eventPrefix = Tools.GetPointerPrefix();\r\n var canvas = this._scene.getEngine().getRenderingCanvas();\r\n var engine = this._scene.getEngine();\r\n if (!canvas) {\r\n return;\r\n }\r\n // Pointer\r\n canvas.removeEventListener(eventPrefix + \"move\", this._onPointerMove);\r\n canvas.removeEventListener(eventPrefix + \"down\", this._onPointerDown);\r\n window.removeEventListener(eventPrefix + \"up\", this._onPointerUp);\r\n // Blur / Focus\r\n if (this._onCanvasBlurObserver) {\r\n engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n if (this._onCanvasFocusObserver) {\r\n engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);\r\n }\r\n // Keyboard\r\n canvas.removeEventListener(\"keydown\", this._onKeyDown);\r\n canvas.removeEventListener(\"keyup\", this._onKeyUp);\r\n // Cursor\r\n canvas.style.cursor = this._scene.defaultCursor;\r\n };\r\n /**\r\n * Force the value of meshUnderPointer\r\n * @param mesh defines the mesh to use\r\n */\r\n InputManager.prototype.setPointerOverMesh = function (mesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n return;\r\n }\r\n var actionManager;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n this._pointerOverMesh = mesh;\r\n if (this._pointerOverMesh) {\r\n actionManager = this._pointerOverMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, ActionEvent.CreateNew(this._pointerOverMesh));\r\n }\r\n }\r\n };\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n InputManager.prototype.getPointerOverMesh = function () {\r\n return this._pointerOverMesh;\r\n };\r\n /** The distance in pixel that you have to move to prevent some events */\r\n InputManager.DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n InputManager.LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n InputManager.DoubleClickDelay = 300; // in milliseconds\r\n /** If you need to check double click without raising a single click at first click, enable this flag */\r\n InputManager.ExclusiveDoubleClickMode = false;\r\n return InputManager;\r\n}());\r\nexport { InputManager };\r\n//# sourceMappingURL=scene.inputManager.js.map" }, { "id": "../../.temp/packageES6Dev/core/Lights/hemisphericLight.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Lights\\hemisphericLight.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Lights/hemisphericLight.js", "index": 98, "index2": 97, "size": 5379, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "issuerId": "./minStandardMaterial.ts", "issuerName": "./minStandardMaterial.ts", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } } ], "profile": { "factory": 13, "building": 301, "dependencies": 515 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Lights/hemisphericLight", "loc": "5:0-75" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Lights/hemisphericLight", "loc": "20:16-32" } ], "providedExports": [ "HemisphericLight" ], "optimizationBailout": [], "depth": 1, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serializeAsColor3, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { Matrix, Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { Light } from \"./light\";\r\nNode.AddNodeConstructor(\"Light_Type_3\", function (name, scene) {\r\n return function () { return new HemisphericLight(name, Vector3.Zero(), scene); };\r\n});\r\n/**\r\n * The HemisphericLight simulates the ambient environment light,\r\n * so the passed direction is the light reflection direction, not the incoming direction.\r\n */\r\nvar HemisphericLight = /** @class */ (function (_super) {\r\n tslib_1.__extends(HemisphericLight, _super);\r\n /**\r\n * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).\r\n * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.\r\n * The HemisphericLight can't cast shadows.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The friendly name of the light\r\n * @param direction The direction of the light reflection\r\n * @param scene The scene the light belongs to\r\n */\r\n function HemisphericLight(name, direction, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n /**\r\n * The groundColor is the light in the opposite direction to the one specified during creation.\r\n * 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.\r\n */\r\n _this.groundColor = new Color3(0.0, 0.0, 0.0);\r\n _this.direction = direction || Vector3.Up();\r\n return _this;\r\n }\r\n HemisphericLight.prototype._buildUniformLayout = function () {\r\n this._uniformBuffer.addUniform(\"vLightData\", 4);\r\n this._uniformBuffer.addUniform(\"vLightDiffuse\", 4);\r\n this._uniformBuffer.addUniform(\"vLightSpecular\", 3);\r\n this._uniformBuffer.addUniform(\"vLightGround\", 3);\r\n this._uniformBuffer.addUniform(\"shadowsInfo\", 3);\r\n this._uniformBuffer.addUniform(\"depthValues\", 2);\r\n this._uniformBuffer.create();\r\n };\r\n /**\r\n * Returns the string \"HemisphericLight\".\r\n * @return The class name\r\n */\r\n HemisphericLight.prototype.getClassName = function () {\r\n return \"HemisphericLight\";\r\n };\r\n /**\r\n * Sets the HemisphericLight direction towards the passed target (Vector3).\r\n * Returns the updated direction.\r\n * @param target The target the direction should point to\r\n * @return The computed direction\r\n */\r\n HemisphericLight.prototype.setDirectionToTarget = function (target) {\r\n this.direction = Vector3.Normalize(target.subtract(Vector3.Zero()));\r\n return this.direction;\r\n };\r\n /**\r\n * Returns the shadow generator associated to the light.\r\n * @returns Always null for hemispheric lights because it does not support shadows.\r\n */\r\n HemisphericLight.prototype.getShadowGenerator = function () {\r\n return null;\r\n };\r\n /**\r\n * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).\r\n * @param effect The effect to update\r\n * @param lightIndex The index of the light in the effect to update\r\n * @returns The hemispheric light\r\n */\r\n HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {\r\n var normalizeDirection = Vector3.Normalize(this.direction);\r\n this._uniformBuffer.updateFloat4(\"vLightData\", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);\r\n this._uniformBuffer.updateColor3(\"vLightGround\", this.groundColor.scale(this.intensity), lightIndex);\r\n return this;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @param useWasUpdatedFlag defines a reserved property\r\n * @returns the world matrix\r\n */\r\n HemisphericLight.prototype.computeWorldMatrix = function () {\r\n if (!this._worldMatrix) {\r\n this._worldMatrix = Matrix.Identity();\r\n }\r\n return this._worldMatrix;\r\n };\r\n /**\r\n * Returns the integer 3.\r\n * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n HemisphericLight.prototype.getTypeID = function () {\r\n return Light.LIGHTTYPEID_HEMISPHERICLIGHT;\r\n };\r\n /**\r\n * Prepares the list of defines specific to the light type.\r\n * @param defines the list of defines\r\n * @param lightIndex defines the index of the light for the effect\r\n */\r\n HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {\r\n defines[\"HEMILIGHT\" + lightIndex] = true;\r\n };\r\n tslib_1.__decorate([\r\n serializeAsColor3()\r\n ], HemisphericLight.prototype, \"groundColor\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsVector3()\r\n ], HemisphericLight.prototype, \"direction\", void 0);\r\n return HemisphericLight;\r\n}(Light));\r\nexport { HemisphericLight };\r\n//# sourceMappingURL=hemisphericLight.js.map" }, { "id": "../../.temp/packageES6Dev/core/Lights/light.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Lights\\light.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Lights/light.js", "index": 78, "index2": 76, "size": 29111, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Lights/light", "loc": "1937:29-34" } ], "providedExports": [ "Light" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsColor3, expandToProperty } from \"../Misc/decorators\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { Node } from \"../node\";\r\nimport { UniformBuffer } from \"../Materials/uniformBuffer\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * Base class of all the lights in Babylon. It groups all the generic information about lights.\r\n * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.\r\n * 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.\r\n */\r\nvar Light = /** @class */ (function (_super) {\r\n tslib_1.__extends(Light, _super);\r\n /**\r\n * Creates a Light object in the scene.\r\n * Documentation : https://doc.babylonjs.com/babylon101/lights\r\n * @param name The firendly name of the light\r\n * @param scene The scene the light belongs too\r\n */\r\n function Light(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n /**\r\n * Diffuse gives the basic color to an object.\r\n */\r\n _this.diffuse = new Color3(1.0, 1.0, 1.0);\r\n /**\r\n * Specular produces a highlight color on an object.\r\n * Note: This is note affecting PBR materials.\r\n */\r\n _this.specular = new Color3(1.0, 1.0, 1.0);\r\n /**\r\n * Defines the falloff type for this light. This lets overrriding how punctual light are\r\n * falling off base on range or angle.\r\n * This can be set to any values in Light.FALLOFF_x.\r\n *\r\n * Note: This is only useful for PBR Materials at the moment. This could be extended if required to\r\n * other types of materials.\r\n */\r\n _this.falloffType = Light.FALLOFF_DEFAULT;\r\n /**\r\n * Strength of the light.\r\n * Note: By default it is define in the framework own unit.\r\n * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.\r\n */\r\n _this.intensity = 1.0;\r\n _this._range = Number.MAX_VALUE;\r\n _this._inverseSquaredRange = 0;\r\n /**\r\n * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type\r\n * of light.\r\n */\r\n _this._photometricScale = 1.0;\r\n _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;\r\n _this._radius = 0.00001;\r\n /**\r\n * Defines the rendering priority of the lights. It can help in case of fallback or number of lights\r\n * exceeding the number allowed of the materials.\r\n */\r\n _this.renderPriority = 0;\r\n _this._shadowEnabled = true;\r\n _this._excludeWithLayerMask = 0;\r\n _this._includeOnlyWithLayerMask = 0;\r\n _this._lightmapMode = 0;\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n _this._excludedMeshesIds = new Array();\r\n /**\r\n * @hidden Internal use only.\r\n */\r\n _this._includedOnlyMeshesIds = new Array();\r\n /** @hidden */\r\n _this._isLight = true;\r\n _this.getScene().addLight(_this);\r\n _this._uniformBuffer = new UniformBuffer(_this.getScene().getEngine());\r\n _this._buildUniformLayout();\r\n _this.includedOnlyMeshes = new Array();\r\n _this.excludedMeshes = new Array();\r\n _this._resyncMeshes();\r\n return _this;\r\n }\r\n Object.defineProperty(Light.prototype, \"range\", {\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n get: function () {\r\n return this._range;\r\n },\r\n /**\r\n * Defines how far from the source the light is impacting in scene units.\r\n * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.\r\n */\r\n set: function (value) {\r\n this._range = value;\r\n this._inverseSquaredRange = 1.0 / (this.range * this.range);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"intensityMode\", {\r\n /**\r\n * Gets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n get: function () {\r\n return this._intensityMode;\r\n },\r\n /**\r\n * Sets the photometric scale used to interpret the intensity.\r\n * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.\r\n */\r\n set: function (value) {\r\n this._intensityMode = value;\r\n this._computePhotometricScale();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"radius\", {\r\n /**\r\n * Gets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n get: function () {\r\n return this._radius;\r\n },\r\n /**\r\n * sets the light radius used by PBR Materials to simulate soft area lights.\r\n */\r\n set: function (value) {\r\n this._radius = value;\r\n this._computePhotometricScale();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"shadowEnabled\", {\r\n /**\r\n * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n get: function () {\r\n return this._shadowEnabled;\r\n },\r\n /**\r\n * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching\r\n * the current shadow generator.\r\n */\r\n set: function (value) {\r\n if (this._shadowEnabled === value) {\r\n return;\r\n }\r\n this._shadowEnabled = value;\r\n this._markMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"includedOnlyMeshes\", {\r\n /**\r\n * Gets the only meshes impacted by this light.\r\n */\r\n get: function () {\r\n return this._includedOnlyMeshes;\r\n },\r\n /**\r\n * Sets the only meshes impacted by this light.\r\n */\r\n set: function (value) {\r\n this._includedOnlyMeshes = value;\r\n this._hookArrayForIncludedOnly(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"excludedMeshes\", {\r\n /**\r\n * Gets the meshes not impacted by this light.\r\n */\r\n get: function () {\r\n return this._excludedMeshes;\r\n },\r\n /**\r\n * Sets the meshes not impacted by this light.\r\n */\r\n set: function (value) {\r\n this._excludedMeshes = value;\r\n this._hookArrayForExcluded(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"excludeWithLayerMask\", {\r\n /**\r\n * Gets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n get: function () {\r\n return this._excludeWithLayerMask;\r\n },\r\n /**\r\n * Sets the layer id use to find what meshes are not impacted by the light.\r\n * Inactive if 0\r\n */\r\n set: function (value) {\r\n this._excludeWithLayerMask = value;\r\n this._resyncMeshes();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"includeOnlyWithLayerMask\", {\r\n /**\r\n * Gets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n get: function () {\r\n return this._includeOnlyWithLayerMask;\r\n },\r\n /**\r\n * Sets the layer id use to find what meshes are impacted by the light.\r\n * Inactive if 0\r\n */\r\n set: function (value) {\r\n this._includeOnlyWithLayerMask = value;\r\n this._resyncMeshes();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Light.prototype, \"lightmapMode\", {\r\n /**\r\n * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n get: function () {\r\n return this._lightmapMode;\r\n },\r\n /**\r\n * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)\r\n */\r\n set: function (value) {\r\n if (this._lightmapMode === value) {\r\n return;\r\n }\r\n this._lightmapMode = value;\r\n this._markMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the string \"Light\".\r\n * @returns the class name\r\n */\r\n Light.prototype.getClassName = function () {\r\n return \"Light\";\r\n };\r\n /**\r\n * Converts the light information to a readable string for debug purpose.\r\n * @param fullDetails Supports for multiple levels of logging within scene loading\r\n * @returns the human readable light info\r\n */\r\n Light.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n ret += \", type: \" + ([\"Point\", \"Directional\", \"Spot\", \"Hemispheric\"])[this.getTypeID()];\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n /** @hidden */\r\n Light.prototype._syncParentEnabledState = function () {\r\n _super.prototype._syncParentEnabledState.call(this);\r\n this._resyncMeshes();\r\n };\r\n /**\r\n * Set the enabled state of this node.\r\n * @param value - the new enabled state\r\n */\r\n Light.prototype.setEnabled = function (value) {\r\n _super.prototype.setEnabled.call(this, value);\r\n this._resyncMeshes();\r\n };\r\n /**\r\n * Returns the Light associated shadow generator if any.\r\n * @return the associated shadow generator.\r\n */\r\n Light.prototype.getShadowGenerator = function () {\r\n return this._shadowGenerator;\r\n };\r\n /**\r\n * Returns a Vector3, the absolute light position in the World.\r\n * @returns the world space position of the light\r\n */\r\n Light.prototype.getAbsolutePosition = function () {\r\n return Vector3.Zero();\r\n };\r\n /**\r\n * Specifies if the light will affect the passed mesh.\r\n * @param mesh The mesh to test against the light\r\n * @return true the mesh is affected otherwise, false.\r\n */\r\n Light.prototype.canAffectMesh = function (mesh) {\r\n if (!mesh) {\r\n return true;\r\n }\r\n if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {\r\n return false;\r\n }\r\n if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {\r\n return false;\r\n }\r\n if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {\r\n return false;\r\n }\r\n if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /**\r\n * Sort function to order lights for rendering.\r\n * @param a First Light object to compare to second.\r\n * @param b Second Light object to compare first.\r\n * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.\r\n */\r\n Light.CompareLightsPriority = function (a, b) {\r\n //shadow-casting lights have priority over non-shadow-casting lights\r\n //the renderPrioirty is a secondary sort criterion\r\n if (a.shadowEnabled !== b.shadowEnabled) {\r\n return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);\r\n }\r\n return b.renderPriority - a.renderPriority;\r\n };\r\n /**\r\n * Releases resources associated with this node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n if (this._shadowGenerator) {\r\n this._shadowGenerator.dispose();\r\n this._shadowGenerator = null;\r\n }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from meshes\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._removeLightSource(this);\r\n }\r\n this._uniformBuffer.dispose();\r\n // Remove from scene\r\n this.getScene().removeLight(this);\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Returns the light type ID (integer).\r\n * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x\r\n */\r\n Light.prototype.getTypeID = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.\r\n * @returns the scaled intensity in intensity mode unit\r\n */\r\n Light.prototype.getScaledIntensity = function () {\r\n return this._photometricScale * this.intensity;\r\n };\r\n /**\r\n * Returns a new Light object, named \"name\", from the current one.\r\n * @param name The name of the cloned light\r\n * @returns the new created light\r\n */\r\n Light.prototype.clone = function (name) {\r\n var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());\r\n if (!constructor) {\r\n return null;\r\n }\r\n return SerializationHelper.Clone(constructor, this);\r\n };\r\n /**\r\n * Serializes the current light into a Serialization object.\r\n * @returns the serialized object.\r\n */\r\n Light.prototype.serialize = function () {\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Type\r\n serializationObject.type = this.getTypeID();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n // Inclusion / exclusions\r\n if (this.excludedMeshes.length > 0) {\r\n serializationObject.excludedMeshesIds = [];\r\n this.excludedMeshes.forEach(function (mesh) {\r\n serializationObject.excludedMeshesIds.push(mesh.id);\r\n });\r\n }\r\n if (this.includedOnlyMeshes.length > 0) {\r\n serializationObject.includedOnlyMeshesIds = [];\r\n this.includedOnlyMeshes.forEach(function (mesh) {\r\n serializationObject.includedOnlyMeshesIds.push(mesh.id);\r\n });\r\n }\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.\r\n * This new light is named \"name\" and added to the passed scene.\r\n * @param type Type according to the types available in Light.LIGHTTYPEID_x\r\n * @param name The friendly name of the light\r\n * @param scene The scene the new light will belong to\r\n * @returns the constructor function\r\n */\r\n Light.GetConstructorFromName = function (type, name, scene) {\r\n var constructorFunc = Node.Construct(\"Light_Type_\" + type, name, scene);\r\n if (constructorFunc) {\r\n return constructorFunc;\r\n }\r\n // Default to no light for none present once.\r\n return null;\r\n };\r\n /**\r\n * Parses the passed \"parsedLight\" and returns a new instanced Light from this parsing.\r\n * @param parsedLight The JSON representation of the light\r\n * @param scene The scene to create the parsed light in\r\n * @returns the created light after parsing\r\n */\r\n Light.Parse = function (parsedLight, scene) {\r\n var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);\r\n if (!constructor) {\r\n return null;\r\n }\r\n var light = SerializationHelper.Parse(constructor, parsedLight, scene);\r\n // Inclusion / exclusions\r\n if (parsedLight.excludedMeshesIds) {\r\n light._excludedMeshesIds = parsedLight.excludedMeshesIds;\r\n }\r\n if (parsedLight.includedOnlyMeshesIds) {\r\n light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;\r\n }\r\n // Parent\r\n if (parsedLight.parentId) {\r\n light._waitingParentId = parsedLight.parentId;\r\n }\r\n // Falloff\r\n if (parsedLight.falloffType !== undefined) {\r\n light.falloffType = parsedLight.falloffType;\r\n }\r\n // Lightmaps\r\n if (parsedLight.lightmapMode !== undefined) {\r\n light.lightmapMode = parsedLight.lightmapMode;\r\n }\r\n // Animations\r\n if (parsedLight.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedLight.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n light.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(light, parsedLight, scene);\r\n }\r\n if (parsedLight.autoAnimate) {\r\n scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);\r\n }\r\n return light;\r\n };\r\n Light.prototype._hookArrayForExcluded = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {\r\n var item = items_1[_a];\r\n item._resyncLighSource(_this);\r\n }\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {\r\n var item = deleted_1[_i];\r\n item._resyncLighSource(_this);\r\n }\r\n return deleted;\r\n };\r\n for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {\r\n var item = array_1[_i];\r\n item._resyncLighSource(this);\r\n }\r\n };\r\n Light.prototype._hookArrayForIncludedOnly = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n _this._resyncMeshes();\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n _this._resyncMeshes();\r\n return deleted;\r\n };\r\n this._resyncMeshes();\r\n };\r\n Light.prototype._resyncMeshes = function () {\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._resyncLighSource(this);\r\n }\r\n };\r\n /**\r\n * Forces the meshes to update their light related information in their rendering used effects\r\n * @hidden Internal Use Only\r\n */\r\n Light.prototype._markMeshesAsLightDirty = function () {\r\n for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n if (mesh.lightSources.indexOf(this) !== -1) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n };\r\n /**\r\n * Recomputes the cached photometric scale if needed.\r\n */\r\n Light.prototype._computePhotometricScale = function () {\r\n this._photometricScale = this._getPhotometricScale();\r\n this.getScene().resetCachedMaterial();\r\n };\r\n /**\r\n * Returns the Photometric Scale according to the light type and intensity mode.\r\n */\r\n Light.prototype._getPhotometricScale = function () {\r\n var photometricScale = 0.0;\r\n var lightTypeID = this.getTypeID();\r\n //get photometric mode\r\n var photometricMode = this.intensityMode;\r\n if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {\r\n if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {\r\n photometricMode = Light.INTENSITYMODE_ILLUMINANCE;\r\n }\r\n else {\r\n photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;\r\n }\r\n }\r\n //compute photometric scale\r\n switch (lightTypeID) {\r\n case Light.LIGHTTYPEID_POINTLIGHT:\r\n case Light.LIGHTTYPEID_SPOTLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_LUMINOUSPOWER:\r\n photometricScale = 1.0 / (4.0 * Math.PI);\r\n break;\r\n case Light.INTENSITYMODE_LUMINOUSINTENSITY:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n photometricScale = this.radius * this.radius;\r\n break;\r\n }\r\n break;\r\n case Light.LIGHTTYPEID_DIRECTIONALLIGHT:\r\n switch (photometricMode) {\r\n case Light.INTENSITYMODE_ILLUMINANCE:\r\n photometricScale = 1.0;\r\n break;\r\n case Light.INTENSITYMODE_LUMINANCE:\r\n // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.\r\n // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).\r\n var apexAngleRadians = this.radius;\r\n // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).\r\n apexAngleRadians = Math.max(apexAngleRadians, 0.001);\r\n var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));\r\n photometricScale = solidAngle;\r\n break;\r\n }\r\n break;\r\n case Light.LIGHTTYPEID_HEMISPHERICLIGHT:\r\n // No fall off in hemisperic light.\r\n photometricScale = 1.0;\r\n break;\r\n }\r\n return photometricScale;\r\n };\r\n /**\r\n * Reorder the light in the scene according to their defined priority.\r\n * @hidden Internal Use Only\r\n */\r\n Light.prototype._reorderLightsInScene = function () {\r\n var scene = this.getScene();\r\n if (this._renderPriority != 0) {\r\n scene.requireLightSorting = true;\r\n }\r\n this.getScene().sortLightsByPriority();\r\n };\r\n /**\r\n * Falloff Default: light is falling off following the material specification:\r\n * standard material is using standard falloff whereas pbr material can request special falloff per materials.\r\n */\r\n Light.FALLOFF_DEFAULT = 0;\r\n /**\r\n * Falloff Physical: light is falling off following the inverse squared distance law.\r\n */\r\n Light.FALLOFF_PHYSICAL = 1;\r\n /**\r\n * Falloff gltf: light is falling off as described in the gltf moving to PBR document\r\n * to enhance interoperability with other engines.\r\n */\r\n Light.FALLOFF_GLTF = 2;\r\n /**\r\n * Falloff Standard: light is falling off like in the standard material\r\n * to enhance interoperability with other materials.\r\n */\r\n Light.FALLOFF_STANDARD = 3;\r\n //lightmapMode Consts\r\n /**\r\n * If every light affecting the material is in this lightmapMode,\r\n * material.lightmapTexture adds or multiplies\r\n * (depends on material.useLightmapAsShadowmap)\r\n * after every other light calculations.\r\n */\r\n Light.LIGHTMAP_DEFAULT = 0;\r\n /**\r\n * material.lightmapTexture as only diffuse lighting from this light\r\n * adds only specular lighting from this light\r\n * adds dynamic shadows\r\n */\r\n Light.LIGHTMAP_SPECULAR = 1;\r\n /**\r\n * material.lightmapTexture as only lighting\r\n * no light calculation from this light\r\n * only adds dynamic shadows from this light\r\n */\r\n Light.LIGHTMAP_SHADOWSONLY = 2;\r\n // Intensity Mode Consts\r\n /**\r\n * Each light type uses the default quantity according to its type:\r\n * point/spot lights use luminous intensity\r\n * directional lights use illuminance\r\n */\r\n Light.INTENSITYMODE_AUTOMATIC = 0;\r\n /**\r\n * lumen (lm)\r\n */\r\n Light.INTENSITYMODE_LUMINOUSPOWER = 1;\r\n /**\r\n * candela (lm/sr)\r\n */\r\n Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;\r\n /**\r\n * lux (lm/m^2)\r\n */\r\n Light.INTENSITYMODE_ILLUMINANCE = 3;\r\n /**\r\n * nit (cd/m^2)\r\n */\r\n Light.INTENSITYMODE_LUMINANCE = 4;\r\n // Light types ids const.\r\n /**\r\n * Light type const id of the point light.\r\n */\r\n Light.LIGHTTYPEID_POINTLIGHT = 0;\r\n /**\r\n * Light type const id of the directional light.\r\n */\r\n Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;\r\n /**\r\n * Light type const id of the spot light.\r\n */\r\n Light.LIGHTTYPEID_SPOTLIGHT = 2;\r\n /**\r\n * Light type const id of the hemispheric light.\r\n */\r\n Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;\r\n tslib_1.__decorate([\r\n serializeAsColor3()\r\n ], Light.prototype, \"diffuse\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsColor3()\r\n ], Light.prototype, \"specular\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Light.prototype, \"falloffType\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Light.prototype, \"intensity\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Light.prototype, \"range\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Light.prototype, \"intensityMode\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Light.prototype, \"radius\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Light.prototype, \"_renderPriority\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_reorderLightsInScene\")\r\n ], Light.prototype, \"renderPriority\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"shadowEnabled\")\r\n ], Light.prototype, \"_shadowEnabled\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"excludeWithLayerMask\")\r\n ], Light.prototype, \"_excludeWithLayerMask\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"includeOnlyWithLayerMask\")\r\n ], Light.prototype, \"_includeOnlyWithLayerMask\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"lightmapMode\")\r\n ], Light.prototype, \"_lightmapMode\", void 0);\r\n return Light;\r\n}(Node));\r\nexport { Light };\r\n//# sourceMappingURL=light.js.map" }, { "id": "../../.temp/packageES6Dev/core/Loading/sceneLoaderFlags.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Loading\\sceneLoaderFlags.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Loading/sceneLoaderFlags.js", "index": 101, "index2": 98, "size": 2475, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 307, "building": 22, "dependencies": 41 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/geometry.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\geometry.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "type": "harmony side effect evaluation", "userRequest": "../Loading/sceneLoaderFlags", "loc": "6:0-63" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/geometry.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\geometry.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "type": "harmony import specifier", "userRequest": "../Loading/sceneLoaderFlags", "loc": "1115:13-29" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony side effect evaluation", "userRequest": "../Loading/sceneLoaderFlags", "loc": "18:0-63" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "../Loading/sceneLoaderFlags", "loc": "2707:16-32" } ], "providedExports": [ "SceneLoaderFlags" ], "optimizationBailout": [], "depth": 2, "source": "import { Constants } from \"../Engines/constants\";\r\n/**\r\n * Class used to represent data loading progression\r\n */\r\nvar SceneLoaderFlags = /** @class */ (function () {\r\n function SceneLoaderFlags() {\r\n }\r\n Object.defineProperty(SceneLoaderFlags, \"ForceFullSceneLoadingForIncremental\", {\r\n /**\r\n * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._ForceFullSceneLoadingForIncremental;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._ForceFullSceneLoadingForIncremental = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"ShowLoadingScreen\", {\r\n /**\r\n * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._ShowLoadingScreen;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._ShowLoadingScreen = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"loggingLevel\", {\r\n /**\r\n * Defines the current logging level (while loading the scene)\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._loggingLevel;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._loggingLevel = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(SceneLoaderFlags, \"CleanBoneMatrixWeights\", {\r\n /**\r\n * Gets or set a boolean indicating if matrix weights must be cleaned upon loading\r\n */\r\n get: function () {\r\n return SceneLoaderFlags._CleanBoneMatrixWeights;\r\n },\r\n set: function (value) {\r\n SceneLoaderFlags._CleanBoneMatrixWeights = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Flags\r\n SceneLoaderFlags._ForceFullSceneLoadingForIncremental = false;\r\n SceneLoaderFlags._ShowLoadingScreen = true;\r\n SceneLoaderFlags._CleanBoneMatrixWeights = false;\r\n SceneLoaderFlags._loggingLevel = Constants.SCENELOADER_NO_LOGGING;\r\n return SceneLoaderFlags;\r\n}());\r\nexport { SceneLoaderFlags };\r\n//# sourceMappingURL=sceneLoaderFlags.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\baseTexture.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "index": 108, "index2": 108, "size": 29906, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "issuerId": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "profile": { "factory": 333, "building": 22, "dependencies": 63 } } ], "profile": { "factory": 64, "building": 46, "dependencies": 1 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "type": "harmony side effect evaluation", "userRequest": "../../Materials/Textures/baseTexture", "loc": "5:0-67" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "type": "harmony import specifier", "userRequest": "../../Materials/Textures/baseTexture", "loc": "704:2-13" } ], "providedExports": [ "BaseTexture" ], "optimizationBailout": [], "depth": 3, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsTexture } from \"../../Misc/decorators\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { CubeMapToSphericalPolynomialTools } from \"../../Misc/HighDynamicRange/cubemapToSphericalPolynomial\";\r\nimport { Matrix } from \"../../Maths/math.vector\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { GUID } from '../../Misc/guid';\r\nimport { Size } from '../../Maths/math.size';\r\n/**\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n */\r\nvar BaseTexture = /** @class */ (function () {\r\n /**\r\n * Instantiates a new BaseTexture.\r\n * Base class of all the textures in babylon.\r\n * It groups all the common properties the materials, post process, lights... might need\r\n * in order to make a correct use of the texture.\r\n * @param scene Define the scene the texture blongs to\r\n */\r\n function BaseTexture(scene) {\r\n /**\r\n * Gets or sets an object used to store user defined information.\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n this._hasAlpha = false;\r\n /**\r\n * Defines if the alpha value should be determined via the rgb values.\r\n * If true the luminance of the pixel might be used to find the corresponding alpha value.\r\n */\r\n this.getAlphaFromRGB = false;\r\n /**\r\n * Intensity or strength of the texture.\r\n * It is commonly used by materials to fine tune the intensity of the texture\r\n */\r\n this.level = 1;\r\n /**\r\n * Define the UV chanel to use starting from 0 and defaulting to 0.\r\n * This is part of the texture as textures usually maps to one uv set.\r\n */\r\n this.coordinatesIndex = 0;\r\n this._coordinatesMode = Constants.TEXTURE_EXPLICIT_MODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapU = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapV = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 0 | CLAMP_ADDRESSMODE | |\r\n * | 1 | WRAP_ADDRESSMODE | |\r\n * | 2 | MIRROR_ADDRESSMODE | |\r\n */\r\n this.wrapR = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /**\r\n * With compliant hardware and browser (supporting anisotropic filtering)\r\n * this defines the level of anisotropic filtering in the texture.\r\n * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.\r\n */\r\n this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;\r\n /**\r\n * Define if the texture contains data in gamma space (most of the png/jpg aside bump).\r\n * HDR texture are usually stored in linear space.\r\n * This only impacts the PBR and Background materials\r\n */\r\n this.gammaSpace = true;\r\n /**\r\n * Is Z inverted in the texture (useful in a cube texture).\r\n */\r\n this.invertZ = false;\r\n /**\r\n * @hidden\r\n */\r\n this.lodLevelInAlpha = false;\r\n /**\r\n * Define if the texture is a render target.\r\n */\r\n this.isRenderTarget = false;\r\n /**\r\n * Define the list of animation attached to the texture.\r\n */\r\n this.animations = new Array();\r\n /**\r\n * An event triggered when the texture is disposed.\r\n */\r\n this.onDisposeObservable = new Observable();\r\n this._onDisposeObserver = null;\r\n /**\r\n * Define the current state of the loading sequence when in delayed load mode.\r\n */\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n this._scene = null;\r\n /** @hidden */\r\n this._texture = null;\r\n this._uid = null;\r\n this._cachedSize = Size.Zero();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n if (this._scene) {\r\n this.uniqueId = this._scene.getUniqueId();\r\n this._scene.addTexture(this);\r\n }\r\n this._uid = null;\r\n }\r\n Object.defineProperty(BaseTexture.prototype, \"hasAlpha\", {\r\n get: function () {\r\n return this._hasAlpha;\r\n },\r\n /**\r\n * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).\r\n */\r\n set: function (value) {\r\n if (this._hasAlpha === value) {\r\n return;\r\n }\r\n this._hasAlpha = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag | Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"coordinatesMode\", {\r\n get: function () {\r\n return this._coordinatesMode;\r\n },\r\n /**\r\n * How a texture is mapped.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | EXPLICIT_MODE | |\r\n * | 1 | SPHERICAL_MODE | |\r\n * | 2 | PLANAR_MODE | |\r\n * | 3 | CUBIC_MODE | |\r\n * | 4 | PROJECTION_MODE | |\r\n * | 5 | SKYBOX_MODE | |\r\n * | 6 | INVCUBIC_MODE | |\r\n * | 7 | EQUIRECTANGULAR_MODE | |\r\n * | 8 | FIXED_EQUIRECTANGULAR_MODE | |\r\n * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |\r\n */\r\n set: function (value) {\r\n if (this._coordinatesMode === value) {\r\n return;\r\n }\r\n this._coordinatesMode = value;\r\n if (this._scene) {\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isCube\", {\r\n /**\r\n * Define if the texture is a cube texture or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.isCube;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.isCube = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"is3D\", {\r\n /**\r\n * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return false;\r\n }\r\n return this._texture.is3D;\r\n },\r\n set: function (value) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n this._texture.is3D = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isRGBD\", {\r\n /**\r\n * Gets whether or not the texture contains RGBD data.\r\n */\r\n get: function () {\r\n return this._texture != null && this._texture._isRGBD;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"noMipmap\", {\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"lodGenerationOffset\", {\r\n /**\r\n * With prefiltered texture, defined the offset used during the prefiltering steps.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodGenerationOffset;\r\n }\r\n return 0.0;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._lodGenerationOffset = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"lodGenerationScale\", {\r\n /**\r\n * With prefiltered texture, defined the scale used during the prefiltering steps.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodGenerationScale;\r\n }\r\n return 0.0;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._lodGenerationScale = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"linearSpecularLOD\", {\r\n /**\r\n * With prefiltered texture, defined if the specular generation is based on a linear ramp.\r\n * By default we are using a log2 of the linear roughness helping to keep a better resolution for\r\n * average roughness values.\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._linearSpecularLOD;\r\n }\r\n return false;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._linearSpecularLOD = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"irradianceTexture\", {\r\n /**\r\n * In case a better definition than spherical harmonics is required for the diffuse part of the environment.\r\n * You can set the irradiance texture to rely on a texture instead of the spherical approach.\r\n * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).\r\n */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._irradianceTexture;\r\n }\r\n return null;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._irradianceTexture = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"uid\", {\r\n /**\r\n * Define the unique id of the texture in the scene.\r\n */\r\n get: function () {\r\n if (!this._uid) {\r\n this._uid = GUID.RandomId();\r\n }\r\n return this._uid;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Return a string representation of the texture.\r\n * @returns the texture as a string\r\n */\r\n BaseTexture.prototype.toString = function () {\r\n return this.name;\r\n };\r\n /**\r\n * Get the class name of the texture.\r\n * @returns \"BaseTexture\"\r\n */\r\n BaseTexture.prototype.getClassName = function () {\r\n return \"BaseTexture\";\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"onDispose\", {\r\n /**\r\n * Callback triggered when the texture has been disposed.\r\n * Kept for back compatibility, you can use the onDisposeObservable instead.\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"isBlocking\", {\r\n /**\r\n * Define if the texture is preventinga material to render or not.\r\n * If not and the texture is not ready, the engine will use a default black texture instead.\r\n */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Get the scene the texture belongs to.\r\n * @returns the scene or null if undefined\r\n */\r\n BaseTexture.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Get the texture transform matrix used to offset tile the texture for istance.\r\n * @returns the transformation matrix\r\n */\r\n BaseTexture.prototype.getTextureMatrix = function () {\r\n return Matrix.IdentityReadOnly;\r\n };\r\n /**\r\n * Get the texture reflection matrix used to rotate/transform the reflection.\r\n * @returns the reflection matrix\r\n */\r\n BaseTexture.prototype.getReflectionTextureMatrix = function () {\r\n return Matrix.IdentityReadOnly;\r\n };\r\n /**\r\n * Get the underlying lower level texture from Babylon.\r\n * @returns the insternal texture\r\n */\r\n BaseTexture.prototype.getInternalTexture = function () {\r\n return this._texture;\r\n };\r\n /**\r\n * Get if the texture is ready to be consumed (either it is ready or it is not blocking)\r\n * @returns true if ready or not blocking\r\n */\r\n BaseTexture.prototype.isReadyOrNotBlocking = function () {\r\n return !this.isBlocking || this.isReady();\r\n };\r\n /**\r\n * Get if the texture is ready to be used (downloaded, converted, mip mapped...).\r\n * @returns true if fully ready\r\n */\r\n BaseTexture.prototype.isReady = function () {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoad();\r\n return false;\r\n }\r\n if (this._texture) {\r\n return this._texture.isReady;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Get the size of the texture.\r\n * @returns the texture size.\r\n */\r\n BaseTexture.prototype.getSize = function () {\r\n if (this._texture) {\r\n if (this._texture.width) {\r\n this._cachedSize.width = this._texture.width;\r\n this._cachedSize.height = this._texture.height;\r\n return this._cachedSize;\r\n }\r\n if (this._texture._size) {\r\n this._cachedSize.width = this._texture._size;\r\n this._cachedSize.height = this._texture._size;\r\n return this._cachedSize;\r\n }\r\n }\r\n return this._cachedSize;\r\n };\r\n /**\r\n * Get the base size of the texture.\r\n * It can be different from the size if the texture has been resized for POT for instance\r\n * @returns the base size\r\n */\r\n BaseTexture.prototype.getBaseSize = function () {\r\n if (!this.isReady() || !this._texture) {\r\n return Size.Zero();\r\n }\r\n if (this._texture._size) {\r\n return new Size(this._texture._size, this._texture._size);\r\n }\r\n return new Size(this._texture.baseWidth, this._texture.baseHeight);\r\n };\r\n /**\r\n * Update the sampling mode of the texture.\r\n * Default is Trilinear mode.\r\n *\r\n * | Value | Type | Description |\r\n * | ----- | ------------------ | ----------- |\r\n * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |\r\n * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |\r\n * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |\r\n * | 4 | NEAREST_NEAREST_MIPNEAREST | |\r\n * | 5 | NEAREST_LINEAR_MIPNEAREST | |\r\n * | 6 | NEAREST_LINEAR_MIPLINEAR | |\r\n * | 7 | NEAREST_LINEAR | |\r\n * | 8 | NEAREST_NEAREST | |\r\n * | 9 | LINEAR_NEAREST_MIPNEAREST | |\r\n * | 10 | LINEAR_NEAREST_MIPLINEAR | |\r\n * | 11 | LINEAR_LINEAR | |\r\n * | 12 | LINEAR_NEAREST | |\r\n *\r\n * > _mag_: magnification filter (close to the viewer)\r\n * > _min_: minification filter (far from the viewer)\r\n * > _mip_: filter used between mip map levels\r\n *@param samplingMode Define the new sampling mode of the texture\r\n */\r\n BaseTexture.prototype.updateSamplingMode = function (samplingMode) {\r\n if (!this._texture) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);\r\n };\r\n /**\r\n * Scales the texture if is `canRescale()`\r\n * @param ratio the resize factor we want to use to rescale\r\n */\r\n BaseTexture.prototype.scale = function (ratio) {\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"canRescale\", {\r\n /**\r\n * Get if the texture can rescale.\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling, invertY) {\r\n if (!this._scene) {\r\n return null;\r\n }\r\n var texturesCache = this._scene.getEngine().getLoadedTexturesCache();\r\n for (var index = 0; index < texturesCache.length; index++) {\r\n var texturesCacheEntry = texturesCache[index];\r\n if (invertY === undefined || invertY === texturesCacheEntry.invertY) {\r\n if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {\r\n if (!sampling || sampling === texturesCacheEntry.samplingMode) {\r\n texturesCacheEntry.incrementReferences();\r\n return texturesCacheEntry;\r\n }\r\n }\r\n }\r\n }\r\n return null;\r\n };\r\n /** @hidden */\r\n BaseTexture.prototype._rebuild = function () {\r\n };\r\n /**\r\n * Triggers the load sequence in delayed load mode.\r\n */\r\n BaseTexture.prototype.delayLoad = function () {\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n BaseTexture.prototype.clone = function () {\r\n return null;\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"textureType\", {\r\n /**\r\n * Get the texture underlying type (INT, FLOAT...)\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return Constants.TEXTURETYPE_UNSIGNED_INT;\r\n }\r\n return (this._texture.type !== undefined) ? this._texture.type : Constants.TEXTURETYPE_UNSIGNED_INT;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"textureFormat\", {\r\n /**\r\n * Get the texture underlying format (RGB, RGBA...)\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return Constants.TEXTUREFORMAT_RGBA;\r\n }\r\n return (this._texture.format !== undefined) ? this._texture.format : Constants.TEXTUREFORMAT_RGBA;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.\r\n * This will returns an RGBA array buffer containing either in values (0-255) or\r\n * float values (0-1) depending of the underlying buffer type.\r\n * @param faceIndex defines the face of the texture to read (in case of cube texture)\r\n * @param level defines the LOD level of the texture to read (in case of Mip Maps)\r\n * @param buffer defines a user defined buffer to fill with data (can be null)\r\n * @returns The Array buffer containing the pixels data.\r\n */\r\n BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {\r\n if (faceIndex === void 0) { faceIndex = 0; }\r\n if (level === void 0) { level = 0; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (!this._texture) {\r\n return null;\r\n }\r\n var size = this.getSize();\r\n var width = size.width;\r\n var height = size.height;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return null;\r\n }\r\n var engine = scene.getEngine();\r\n if (level != 0) {\r\n width = width / Math.pow(2, level);\r\n height = height / Math.pow(2, level);\r\n width = Math.round(width);\r\n height = Math.round(height);\r\n }\r\n if (this._texture.isCube) {\r\n return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);\r\n }\r\n return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);\r\n };\r\n /**\r\n * Release and destroy the underlying lower level texture aka internalTexture.\r\n */\r\n BaseTexture.prototype.releaseInternalTexture = function () {\r\n if (this._texture) {\r\n this._texture.dispose();\r\n this._texture = null;\r\n }\r\n };\r\n Object.defineProperty(BaseTexture.prototype, \"sphericalPolynomial\", {\r\n /**\r\n * Get the polynomial representation of the texture data.\r\n * This is mainly use as a fast way to recover IBL Diffuse irradiance data.\r\n * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance\r\n */\r\n get: function () {\r\n if (!this._texture || !CubeMapToSphericalPolynomialTools || !this.isReady()) {\r\n return null;\r\n }\r\n if (!this._texture._sphericalPolynomial) {\r\n this._texture._sphericalPolynomial =\r\n CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);\r\n }\r\n return this._texture._sphericalPolynomial;\r\n },\r\n set: function (value) {\r\n if (this._texture) {\r\n this._texture._sphericalPolynomial = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureHigh\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureHigh;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureMid\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureMid;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(BaseTexture.prototype, \"_lodTextureLow\", {\r\n /** @hidden */\r\n get: function () {\r\n if (this._texture) {\r\n return this._texture._lodTextureLow;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n BaseTexture.prototype.dispose = function () {\r\n if (!this._scene) {\r\n return;\r\n }\r\n // Animations\r\n if (this._scene.stopAnimation) {\r\n this._scene.stopAnimation(this);\r\n }\r\n // Remove from scene\r\n this._scene._removePendingData(this);\r\n var index = this._scene.textures.indexOf(this);\r\n if (index >= 0) {\r\n this._scene.textures.splice(index, 1);\r\n }\r\n this._scene.onTextureRemovedObservable.notifyObservers(this);\r\n if (this._texture === undefined) {\r\n return;\r\n }\r\n // Release\r\n this.releaseInternalTexture();\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n };\r\n /**\r\n * Serialize the texture into a JSON representation that can be parsed later on.\r\n * @returns the JSON representation of the texture\r\n */\r\n BaseTexture.prototype.serialize = function () {\r\n if (!this.name) {\r\n return null;\r\n }\r\n var serializationObject = SerializationHelper.Serialize(this);\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n return serializationObject;\r\n };\r\n /**\r\n * Helper function to be called back once a list of texture contains only ready textures.\r\n * @param textures Define the list of textures to wait for\r\n * @param callback Define the callback triggered once the entire list will be ready\r\n */\r\n BaseTexture.WhenAllReady = function (textures, callback) {\r\n var numRemaining = textures.length;\r\n if (numRemaining === 0) {\r\n callback();\r\n return;\r\n }\r\n var _loop_1 = function () {\r\n texture = textures[i];\r\n if (texture.isReady()) {\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n }\r\n else {\r\n onLoadObservable = texture.onLoadObservable;\r\n var onLoadCallback_1 = function () {\r\n onLoadObservable.removeCallback(onLoadCallback_1);\r\n if (--numRemaining === 0) {\r\n callback();\r\n }\r\n };\r\n onLoadObservable.add(onLoadCallback_1);\r\n }\r\n };\r\n var texture, onLoadObservable;\r\n for (var i = 0; i < textures.length; i++) {\r\n _loop_1();\r\n }\r\n };\r\n /**\r\n * Default anisotropic filtering level for the application.\r\n * It is set to 4 as a good tradeoff between perf and quality.\r\n */\r\n BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"uniqueId\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"name\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"metadata\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"hasAlpha\")\r\n ], BaseTexture.prototype, \"_hasAlpha\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"getAlphaFromRGB\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"level\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"coordinatesIndex\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"coordinatesMode\")\r\n ], BaseTexture.prototype, \"_coordinatesMode\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapU\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapV\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"wrapR\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"anisotropicFilteringLevel\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"isCube\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"is3D\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"gammaSpace\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"invertZ\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodLevelInAlpha\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodGenerationOffset\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"lodGenerationScale\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"linearSpecularLOD\", null);\r\n tslib_1.__decorate([\r\n serializeAsTexture()\r\n ], BaseTexture.prototype, \"irradianceTexture\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], BaseTexture.prototype, \"isRenderTarget\", void 0);\r\n return BaseTexture;\r\n}());\r\nexport { BaseTexture };\r\n//# sourceMappingURL=baseTexture.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/Textures/internalTexture.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\internalTexture.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/internalTexture.js", "index": 27, "index2": 27, "size": 16680, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/engine.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 414, "building": 22, "dependencies": 100 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/Textures/internalTexture", "loc": "6:0-72" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3277:48-63" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3277:70-85" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3393:43-58" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3393:66-81" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3508:26-41" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3508:48-63" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3731:34-49" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3731:56-71" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3823:26-41" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/internalTexture", "loc": "3823:48-63" } ], "providedExports": [ "InternalTexture" ], "optimizationBailout": [], "depth": 2, "source": "import { Observable } from \"../../Misc/observable\";\r\nimport { RenderTargetCreationOptions } from \"../../Materials/Textures/renderTargetCreationOptions\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { _DevTools } from '../../Misc/devTools';\r\n/**\r\n * Class used to store data associated with WebGL texture data for the engine\r\n * This class should not be used directly\r\n */\r\nvar InternalTexture = /** @class */ (function () {\r\n /**\r\n * Creates a new InternalTexture\r\n * @param engine defines the engine to use\r\n * @param dataSource defines the type of data that will be used\r\n * @param delayAllocation if the texture allocation should be delayed (default: false)\r\n */\r\n function InternalTexture(engine, dataSource, delayAllocation) {\r\n if (delayAllocation === void 0) { delayAllocation = false; }\r\n /**\r\n * Defines if the texture is ready\r\n */\r\n this.isReady = false;\r\n /**\r\n * Defines if the texture is a cube texture\r\n */\r\n this.isCube = false;\r\n /**\r\n * Defines if the texture contains 3D data\r\n */\r\n this.is3D = false;\r\n /**\r\n * Defines if the texture contains multiview data\r\n */\r\n this.isMultiview = false;\r\n /**\r\n * Gets the URL used to load this texture\r\n */\r\n this.url = \"\";\r\n /**\r\n * Gets the sampling mode of the texture\r\n */\r\n this.samplingMode = -1;\r\n /**\r\n * Gets a boolean indicating if the texture needs mipmaps generation\r\n */\r\n this.generateMipMaps = false;\r\n /**\r\n * Gets the number of samples used by the texture (WebGL2+ only)\r\n */\r\n this.samples = 0;\r\n /**\r\n * Gets the type of the texture (int, float...)\r\n */\r\n this.type = -1;\r\n /**\r\n * Gets the format of the texture (RGB, RGBA...)\r\n */\r\n this.format = -1;\r\n /**\r\n * Observable called when the texture is loaded\r\n */\r\n this.onLoadedObservable = new Observable();\r\n /**\r\n * Gets the width of the texture\r\n */\r\n this.width = 0;\r\n /**\r\n * Gets the height of the texture\r\n */\r\n this.height = 0;\r\n /**\r\n * Gets the depth of the texture\r\n */\r\n this.depth = 0;\r\n /**\r\n * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseWidth = 0;\r\n /**\r\n * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseHeight = 0;\r\n /**\r\n * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)\r\n */\r\n this.baseDepth = 0;\r\n /**\r\n * Gets a boolean indicating if the texture is inverted on Y axis\r\n */\r\n this.invertY = false;\r\n // Private\r\n /** @hidden */\r\n this._invertVScale = false;\r\n /** @hidden */\r\n this._associatedChannel = -1;\r\n /** @hidden */\r\n this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;\r\n /** @hidden */\r\n this._buffer = null;\r\n /** @hidden */\r\n this._bufferView = null;\r\n /** @hidden */\r\n this._bufferViewArray = null;\r\n /** @hidden */\r\n this._bufferViewArrayArray = null;\r\n /** @hidden */\r\n this._size = 0;\r\n /** @hidden */\r\n this._extension = \"\";\r\n /** @hidden */\r\n this._files = null;\r\n /** @hidden */\r\n this._workingCanvas = null;\r\n /** @hidden */\r\n this._workingContext = null;\r\n /** @hidden */\r\n this._framebuffer = null;\r\n /** @hidden */\r\n this._depthStencilBuffer = null;\r\n /** @hidden */\r\n this._MSAAFramebuffer = null;\r\n /** @hidden */\r\n this._MSAARenderBuffer = null;\r\n /** @hidden */\r\n this._attachments = null;\r\n /** @hidden */\r\n this._cachedCoordinatesMode = null;\r\n /** @hidden */\r\n this._cachedWrapU = null;\r\n /** @hidden */\r\n this._cachedWrapV = null;\r\n /** @hidden */\r\n this._cachedWrapR = null;\r\n /** @hidden */\r\n this._cachedAnisotropicFilteringLevel = null;\r\n /** @hidden */\r\n this._isDisabled = false;\r\n /** @hidden */\r\n this._compression = null;\r\n /** @hidden */\r\n this._generateStencilBuffer = false;\r\n /** @hidden */\r\n this._generateDepthBuffer = false;\r\n /** @hidden */\r\n this._comparisonFunction = 0;\r\n /** @hidden */\r\n this._sphericalPolynomial = null;\r\n /** @hidden */\r\n this._lodGenerationScale = 0;\r\n /** @hidden */\r\n this._lodGenerationOffset = 0;\r\n // Multiview\r\n /** @hidden */\r\n this._colorTextureArray = null;\r\n /** @hidden */\r\n this._depthStencilTextureArray = null;\r\n // The following three fields helps sharing generated fixed LODs for texture filtering\r\n // In environment not supporting the textureLOD extension like EDGE. They are for internal use only.\r\n // They are at the level of the gl texture to benefit from the cache.\r\n /** @hidden */\r\n this._lodTextureHigh = null;\r\n /** @hidden */\r\n this._lodTextureMid = null;\r\n /** @hidden */\r\n this._lodTextureLow = null;\r\n /** @hidden */\r\n this._isRGBD = false;\r\n /** @hidden */\r\n this._linearSpecularLOD = false;\r\n /** @hidden */\r\n this._irradianceTexture = null;\r\n /** @hidden */\r\n this._webGLTexture = null;\r\n /** @hidden */\r\n this._references = 1;\r\n this._engine = engine;\r\n this._dataSource = dataSource;\r\n if (!delayAllocation) {\r\n this._webGLTexture = engine._createTexture();\r\n }\r\n }\r\n /**\r\n * Gets the Engine the texture belongs to.\r\n * @returns The babylon engine\r\n */\r\n InternalTexture.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n Object.defineProperty(InternalTexture.prototype, \"dataSource\", {\r\n /**\r\n * Gets the data source type of the texture (can be one of the InternalTexture.DATASOURCE_XXXX)\r\n */\r\n get: function () {\r\n return this._dataSource;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Increments the number of references (ie. the number of Texture that point to it)\r\n */\r\n InternalTexture.prototype.incrementReferences = function () {\r\n this._references++;\r\n };\r\n /**\r\n * Change the size of the texture (not the size of the content)\r\n * @param width defines the new width\r\n * @param height defines the new height\r\n * @param depth defines the new depth (1 by default)\r\n */\r\n InternalTexture.prototype.updateSize = function (width, height, depth) {\r\n if (depth === void 0) { depth = 1; }\r\n this.width = width;\r\n this.height = height;\r\n this.depth = depth;\r\n this.baseWidth = width;\r\n this.baseHeight = height;\r\n this.baseDepth = depth;\r\n this._size = width * height * depth;\r\n };\r\n /** @hidden */\r\n InternalTexture.prototype._rebuild = function () {\r\n var _this = this;\r\n var proxy;\r\n this.isReady = false;\r\n this._cachedCoordinatesMode = null;\r\n this._cachedWrapU = null;\r\n this._cachedWrapV = null;\r\n this._cachedAnisotropicFilteringLevel = null;\r\n switch (this._dataSource) {\r\n case InternalTexture.DATASOURCE_TEMP:\r\n return;\r\n case InternalTexture.DATASOURCE_URL:\r\n proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n }, null, this._buffer, undefined, this.format);\r\n return;\r\n case InternalTexture.DATASOURCE_RAW:\r\n proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTexture.DATASOURCE_RAW3D:\r\n proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTexture.DATASOURCE_DYNAMIC:\r\n proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);\r\n proxy._swapAndDie(this);\r\n this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);\r\n // The engine will make sure to update content so no need to flag it as isReady = true\r\n return;\r\n case InternalTexture.DATASOURCE_RENDERTARGET:\r\n var options = new RenderTargetCreationOptions();\r\n options.generateDepthBuffer = this._generateDepthBuffer;\r\n options.generateMipMaps = this.generateMipMaps;\r\n options.generateStencilBuffer = this._generateStencilBuffer;\r\n options.samplingMode = this.samplingMode;\r\n options.type = this.type;\r\n if (this.isCube) {\r\n proxy = this._engine.createRenderTargetCubeTexture(this.width, options);\r\n }\r\n else {\r\n var size = {\r\n width: this.width,\r\n height: this.height\r\n };\r\n proxy = this._engine.createRenderTargetTexture(size, options);\r\n }\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTexture.DATASOURCE_DEPTHTEXTURE:\r\n var depthTextureOptions = {\r\n bilinearFiltering: this.samplingMode !== Constants.TEXTURE_BILINEAR_SAMPLINGMODE,\r\n comparisonFunction: this._comparisonFunction,\r\n generateStencil: this._generateStencilBuffer,\r\n isCube: this.isCube\r\n };\r\n proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTexture.DATASOURCE_CUBE:\r\n proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n }, null, this.format, this._extension);\r\n return;\r\n case InternalTexture.DATASOURCE_CUBERAW:\r\n proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n proxy._swapAndDie(this);\r\n this.isReady = true;\r\n return;\r\n case InternalTexture.DATASOURCE_CUBERAW_RGBD:\r\n proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);\r\n InternalTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {\r\n proxy._swapAndDie(_this);\r\n _this.isReady = true;\r\n });\r\n return;\r\n case InternalTexture.DATASOURCE_CUBEPREFILTERED:\r\n proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {\r\n if (proxy) {\r\n proxy._swapAndDie(_this);\r\n }\r\n _this.isReady = true;\r\n }, null, this.format, this._extension);\r\n proxy._sphericalPolynomial = this._sphericalPolynomial;\r\n return;\r\n }\r\n };\r\n /** @hidden */\r\n InternalTexture.prototype._swapAndDie = function (target) {\r\n target._webGLTexture = this._webGLTexture;\r\n target._isRGBD = this._isRGBD;\r\n if (this._framebuffer) {\r\n target._framebuffer = this._framebuffer;\r\n }\r\n if (this._depthStencilBuffer) {\r\n target._depthStencilBuffer = this._depthStencilBuffer;\r\n }\r\n if (this._lodTextureHigh) {\r\n if (target._lodTextureHigh) {\r\n target._lodTextureHigh.dispose();\r\n }\r\n target._lodTextureHigh = this._lodTextureHigh;\r\n }\r\n if (this._lodTextureMid) {\r\n if (target._lodTextureMid) {\r\n target._lodTextureMid.dispose();\r\n }\r\n target._lodTextureMid = this._lodTextureMid;\r\n }\r\n if (this._lodTextureLow) {\r\n if (target._lodTextureLow) {\r\n target._lodTextureLow.dispose();\r\n }\r\n target._lodTextureLow = this._lodTextureLow;\r\n }\r\n if (this._irradianceTexture) {\r\n if (target._irradianceTexture) {\r\n target._irradianceTexture.dispose();\r\n }\r\n target._irradianceTexture = this._irradianceTexture;\r\n }\r\n var cache = this._engine.getLoadedTexturesCache();\r\n var index = cache.indexOf(this);\r\n if (index !== -1) {\r\n cache.splice(index, 1);\r\n }\r\n var index = cache.indexOf(target);\r\n if (index === -1) {\r\n cache.push(target);\r\n }\r\n };\r\n /**\r\n * Dispose the current allocated resources\r\n */\r\n InternalTexture.prototype.dispose = function () {\r\n if (!this._webGLTexture) {\r\n return;\r\n }\r\n this._references--;\r\n if (this._references === 0) {\r\n this._engine._releaseTexture(this);\r\n this._webGLTexture = null;\r\n }\r\n };\r\n /** @hidden */\r\n InternalTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {\r\n throw _DevTools.WarnImport(\"environmentTextureTools\");\r\n };\r\n /**\r\n * The source of the texture data is unknown\r\n */\r\n InternalTexture.DATASOURCE_UNKNOWN = 0;\r\n /**\r\n * Texture data comes from an URL\r\n */\r\n InternalTexture.DATASOURCE_URL = 1;\r\n /**\r\n * Texture data is only used for temporary storage\r\n */\r\n InternalTexture.DATASOURCE_TEMP = 2;\r\n /**\r\n * Texture data comes from raw data (ArrayBuffer)\r\n */\r\n InternalTexture.DATASOURCE_RAW = 3;\r\n /**\r\n * Texture content is dynamic (video or dynamic texture)\r\n */\r\n InternalTexture.DATASOURCE_DYNAMIC = 4;\r\n /**\r\n * Texture content is generated by rendering to it\r\n */\r\n InternalTexture.DATASOURCE_RENDERTARGET = 5;\r\n /**\r\n * Texture content is part of a multi render target process\r\n */\r\n InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;\r\n /**\r\n * Texture data comes from a cube data file\r\n */\r\n InternalTexture.DATASOURCE_CUBE = 7;\r\n /**\r\n * Texture data comes from a raw cube data\r\n */\r\n InternalTexture.DATASOURCE_CUBERAW = 8;\r\n /**\r\n * Texture data come from a prefiltered cube data file\r\n */\r\n InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;\r\n /**\r\n * Texture content is raw 3D data\r\n */\r\n InternalTexture.DATASOURCE_RAW3D = 10;\r\n /**\r\n * Texture content is a depth texture\r\n */\r\n InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;\r\n /**\r\n * Texture data comes from a raw cube data encoded with RGBD\r\n */\r\n InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;\r\n return InternalTexture;\r\n}());\r\nexport { InternalTexture };\r\n//# sourceMappingURL=internalTexture.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/Textures/renderTargetCreationOptions.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\renderTargetCreationOptions.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/renderTargetCreationOptions.js", "index": 28, "index2": 25, "size": 329, "cacheable": true, "built": true, "optional": false, "prefetched": 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\internalTexture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/internalTexture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/internalTexture.js", "type": "harmony side effect evaluation", "userRequest": "../../Materials/Textures/renderTargetCreationOptions", "loc": "2:0-99" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/internalTexture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\internalTexture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/internalTexture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/internalTexture.js", "type": "harmony import specifier", "userRequest": "../../Materials/Textures/renderTargetCreationOptions", "loc": "255:34-61" } ], "providedExports": [ "RenderTargetCreationOptions" ], "optimizationBailout": [], "depth": 2, "source": "/**\r\n * Define options used to create a render target texture\r\n */\r\nvar RenderTargetCreationOptions = /** @class */ (function () {\r\n function RenderTargetCreationOptions() {\r\n }\r\n return RenderTargetCreationOptions;\r\n}());\r\nexport { RenderTargetCreationOptions };\r\n//# sourceMappingURL=renderTargetCreationOptions.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "index": 107, "index2": 109, "size": 33812, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "issuerId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "issuerName": 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/Textures/texture", "loc": "13:0-56" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "561:94-101" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "564:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "567:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "570:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "573:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "577:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "580:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "583:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "586:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "589:33-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/Textures/texture", "loc": "590:33-40" } ], "providedExports": [ "Texture" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, SerializationHelper } from \"../../Misc/decorators\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport { BaseTexture } from \"../../Materials/Textures/baseTexture\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { _TypeStore } from '../../Misc/typeStore';\r\nimport { _DevTools } from '../../Misc/devTools';\r\nimport { TimingTools } from '../../Misc/timingTools';\r\nimport { InstantiationTools } from '../../Misc/instantiationTools';\r\nimport { Plane } from '../../Maths/math.plane';\r\n/**\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n */\r\nvar Texture = /** @class */ (function (_super) {\r\n tslib_1.__extends(Texture, _super);\r\n /**\r\n * Instantiates a new texture.\r\n * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.\r\n * @see http://doc.babylonjs.com/babylon101/materials#texture\r\n * @param url define the url of the picture to load as a texture\r\n * @param scene define the scene or engine the texture will belong to\r\n * @param noMipmap define if the texture will require mip maps or not\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n */\r\n function Texture(url, sceneOrEngine, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {\r\n if (noMipmap === void 0) { noMipmap = false; }\r\n if (invertY === void 0) { invertY = true; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (buffer === void 0) { buffer = null; }\r\n if (deleteBuffer === void 0) { deleteBuffer = false; }\r\n var _this = _super.call(this, (sceneOrEngine && sceneOrEngine.getClassName() === \"Scene\") ? sceneOrEngine : null) || this;\r\n /**\r\n * Define the url of the texture.\r\n */\r\n _this.url = null;\r\n /**\r\n * Define an offset on the texture to offset the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n _this.uOffset = 0;\r\n /**\r\n * Define an offset on the texture to offset the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#offsetting\r\n */\r\n _this.vOffset = 0;\r\n /**\r\n * Define an offset on the texture to scale the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n _this.uScale = 1.0;\r\n /**\r\n * Define an offset on the texture to scale the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials#tiling\r\n */\r\n _this.vScale = 1.0;\r\n /**\r\n * Define an offset on the texture to rotate around the u coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.uAng = 0;\r\n /**\r\n * Define an offset on the texture to rotate around the v coordinates of the UVs\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.vAng = 0;\r\n /**\r\n * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)\r\n * @see http://doc.babylonjs.com/how_to/more_materials\r\n */\r\n _this.wAng = 0;\r\n /**\r\n * Defines the center of rotation (U)\r\n */\r\n _this.uRotationCenter = 0.5;\r\n /**\r\n * Defines the center of rotation (V)\r\n */\r\n _this.vRotationCenter = 0.5;\r\n /**\r\n * Defines the center of rotation (W)\r\n */\r\n _this.wRotationCenter = 0.5;\r\n /**\r\n * List of inspectable custom properties (used by the Inspector)\r\n * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility\r\n */\r\n _this.inspectableCustomProperties = null;\r\n _this._noMipmap = false;\r\n /** @hidden */\r\n _this._invertY = false;\r\n _this._rowGenerationMatrix = null;\r\n _this._cachedTextureMatrix = null;\r\n _this._projectionModeMatrix = null;\r\n _this._t0 = null;\r\n _this._t1 = null;\r\n _this._t2 = null;\r\n _this._cachedUOffset = -1;\r\n _this._cachedVOffset = -1;\r\n _this._cachedUScale = 0;\r\n _this._cachedVScale = 0;\r\n _this._cachedUAng = -1;\r\n _this._cachedVAng = -1;\r\n _this._cachedWAng = -1;\r\n _this._cachedProjectionMatrixId = -1;\r\n _this._cachedCoordinatesMode = -1;\r\n /** @hidden */\r\n _this._initialSamplingMode = Texture.BILINEAR_SAMPLINGMODE;\r\n /** @hidden */\r\n _this._buffer = null;\r\n _this._deleteBuffer = false;\r\n _this._format = null;\r\n _this._delayedOnLoad = null;\r\n _this._delayedOnError = null;\r\n /**\r\n * Observable triggered once the texture has been loaded.\r\n */\r\n _this.onLoadObservable = new Observable();\r\n _this._isBlocking = true;\r\n _this.name = url || \"\";\r\n _this.url = url;\r\n _this._noMipmap = noMipmap;\r\n _this._invertY = invertY;\r\n _this._initialSamplingMode = samplingMode;\r\n _this._buffer = buffer;\r\n _this._deleteBuffer = deleteBuffer;\r\n if (format) {\r\n _this._format = format;\r\n }\r\n var scene = _this.getScene();\r\n var engine = (sceneOrEngine && sceneOrEngine.getCaps) ? sceneOrEngine : (scene ? scene.getEngine() : null);\r\n if (!engine) {\r\n return _this;\r\n }\r\n engine.onBeforeTextureInitObservable.notifyObservers(_this);\r\n var load = function () {\r\n if (_this._texture) {\r\n if (_this._texture._invertVScale) {\r\n _this.vScale *= -1;\r\n _this.vOffset += 1;\r\n }\r\n // Update texutre to match internal texture's wrapping\r\n if (_this._texture._cachedWrapU !== null) {\r\n _this.wrapU = _this._texture._cachedWrapU;\r\n _this._texture._cachedWrapU = null;\r\n }\r\n if (_this._texture._cachedWrapV !== null) {\r\n _this.wrapV = _this._texture._cachedWrapV;\r\n _this._texture._cachedWrapV = null;\r\n }\r\n if (_this._texture._cachedWrapR !== null) {\r\n _this.wrapR = _this._texture._cachedWrapR;\r\n _this._texture._cachedWrapR = null;\r\n }\r\n }\r\n if (_this.onLoadObservable.hasObservers()) {\r\n _this.onLoadObservable.notifyObservers(_this);\r\n }\r\n if (onLoad) {\r\n onLoad();\r\n }\r\n if (!_this.isBlocking && scene) {\r\n scene.resetCachedMaterial();\r\n }\r\n };\r\n if (!_this.url) {\r\n _this._delayedOnLoad = load;\r\n _this._delayedOnError = onError;\r\n return _this;\r\n }\r\n _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode, invertY);\r\n if (!_this._texture) {\r\n if (!scene || !scene.useDelayedTextureLoading) {\r\n _this._texture = engine.createTexture(_this.url, noMipmap, invertY, scene, samplingMode, load, onError, _this._buffer, undefined, _this._format);\r\n if (deleteBuffer) {\r\n delete _this._buffer;\r\n }\r\n }\r\n else {\r\n _this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n _this._delayedOnLoad = load;\r\n _this._delayedOnError = onError;\r\n }\r\n }\r\n else {\r\n if (_this._texture.isReady) {\r\n TimingTools.SetImmediate(function () { return load(); });\r\n }\r\n else {\r\n _this._texture.onLoadedObservable.add(load);\r\n }\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(Texture.prototype, \"noMipmap\", {\r\n /**\r\n * Are mip maps generated for this texture or not.\r\n */\r\n get: function () {\r\n return this._noMipmap;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"isBlocking\", {\r\n get: function () {\r\n return this._isBlocking;\r\n },\r\n /**\r\n * Is the texture preventing material to render while loading.\r\n * If false, a default texture will be used instead of the loading one during the preparation step.\r\n */\r\n set: function (value) {\r\n this._isBlocking = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"samplingMode\", {\r\n /**\r\n * Get the current sampling mode associated with the texture.\r\n */\r\n get: function () {\r\n if (!this._texture) {\r\n return this._initialSamplingMode;\r\n }\r\n return this._texture.samplingMode;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Texture.prototype, \"invertY\", {\r\n /**\r\n * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading\r\n */\r\n get: function () {\r\n return this._invertY;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Update the url (and optional buffer) of this texture if url was null during construction.\r\n * @param url the url of the texture\r\n * @param buffer the buffer of the texture (defaults to null)\r\n * @param onLoad callback called when the texture is loaded (defaults to null)\r\n */\r\n Texture.prototype.updateURL = function (url, buffer, onLoad) {\r\n if (buffer === void 0) { buffer = null; }\r\n if (this.url) {\r\n this.releaseInternalTexture();\r\n this.getScene().markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n }\r\n this.url = url;\r\n this._buffer = buffer;\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n if (onLoad) {\r\n this._delayedOnLoad = onLoad;\r\n }\r\n this.delayLoad();\r\n };\r\n /**\r\n * Finish the loading sequence of a texture flagged as delayed load.\r\n * @hidden\r\n */\r\n Texture.prototype.delayLoad = function () {\r\n if (this.delayLoadState !== Constants.DELAYLOADSTATE_NOTLOADED) {\r\n return;\r\n }\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n this._texture = this._getFromCache(this.url, this._noMipmap, this.samplingMode, this._invertY);\r\n if (!this._texture) {\r\n this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this.samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);\r\n if (this._deleteBuffer) {\r\n delete this._buffer;\r\n }\r\n }\r\n else {\r\n if (this._delayedOnLoad) {\r\n if (this._texture.isReady) {\r\n TimingTools.SetImmediate(this._delayedOnLoad);\r\n }\r\n else {\r\n this._texture.onLoadedObservable.add(this._delayedOnLoad);\r\n }\r\n }\r\n }\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n };\r\n Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {\r\n x *= this.uScale;\r\n y *= this.vScale;\r\n x -= this.uRotationCenter * this.uScale;\r\n y -= this.vRotationCenter * this.vScale;\r\n z -= this.wRotationCenter;\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);\r\n t.x += this.uRotationCenter * this.uScale + this.uOffset;\r\n t.y += this.vRotationCenter * this.vScale + this.vOffset;\r\n t.z += this.wRotationCenter;\r\n };\r\n /**\r\n * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.\r\n * @returns the transform matrix of the texture.\r\n */\r\n Texture.prototype.getTextureMatrix = function () {\r\n var _this = this;\r\n if (this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.uAng === this._cachedUAng &&\r\n this.vAng === this._cachedVAng &&\r\n this.wAng === this._cachedWAng) {\r\n return this._cachedTextureMatrix;\r\n }\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale;\r\n this._cachedVScale = this.vScale;\r\n this._cachedUAng = this.uAng;\r\n this._cachedVAng = this.vAng;\r\n this._cachedWAng = this.wAng;\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n this._rowGenerationMatrix = new Matrix();\r\n this._t0 = Vector3.Zero();\r\n this._t1 = Vector3.Zero();\r\n this._t2 = Vector3.Zero();\r\n }\r\n Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);\r\n this._prepareRowForTextureGeneration(0, 0, 0, this._t0);\r\n this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);\r\n this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);\r\n this._t1.subtractInPlace(this._t0);\r\n this._t2.subtractInPlace(this._t0);\r\n Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this._cachedTextureMatrix;\r\n }\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, function (mat) {\r\n return mat.hasTexture(_this);\r\n });\r\n return this._cachedTextureMatrix;\r\n };\r\n /**\r\n * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.\r\n * @returns The reflection texture transform\r\n */\r\n Texture.prototype.getReflectionTextureMatrix = function () {\r\n var _this = this;\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return this._cachedTextureMatrix;\r\n }\r\n if (this.uOffset === this._cachedUOffset &&\r\n this.vOffset === this._cachedVOffset &&\r\n this.uScale === this._cachedUScale &&\r\n this.vScale === this._cachedVScale &&\r\n this.coordinatesMode === this._cachedCoordinatesMode) {\r\n if (this.coordinatesMode === Texture.PROJECTION_MODE) {\r\n if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {\r\n return this._cachedTextureMatrix;\r\n }\r\n }\r\n else {\r\n return this._cachedTextureMatrix;\r\n }\r\n }\r\n if (!this._cachedTextureMatrix) {\r\n this._cachedTextureMatrix = Matrix.Zero();\r\n }\r\n if (!this._projectionModeMatrix) {\r\n this._projectionModeMatrix = Matrix.Zero();\r\n }\r\n this._cachedUOffset = this.uOffset;\r\n this._cachedVOffset = this.vOffset;\r\n this._cachedUScale = this.uScale;\r\n this._cachedVScale = this.vScale;\r\n this._cachedCoordinatesMode = this.coordinatesMode;\r\n switch (this.coordinatesMode) {\r\n case Texture.PLANAR_MODE:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n this._cachedTextureMatrix[0] = this.uScale;\r\n this._cachedTextureMatrix[5] = this.vScale;\r\n this._cachedTextureMatrix[12] = this.uOffset;\r\n this._cachedTextureMatrix[13] = this.vOffset;\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);\r\n var projectionMatrix = scene.getProjectionMatrix();\r\n this._cachedProjectionMatrixId = projectionMatrix.updateFlag;\r\n projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);\r\n break;\r\n default:\r\n Matrix.IdentityToRef(this._cachedTextureMatrix);\r\n break;\r\n }\r\n scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, function (mat) {\r\n return (mat.getActiveTextures().indexOf(_this) !== -1);\r\n });\r\n return this._cachedTextureMatrix;\r\n };\r\n /**\r\n * Clones the texture.\r\n * @returns the cloned texture\r\n */\r\n Texture.prototype.clone = function () {\r\n var _this = this;\r\n return SerializationHelper.Clone(function () {\r\n return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this.samplingMode, undefined, undefined, _this._texture ? _this._texture._buffer : undefined);\r\n }, this);\r\n };\r\n /**\r\n * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.\r\n * @returns The JSON representation of the texture\r\n */\r\n Texture.prototype.serialize = function () {\r\n var serializationObject = _super.prototype.serialize.call(this);\r\n if (typeof this._buffer === \"string\" && this._buffer.substr(0, 5) === \"data:\") {\r\n serializationObject.base64String = this._buffer;\r\n serializationObject.name = serializationObject.name.replace(\"data:\", \"\");\r\n }\r\n serializationObject.invertY = this._invertY;\r\n serializationObject.samplingMode = this.samplingMode;\r\n return serializationObject;\r\n };\r\n /**\r\n * Get the current class name of the texture useful for serialization or dynamic coding.\r\n * @returns \"Texture\"\r\n */\r\n Texture.prototype.getClassName = function () {\r\n return \"Texture\";\r\n };\r\n /**\r\n * Dispose the texture and release its associated resources.\r\n */\r\n Texture.prototype.dispose = function () {\r\n _super.prototype.dispose.call(this);\r\n this.onLoadObservable.clear();\r\n this._delayedOnLoad = null;\r\n this._delayedOnError = null;\r\n };\r\n /**\r\n * Parse the JSON representation of a texture in order to recreate the texture in the given scene.\r\n * @param parsedTexture Define the JSON representation of the texture\r\n * @param scene Define the scene the parsed texture should be instantiated in\r\n * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies\r\n * @returns The parsed texture if successful\r\n */\r\n Texture.Parse = function (parsedTexture, scene, rootUrl) {\r\n if (parsedTexture.customType) {\r\n var customTexture = InstantiationTools.Instantiate(parsedTexture.customType);\r\n // Update Sampling Mode\r\n var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);\r\n if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {\r\n if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {\r\n parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);\r\n }\r\n }\r\n return parsedCustomTexture;\r\n }\r\n if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {\r\n return Texture._CubeTextureParser(parsedTexture, scene, rootUrl);\r\n }\r\n if (!parsedTexture.name && !parsedTexture.isRenderTarget) {\r\n return null;\r\n }\r\n var texture = SerializationHelper.Parse(function () {\r\n var generateMipMaps = true;\r\n if (parsedTexture.noMipmap) {\r\n generateMipMaps = false;\r\n }\r\n if (parsedTexture.mirrorPlane) {\r\n var mirrorTexture = Texture._CreateMirror(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n mirrorTexture._waitingRenderList = parsedTexture.renderList;\r\n mirrorTexture.mirrorPlane = Plane.FromArray(parsedTexture.mirrorPlane);\r\n return mirrorTexture;\r\n }\r\n else if (parsedTexture.isRenderTarget) {\r\n var renderTargetTexture = null;\r\n if (parsedTexture.isCube) {\r\n // Search for an existing reflection probe (which contains a cube render target texture)\r\n if (scene.reflectionProbes) {\r\n for (var index = 0; index < scene.reflectionProbes.length; index++) {\r\n var probe = scene.reflectionProbes[index];\r\n if (probe.name === parsedTexture.name) {\r\n return probe.cubeTexture;\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n renderTargetTexture = Texture._CreateRenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);\r\n renderTargetTexture._waitingRenderList = parsedTexture.renderList;\r\n }\r\n return renderTargetTexture;\r\n }\r\n else {\r\n var texture;\r\n if (parsedTexture.base64String) {\r\n texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);\r\n }\r\n else {\r\n var url = rootUrl + parsedTexture.name;\r\n if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {\r\n url = parsedTexture.url;\r\n }\r\n texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);\r\n }\r\n return texture;\r\n }\r\n }, parsedTexture, scene);\r\n // Update Sampling Mode\r\n if (parsedTexture.samplingMode) {\r\n var sampling = parsedTexture.samplingMode;\r\n if (texture && texture.samplingMode !== sampling) {\r\n texture.updateSamplingMode(sampling);\r\n }\r\n }\r\n // Animations\r\n if (texture && parsedTexture.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedTexture.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n texture.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n }\r\n return texture;\r\n };\r\n /**\r\n * Creates a texture from its base 64 representation.\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param scene Define the scene the texture should belong to\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (format === void 0) { format = Constants.TEXTUREFORMAT_RGBA; }\r\n return new Texture(\"data:\" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);\r\n };\r\n /**\r\n * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)\r\n * @param data Define the base64 payload without the data: prefix\r\n * @param name Define the name of the texture in the scene useful fo caching purpose for instance\r\n * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation\r\n * @param scene Define the scene the texture should belong to\r\n * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load\r\n * @param noMipmap Forces the texture to not create mip map information if true\r\n * @param invertY define if the texture needs to be inverted on the y axis during loading\r\n * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)\r\n * @param onLoad define a callback triggered when the texture has been loaded\r\n * @param onError define a callback triggered when an error occurred during the loading session\r\n * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)\r\n * @returns the created texture\r\n */\r\n Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {\r\n if (deleteBuffer === void 0) { deleteBuffer = false; }\r\n if (noMipmap === void 0) { noMipmap = false; }\r\n if (invertY === void 0) { invertY = true; }\r\n if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }\r\n if (onLoad === void 0) { onLoad = null; }\r\n if (onError === void 0) { onError = null; }\r\n if (format === void 0) { format = Constants.TEXTUREFORMAT_RGBA; }\r\n if (name.substr(0, 5) !== \"data:\") {\r\n name = \"data:\" + name;\r\n }\r\n return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);\r\n };\r\n /** @hidden */\r\n Texture._CubeTextureParser = function (jsonTexture, scene, rootUrl) {\r\n throw _DevTools.WarnImport(\"CubeTexture\");\r\n };\r\n /** @hidden */\r\n Texture._CreateMirror = function (name, renderTargetSize, scene, generateMipMaps) {\r\n throw _DevTools.WarnImport(\"MirrorTexture\");\r\n };\r\n /** @hidden */\r\n Texture._CreateRenderTargetTexture = function (name, renderTargetSize, scene, generateMipMaps) {\r\n throw _DevTools.WarnImport(\"RenderTargetTexture\");\r\n };\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Texture.NEAREST_SAMPLINGMODE = Constants.TEXTURE_NEAREST_SAMPLINGMODE;\r\n /** nearest is mag = nearest and min = nearest and mip = linear */\r\n Texture.NEAREST_NEAREST_MIPLINEAR = Constants.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Texture.BILINEAR_SAMPLINGMODE = Constants.TEXTURE_BILINEAR_SAMPLINGMODE;\r\n /** Bilinear is mag = linear and min = linear and mip = nearest */\r\n Texture.LINEAR_LINEAR_MIPNEAREST = Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Texture.TRILINEAR_SAMPLINGMODE = Constants.TEXTURE_TRILINEAR_SAMPLINGMODE;\r\n /** Trilinear is mag = linear and min = linear and mip = linear */\r\n Texture.LINEAR_LINEAR_MIPLINEAR = Constants.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear\r\n /** mag = nearest and min = nearest and mip = nearest */\r\n Texture.NEAREST_NEAREST_MIPNEAREST = Constants.TEXTURE_NEAREST_NEAREST_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = nearest */\r\n Texture.NEAREST_LINEAR_MIPNEAREST = Constants.TEXTURE_NEAREST_LINEAR_MIPNEAREST;\r\n /** mag = nearest and min = linear and mip = linear */\r\n Texture.NEAREST_LINEAR_MIPLINEAR = Constants.TEXTURE_NEAREST_LINEAR_MIPLINEAR;\r\n /** mag = nearest and min = linear and mip = none */\r\n Texture.NEAREST_LINEAR = Constants.TEXTURE_NEAREST_LINEAR;\r\n /** mag = nearest and min = nearest and mip = none */\r\n Texture.NEAREST_NEAREST = Constants.TEXTURE_NEAREST_NEAREST;\r\n /** mag = linear and min = nearest and mip = nearest */\r\n Texture.LINEAR_NEAREST_MIPNEAREST = Constants.TEXTURE_LINEAR_NEAREST_MIPNEAREST;\r\n /** mag = linear and min = nearest and mip = linear */\r\n Texture.LINEAR_NEAREST_MIPLINEAR = Constants.TEXTURE_LINEAR_NEAREST_MIPLINEAR;\r\n /** mag = linear and min = linear and mip = none */\r\n Texture.LINEAR_LINEAR = Constants.TEXTURE_LINEAR_LINEAR;\r\n /** mag = linear and min = nearest and mip = none */\r\n Texture.LINEAR_NEAREST = Constants.TEXTURE_LINEAR_NEAREST;\r\n /** Explicit coordinates mode */\r\n Texture.EXPLICIT_MODE = Constants.TEXTURE_EXPLICIT_MODE;\r\n /** Spherical coordinates mode */\r\n Texture.SPHERICAL_MODE = Constants.TEXTURE_SPHERICAL_MODE;\r\n /** Planar coordinates mode */\r\n Texture.PLANAR_MODE = Constants.TEXTURE_PLANAR_MODE;\r\n /** Cubic coordinates mode */\r\n Texture.CUBIC_MODE = Constants.TEXTURE_CUBIC_MODE;\r\n /** Projection coordinates mode */\r\n Texture.PROJECTION_MODE = Constants.TEXTURE_PROJECTION_MODE;\r\n /** Inverse Cubic coordinates mode */\r\n Texture.SKYBOX_MODE = Constants.TEXTURE_SKYBOX_MODE;\r\n /** Inverse Cubic coordinates mode */\r\n Texture.INVCUBIC_MODE = Constants.TEXTURE_INVCUBIC_MODE;\r\n /** Equirectangular coordinates mode */\r\n Texture.EQUIRECTANGULAR_MODE = Constants.TEXTURE_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed coordinates mode */\r\n Texture.FIXED_EQUIRECTANGULAR_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;\r\n /** Equirectangular Fixed Mirrored coordinates mode */\r\n Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = Constants.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;\r\n /** Texture is not repeating outside of 0..1 UVs */\r\n Texture.CLAMP_ADDRESSMODE = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n /** Texture is repeating outside of 0..1 UVs */\r\n Texture.WRAP_ADDRESSMODE = Constants.TEXTURE_WRAP_ADDRESSMODE;\r\n /** Texture is repeating and mirrored */\r\n Texture.MIRROR_ADDRESSMODE = Constants.TEXTURE_MIRROR_ADDRESSMODE;\r\n /**\r\n * 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\r\n */\r\n Texture.UseSerializedUrlIfAny = false;\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"url\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"uOffset\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"vOffset\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"uScale\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"vScale\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"uAng\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"vAng\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"wAng\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"uRotationCenter\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"vRotationCenter\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"wRotationCenter\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Texture.prototype, \"isBlocking\", null);\r\n return Texture;\r\n}(BaseTexture));\r\nexport { Texture };\r\n// References the dependencies.\r\nSerializationHelper._TextureParser = Texture.Parse;\r\n//# sourceMappingURL=texture.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/colorCurves.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\colorCurves.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/colorCurves.js", "index": 76, "index2": 73, "size": 25600, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "issuerId": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "profile": { "factory": 524, "building": 22, "dependencies": 183 } } ], "profile": { "factory": 162, "building": 25, "dependencies": 0 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/colorCurves", "loc": "7:0-55" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "type": "harmony import specifier", "userRequest": "../Materials/colorCurves", "loc": "45:31-42" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "type": "harmony import specifier", "userRequest": "../Materials/colorCurves", "loc": "383:12-23" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "type": "harmony import specifier", "userRequest": "../Materials/colorCurves", "loc": "460:12-23" } ], "providedExports": [ "ColorCurves" ], "optimizationBailout": [], "depth": 3, "source": "import * as tslib_1 from \"tslib\";\r\nimport { SerializationHelper, serialize } from \"../Misc/decorators\";\r\nimport { Color4 } from '../Maths/math.color';\r\n/**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * 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;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\nvar ColorCurves = /** @class */ (function () {\r\n function ColorCurves() {\r\n this._dirty = true;\r\n this._tempColor = new Color4(0, 0, 0, 0);\r\n this._globalCurve = new Color4(0, 0, 0, 0);\r\n this._highlightsCurve = new Color4(0, 0, 0, 0);\r\n this._midtonesCurve = new Color4(0, 0, 0, 0);\r\n this._shadowsCurve = new Color4(0, 0, 0, 0);\r\n this._positiveCurve = new Color4(0, 0, 0, 0);\r\n this._negativeCurve = new Color4(0, 0, 0, 0);\r\n this._globalHue = 30;\r\n this._globalDensity = 0;\r\n this._globalSaturation = 0;\r\n this._globalExposure = 0;\r\n this._highlightsHue = 30;\r\n this._highlightsDensity = 0;\r\n this._highlightsSaturation = 0;\r\n this._highlightsExposure = 0;\r\n this._midtonesHue = 30;\r\n this._midtonesDensity = 0;\r\n this._midtonesSaturation = 0;\r\n this._midtonesExposure = 0;\r\n this._shadowsHue = 30;\r\n this._shadowsDensity = 0;\r\n this._shadowsSaturation = 0;\r\n this._shadowsExposure = 0;\r\n }\r\n Object.defineProperty(ColorCurves.prototype, \"globalHue\", {\r\n /**\r\n * Gets the global Hue value.\r\n * 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).\r\n */\r\n get: function () {\r\n return this._globalHue;\r\n },\r\n /**\r\n * Sets the global Hue value.\r\n * 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).\r\n */\r\n set: function (value) {\r\n this._globalHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalDensity\", {\r\n /**\r\n * Gets the global Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._globalDensity;\r\n },\r\n /**\r\n * Sets the global Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._globalDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalSaturation\", {\r\n /**\r\n * Gets the global Saturation value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._globalSaturation;\r\n },\r\n /**\r\n * Sets the global Saturation value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._globalSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"globalExposure\", {\r\n /**\r\n * Gets the global Exposure value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._globalExposure;\r\n },\r\n /**\r\n * Sets the global Exposure value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._globalExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsHue\", {\r\n /**\r\n * Gets the highlights Hue value.\r\n * 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).\r\n */\r\n get: function () {\r\n return this._highlightsHue;\r\n },\r\n /**\r\n * Sets the highlights Hue value.\r\n * 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).\r\n */\r\n set: function (value) {\r\n this._highlightsHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsDensity\", {\r\n /**\r\n * Gets the highlights Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._highlightsDensity;\r\n },\r\n /**\r\n * Sets the highlights Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._highlightsDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsSaturation\", {\r\n /**\r\n * Gets the highlights Saturation value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._highlightsSaturation;\r\n },\r\n /**\r\n * Sets the highlights Saturation value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._highlightsSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"highlightsExposure\", {\r\n /**\r\n * Gets the highlights Exposure value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._highlightsExposure;\r\n },\r\n /**\r\n * Sets the highlights Exposure value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._highlightsExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesHue\", {\r\n /**\r\n * Gets the midtones Hue value.\r\n * 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).\r\n */\r\n get: function () {\r\n return this._midtonesHue;\r\n },\r\n /**\r\n * Sets the midtones Hue value.\r\n * 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).\r\n */\r\n set: function (value) {\r\n this._midtonesHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesDensity\", {\r\n /**\r\n * Gets the midtones Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._midtonesDensity;\r\n },\r\n /**\r\n * Sets the midtones Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._midtonesDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesSaturation\", {\r\n /**\r\n * Gets the midtones Saturation value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._midtonesSaturation;\r\n },\r\n /**\r\n * Sets the midtones Saturation value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._midtonesSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"midtonesExposure\", {\r\n /**\r\n * Gets the midtones Exposure value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._midtonesExposure;\r\n },\r\n /**\r\n * Sets the midtones Exposure value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._midtonesExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsHue\", {\r\n /**\r\n * Gets the shadows Hue value.\r\n * 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).\r\n */\r\n get: function () {\r\n return this._shadowsHue;\r\n },\r\n /**\r\n * Sets the shadows Hue value.\r\n * 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).\r\n */\r\n set: function (value) {\r\n this._shadowsHue = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsDensity\", {\r\n /**\r\n * Gets the shadows Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n get: function () {\r\n return this._shadowsDensity;\r\n },\r\n /**\r\n * Sets the shadows Density value.\r\n * 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.\r\n * Values less than zero provide a filter of opposite hue.\r\n */\r\n set: function (value) {\r\n this._shadowsDensity = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsSaturation\", {\r\n /**\r\n * Gets the shadows Saturation value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._shadowsSaturation;\r\n },\r\n /**\r\n * Sets the shadows Saturation value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._shadowsSaturation = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ColorCurves.prototype, \"shadowsExposure\", {\r\n /**\r\n * Gets the shadows Exposure value.\r\n * 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.\r\n */\r\n get: function () {\r\n return this._shadowsExposure;\r\n },\r\n /**\r\n * Sets the shadows Exposure value.\r\n * 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.\r\n */\r\n set: function (value) {\r\n this._shadowsExposure = value;\r\n this._dirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the class name\r\n * @returns The class name\r\n */\r\n ColorCurves.prototype.getClassName = function () {\r\n return \"ColorCurves\";\r\n };\r\n /**\r\n * Binds the color curves to the shader.\r\n * @param colorCurves The color curve to bind\r\n * @param effect The effect to bind to\r\n * @param positiveUniform The positive uniform shader parameter\r\n * @param neutralUniform The neutral uniform shader parameter\r\n * @param negativeUniform The negative uniform shader parameter\r\n */\r\n ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {\r\n if (positiveUniform === void 0) { positiveUniform = \"vCameraColorCurvePositive\"; }\r\n if (neutralUniform === void 0) { neutralUniform = \"vCameraColorCurveNeutral\"; }\r\n if (negativeUniform === void 0) { negativeUniform = \"vCameraColorCurveNegative\"; }\r\n if (colorCurves._dirty) {\r\n colorCurves._dirty = false;\r\n // Fill in global info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);\r\n // Compute highlights info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);\r\n // Compute midtones info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);\r\n // Compute shadows info.\r\n colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);\r\n colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);\r\n // Compute deltas (neutral is midtones).\r\n colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);\r\n colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);\r\n }\r\n if (effect) {\r\n effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);\r\n effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);\r\n effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);\r\n }\r\n };\r\n /**\r\n * Prepare the list of uniforms associated with the ColorCurves effects.\r\n * @param uniformsList The list of uniforms used in the effect\r\n */\r\n ColorCurves.PrepareUniforms = function (uniformsList) {\r\n uniformsList.push(\"vCameraColorCurveNeutral\", \"vCameraColorCurvePositive\", \"vCameraColorCurveNegative\");\r\n };\r\n /**\r\n * Returns color grading data based on a hue, density, saturation and exposure value.\r\n * @param filterHue The hue of the color filter.\r\n * @param filterDensity The density of the color filter.\r\n * @param saturation The saturation.\r\n * @param exposure The exposure.\r\n * @param result The result data container.\r\n */\r\n ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {\r\n if (hue == null) {\r\n return;\r\n }\r\n hue = ColorCurves.clamp(hue, 0, 360);\r\n density = ColorCurves.clamp(density, -100, 100);\r\n saturation = ColorCurves.clamp(saturation, -100, 100);\r\n exposure = ColorCurves.clamp(exposure, -100, 100);\r\n // Remap the slider/config filter density with non-linear mapping and also scale by half\r\n // so that the maximum filter density is only 50% control. This provides fine control\r\n // for small values and reasonable range.\r\n density = ColorCurves.applyColorGradingSliderNonlinear(density);\r\n density *= 0.5;\r\n exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);\r\n if (density < 0) {\r\n density *= -1;\r\n hue = (hue + 180) % 360;\r\n }\r\n ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);\r\n result.scaleToRef(2, result);\r\n result.a = 1 + 0.01 * saturation;\r\n };\r\n /**\r\n * Takes an input slider value and returns an adjusted value that provides extra control near the centre.\r\n * @param value The input slider value in range [-100,100].\r\n * @returns Adjusted value.\r\n */\r\n ColorCurves.applyColorGradingSliderNonlinear = function (value) {\r\n value /= 100;\r\n var x = Math.abs(value);\r\n x = Math.pow(x, 2);\r\n if (value < 0) {\r\n x *= -1;\r\n }\r\n x *= 100;\r\n return x;\r\n };\r\n /**\r\n * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).\r\n * @param hue The hue (H) input.\r\n * @param saturation The saturation (S) input.\r\n * @param brightness The brightness (B) input.\r\n * @result An RGBA color represented as Vector4.\r\n */\r\n ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {\r\n var h = ColorCurves.clamp(hue, 0, 360);\r\n var s = ColorCurves.clamp(saturation / 100, 0, 1);\r\n var v = ColorCurves.clamp(brightness / 100, 0, 1);\r\n if (s === 0) {\r\n result.r = v;\r\n result.g = v;\r\n result.b = v;\r\n }\r\n else {\r\n // sector 0 to 5\r\n h /= 60;\r\n var i = Math.floor(h);\r\n // fractional part of h\r\n var f = h - i;\r\n var p = v * (1 - s);\r\n var q = v * (1 - s * f);\r\n var t = v * (1 - s * (1 - f));\r\n switch (i) {\r\n case 0:\r\n result.r = v;\r\n result.g = t;\r\n result.b = p;\r\n break;\r\n case 1:\r\n result.r = q;\r\n result.g = v;\r\n result.b = p;\r\n break;\r\n case 2:\r\n result.r = p;\r\n result.g = v;\r\n result.b = t;\r\n break;\r\n case 3:\r\n result.r = p;\r\n result.g = q;\r\n result.b = v;\r\n break;\r\n case 4:\r\n result.r = t;\r\n result.g = p;\r\n result.b = v;\r\n break;\r\n default: // case 5:\r\n result.r = v;\r\n result.g = p;\r\n result.b = q;\r\n break;\r\n }\r\n }\r\n result.a = 1;\r\n };\r\n /**\r\n * Returns a value clamped between min and max\r\n * @param value The value to clamp\r\n * @param min The minimum of value\r\n * @param max The maximum of value\r\n * @returns The clamped value.\r\n */\r\n ColorCurves.clamp = function (value, min, max) {\r\n return Math.min(Math.max(value, min), max);\r\n };\r\n /**\r\n * Clones the current color curve instance.\r\n * @return The cloned curves\r\n */\r\n ColorCurves.prototype.clone = function () {\r\n return SerializationHelper.Clone(function () { return new ColorCurves(); }, this);\r\n };\r\n /**\r\n * Serializes the current color curve instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n ColorCurves.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Parses the color curve from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed curves\r\n */\r\n ColorCurves.Parse = function (source) {\r\n return SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);\r\n };\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalHue\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalDensity\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalSaturation\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_globalExposure\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsHue\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsDensity\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsSaturation\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_highlightsExposure\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesHue\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesDensity\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesSaturation\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ColorCurves.prototype, \"_midtonesExposure\", void 0);\r\n return ColorCurves;\r\n}());\r\nexport { ColorCurves };\r\n// References the dependencies.\r\nSerializationHelper._ColorCurvesParser = ColorCurves.Parse;\r\n//# sourceMappingURL=colorCurves.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/effect.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\effect.js", "name": 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/Shaders/default.vertex.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Shaders/default.vertex.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/effect", "loc": "1:0-45" }, { "moduleId": "../../.temp/packageES6Dev/core/Shaders/default.vertex.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Shaders\\default.vertex.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Shaders/default.vertex.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Shaders/default.vertex.js", "type": "harmony import specifier", "userRequest": "../Materials/effect", "loc": "26:0-6" } ], "providedExports": [ "EffectFallbacks", "EffectCreationOptions", "Effect" ], "optimizationBailout": [], "depth": 2, "source": "import { Observable } from \"../Misc/observable\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { DomManagement } from \"../Misc/domManagement\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { ShaderProcessor } from '../Engines/Processors/shaderProcessor';\r\n/**\r\n * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.\r\n * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)\r\n */\r\nvar EffectFallbacks = /** @class */ (function () {\r\n function EffectFallbacks() {\r\n this._defines = {};\r\n this._currentRank = 32;\r\n this._maxRank = -1;\r\n this._mesh = null;\r\n }\r\n /**\r\n * Removes the fallback from the bound mesh.\r\n */\r\n EffectFallbacks.prototype.unBindMesh = function () {\r\n this._mesh = null;\r\n };\r\n /**\r\n * Adds a fallback on the specified property.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param define The name of the define in the shader\r\n */\r\n EffectFallbacks.prototype.addFallback = function (rank, define) {\r\n if (!this._defines[rank]) {\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n this._defines[rank] = new Array();\r\n }\r\n this._defines[rank].push(define);\r\n };\r\n /**\r\n * Sets the mesh to use CPU skinning when needing to fallback.\r\n * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)\r\n * @param mesh The mesh to use the fallbacks.\r\n */\r\n EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {\r\n this._mesh = mesh;\r\n if (rank < this._currentRank) {\r\n this._currentRank = rank;\r\n }\r\n if (rank > this._maxRank) {\r\n this._maxRank = rank;\r\n }\r\n };\r\n Object.defineProperty(EffectFallbacks.prototype, \"isMoreFallbacks\", {\r\n /**\r\n * Checks to see if more fallbacks are still availible.\r\n */\r\n get: function () {\r\n return this._currentRank <= this._maxRank;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Removes the defines that should be removed when falling back.\r\n * @param currentDefines defines the current define statements for the shader.\r\n * @param effect defines the current effect we try to compile\r\n * @returns The resulting defines with defines of the current rank removed.\r\n */\r\n EffectFallbacks.prototype.reduce = function (currentDefines, effect) {\r\n // First we try to switch to CPU skinning\r\n if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0) {\r\n this._mesh.computeBonesUsingShaders = false;\r\n currentDefines = currentDefines.replace(\"#define NUM_BONE_INFLUENCERS \" + this._mesh.numBoneInfluencers, \"#define NUM_BONE_INFLUENCERS 0\");\r\n effect._bonesComputationForcedToCPU = true;\r\n var scene = this._mesh.getScene();\r\n for (var index = 0; index < scene.meshes.length; index++) {\r\n var otherMesh = scene.meshes[index];\r\n if (!otherMesh.material) {\r\n if (!this._mesh.material && otherMesh.computeBonesUsingShaders && otherMesh.numBoneInfluencers > 0) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n }\r\n continue;\r\n }\r\n if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {\r\n continue;\r\n }\r\n if (otherMesh.material.getEffect() === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n }\r\n else if (otherMesh.subMeshes) {\r\n for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var subMeshEffect = subMesh.effect;\r\n if (subMeshEffect === effect) {\r\n otherMesh.computeBonesUsingShaders = false;\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n var currentFallbacks = this._defines[this._currentRank];\r\n if (currentFallbacks) {\r\n for (var index = 0; index < currentFallbacks.length; index++) {\r\n currentDefines = currentDefines.replace(\"#define \" + currentFallbacks[index], \"\");\r\n }\r\n }\r\n this._currentRank++;\r\n }\r\n return currentDefines;\r\n };\r\n return EffectFallbacks;\r\n}());\r\nexport { EffectFallbacks };\r\n/**\r\n * Options to be used when creating an effect.\r\n */\r\nvar EffectCreationOptions = /** @class */ (function () {\r\n function EffectCreationOptions() {\r\n }\r\n return EffectCreationOptions;\r\n}());\r\nexport { EffectCreationOptions };\r\n/**\r\n * Effect containing vertex and fragment shader that can be executed on an object.\r\n */\r\nvar Effect = /** @class */ (function () {\r\n /**\r\n * Instantiates an effect.\r\n * An effect can be used to create/manage/execute vertex and fragment shaders.\r\n * @param baseName Name of the effect.\r\n * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.\r\n * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.\r\n * @param samplers List of sampler variables that will be passed to the shader.\r\n * @param engine Engine to be used to render the effect\r\n * @param defines Define statements to be added to the shader.\r\n * @param fallbacks Possible fallbacks for this effect to improve performance when needed.\r\n * @param onCompiled Callback that will be called when the shader is compiled.\r\n * @param onError Callback that will be called if an error occurs during shader compilation.\r\n * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})\r\n */\r\n function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {\r\n var _this = this;\r\n if (samplers === void 0) { samplers = null; }\r\n if (defines === void 0) { defines = null; }\r\n if (fallbacks === void 0) { fallbacks = null; }\r\n if (onCompiled === void 0) { onCompiled = null; }\r\n if (onError === void 0) { onError = null; }\r\n /**\r\n * Name of the effect.\r\n */\r\n this.name = null;\r\n /**\r\n * String container all the define statements that should be set on the shader.\r\n */\r\n this.defines = \"\";\r\n /**\r\n * Callback that will be called when the shader is compiled.\r\n */\r\n this.onCompiled = null;\r\n /**\r\n * Callback that will be called if an error occurs during shader compilation.\r\n */\r\n this.onError = null;\r\n /**\r\n * Callback that will be called when effect is bound.\r\n */\r\n this.onBind = null;\r\n /**\r\n * Unique ID of the effect.\r\n */\r\n this.uniqueId = 0;\r\n /**\r\n * Observable that will be called when the shader is compiled.\r\n * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.\r\n */\r\n this.onCompileObservable = new Observable();\r\n /**\r\n * Observable that will be called if an error occurs during shader compilation.\r\n */\r\n this.onErrorObservable = new Observable();\r\n /** @hidden */\r\n this._onBindObservable = null;\r\n /** @hidden */\r\n this._bonesComputationForcedToCPU = false;\r\n this._uniformBuffersNames = {};\r\n this._samplers = {};\r\n this._isReady = false;\r\n this._compilationError = \"\";\r\n this._uniforms = {};\r\n /**\r\n * Key for the effect.\r\n * @hidden\r\n */\r\n this._key = \"\";\r\n this._fallbacks = null;\r\n this._vertexSourceCode = \"\";\r\n this._fragmentSourceCode = \"\";\r\n this._vertexSourceCodeOverride = \"\";\r\n this._fragmentSourceCodeOverride = \"\";\r\n this._transformFeedbackVaryings = null;\r\n /**\r\n * Compiled shader to webGL program.\r\n * @hidden\r\n */\r\n this._pipelineContext = null;\r\n this._valueCache = {};\r\n this.name = baseName;\r\n if (attributesNamesOrOptions.attributes) {\r\n var options = attributesNamesOrOptions;\r\n this._engine = uniformsNamesOrEngine;\r\n this._attributesNames = options.attributes;\r\n this._uniformsNames = options.uniformsNames.concat(options.samplers);\r\n this._samplerList = options.samplers.slice();\r\n this.defines = options.defines;\r\n this.onError = options.onError;\r\n this.onCompiled = options.onCompiled;\r\n this._fallbacks = options.fallbacks;\r\n this._indexParameters = options.indexParameters;\r\n this._transformFeedbackVaryings = options.transformFeedbackVaryings;\r\n if (options.uniformBuffersNames) {\r\n for (var i = 0; i < options.uniformBuffersNames.length; i++) {\r\n this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;\r\n }\r\n }\r\n }\r\n else {\r\n this._engine = engine;\r\n this.defines = (defines == null ? \"\" : defines);\r\n this._uniformsNames = uniformsNamesOrEngine.concat(samplers);\r\n this._samplerList = samplers ? samplers.slice() : [];\r\n this._attributesNames = attributesNamesOrOptions;\r\n this.onError = onError;\r\n this.onCompiled = onCompiled;\r\n this._indexParameters = indexParameters;\r\n this._fallbacks = fallbacks;\r\n }\r\n this.uniqueId = Effect._uniqueIdSeed++;\r\n var vertexSource;\r\n var fragmentSource;\r\n if (baseName.vertexSource) {\r\n vertexSource = \"source:\" + baseName.vertexSource;\r\n }\r\n else if (baseName.vertexElement) {\r\n vertexSource = document.getElementById(baseName.vertexElement);\r\n if (!vertexSource) {\r\n vertexSource = baseName.vertexElement;\r\n }\r\n }\r\n else {\r\n vertexSource = baseName.vertex || baseName;\r\n }\r\n if (baseName.fragmentSource) {\r\n fragmentSource = \"source:\" + baseName.fragmentSource;\r\n }\r\n else if (baseName.fragmentElement) {\r\n fragmentSource = document.getElementById(baseName.fragmentElement);\r\n if (!fragmentSource) {\r\n fragmentSource = baseName.fragmentElement;\r\n }\r\n }\r\n else {\r\n fragmentSource = baseName.fragment || baseName;\r\n }\r\n var processorOptions = {\r\n defines: this.defines.split(\"\\n\"),\r\n indexParameters: this._indexParameters,\r\n isFragment: false,\r\n shouldUseHighPrecisionShader: this._engine._shouldUseHighPrecisionShader,\r\n processor: this._engine._shaderProcessor,\r\n supportsUniformBuffers: this._engine.supportsUniformBuffers,\r\n shadersRepository: Effect.ShadersRepository,\r\n includesShadersStore: Effect.IncludesShadersStore,\r\n version: (this._engine.webGLVersion * 100).toString(),\r\n platformName: this._engine.webGLVersion >= 2 ? \"WEBGL2\" : \"WEBGL1\"\r\n };\r\n this._loadVertexShader(vertexSource, function (vertexCode) {\r\n _this._loadFragmentShader(fragmentSource, function (fragmentCode) {\r\n ShaderProcessor.Process(vertexCode, processorOptions, function (migratedVertexCode) {\r\n processorOptions.isFragment = true;\r\n ShaderProcessor.Process(fragmentCode, processorOptions, function (migratedFragmentCode) {\r\n _this._useFinalCode(migratedVertexCode, migratedFragmentCode, baseName);\r\n });\r\n });\r\n });\r\n });\r\n }\r\n Object.defineProperty(Effect.prototype, \"onBindObservable\", {\r\n /**\r\n * Observable that will be called when effect is bound.\r\n */\r\n get: function () {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n return this._onBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Effect.prototype._useFinalCode = function (migratedVertexCode, migratedFragmentCode, baseName) {\r\n if (baseName) {\r\n var vertex = baseName.vertexElement || baseName.vertex || baseName;\r\n var fragment = baseName.fragmentElement || baseName.fragment || baseName;\r\n this._vertexSourceCode = \"#define SHADER_NAME vertex:\" + vertex + \"\\n\" + migratedVertexCode;\r\n this._fragmentSourceCode = \"#define SHADER_NAME fragment:\" + fragment + \"\\n\" + migratedFragmentCode;\r\n }\r\n else {\r\n this._vertexSourceCode = migratedVertexCode;\r\n this._fragmentSourceCode = migratedFragmentCode;\r\n }\r\n this._prepareEffect();\r\n };\r\n Object.defineProperty(Effect.prototype, \"key\", {\r\n /**\r\n * Unique key for this effect\r\n */\r\n get: function () {\r\n return this._key;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * If the effect has been compiled and prepared.\r\n * @returns if the effect is compiled and prepared.\r\n */\r\n Effect.prototype.isReady = function () {\r\n if (this._isReady) {\r\n return true;\r\n }\r\n if (this._pipelineContext) {\r\n return this._pipelineContext.isReady;\r\n }\r\n return false;\r\n };\r\n /**\r\n * The engine the effect was initialized with.\r\n * @returns the engine.\r\n */\r\n Effect.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * The pipeline context for this effect\r\n * @returns the associated pipeline context\r\n */\r\n Effect.prototype.getPipelineContext = function () {\r\n return this._pipelineContext;\r\n };\r\n /**\r\n * The set of names of attribute variables for the shader.\r\n * @returns An array of attribute names.\r\n */\r\n Effect.prototype.getAttributesNames = function () {\r\n return this._attributesNames;\r\n };\r\n /**\r\n * Returns the attribute at the given index.\r\n * @param index The index of the attribute.\r\n * @returns The location of the attribute.\r\n */\r\n Effect.prototype.getAttributeLocation = function (index) {\r\n return this._attributes[index];\r\n };\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param name of the attribute to look up.\r\n * @returns the attribute location.\r\n */\r\n Effect.prototype.getAttributeLocationByName = function (name) {\r\n var index = this._attributesNames.indexOf(name);\r\n return this._attributes[index];\r\n };\r\n /**\r\n * The number of attributes.\r\n * @returns the numnber of attributes.\r\n */\r\n Effect.prototype.getAttributesCount = function () {\r\n return this._attributes.length;\r\n };\r\n /**\r\n * Gets the index of a uniform variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the index.\r\n */\r\n Effect.prototype.getUniformIndex = function (uniformName) {\r\n return this._uniformsNames.indexOf(uniformName);\r\n };\r\n /**\r\n * Returns the attribute based on the name of the variable.\r\n * @param uniformName of the uniform to look up.\r\n * @returns the location of the uniform.\r\n */\r\n Effect.prototype.getUniform = function (uniformName) {\r\n return this._uniforms[uniformName];\r\n };\r\n /**\r\n * Returns an array of sampler variable names\r\n * @returns The array of sampler variable neames.\r\n */\r\n Effect.prototype.getSamplers = function () {\r\n return this._samplerList;\r\n };\r\n /**\r\n * The error from the last compilation.\r\n * @returns the error string.\r\n */\r\n Effect.prototype.getCompilationError = function () {\r\n return this._compilationError;\r\n };\r\n /**\r\n * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.\r\n * @param func The callback to be used.\r\n */\r\n Effect.prototype.executeWhenCompiled = function (func) {\r\n var _this = this;\r\n if (this.isReady()) {\r\n func(this);\r\n return;\r\n }\r\n this.onCompileObservable.add(function (effect) {\r\n func(effect);\r\n });\r\n if (!this._pipelineContext || this._pipelineContext.isAsync) {\r\n setTimeout(function () {\r\n _this._checkIsReady();\r\n }, 16);\r\n }\r\n };\r\n Effect.prototype._checkIsReady = function () {\r\n var _this = this;\r\n if (this.isReady()) {\r\n return;\r\n }\r\n setTimeout(function () {\r\n _this._checkIsReady();\r\n }, 16);\r\n };\r\n /** @hidden */\r\n Effect.prototype._loadVertexShader = function (vertex, callback) {\r\n if (DomManagement.IsWindowObjectExist()) {\r\n // DOM element ?\r\n if (vertex instanceof HTMLElement) {\r\n var vertexCode = DomManagement.GetDOMTextContent(vertex);\r\n callback(vertexCode);\r\n return;\r\n }\r\n }\r\n // Direct source ?\r\n if (vertex.substr(0, 7) === \"source:\") {\r\n callback(vertex.substr(7));\r\n return;\r\n }\r\n // Base64 encoded ?\r\n if (vertex.substr(0, 7) === \"base64:\") {\r\n var vertexBinary = window.atob(vertex.substr(7));\r\n callback(vertexBinary);\r\n return;\r\n }\r\n // Is in local store ?\r\n if (Effect.ShadersStore[vertex + \"VertexShader\"]) {\r\n callback(Effect.ShadersStore[vertex + \"VertexShader\"]);\r\n return;\r\n }\r\n var vertexShaderUrl;\r\n if (vertex[0] === \".\" || vertex[0] === \"/\" || vertex.indexOf(\"http\") > -1) {\r\n vertexShaderUrl = vertex;\r\n }\r\n else {\r\n vertexShaderUrl = Effect.ShadersRepository + vertex;\r\n }\r\n // Vertex shader\r\n this._engine._loadFile(vertexShaderUrl + \".vertex.fx\", callback);\r\n };\r\n /** @hidden */\r\n Effect.prototype._loadFragmentShader = function (fragment, callback) {\r\n if (DomManagement.IsWindowObjectExist()) {\r\n // DOM element ?\r\n if (fragment instanceof HTMLElement) {\r\n var fragmentCode = DomManagement.GetDOMTextContent(fragment);\r\n callback(fragmentCode);\r\n return;\r\n }\r\n }\r\n // Direct source ?\r\n if (fragment.substr(0, 7) === \"source:\") {\r\n callback(fragment.substr(7));\r\n return;\r\n }\r\n // Base64 encoded ?\r\n if (fragment.substr(0, 7) === \"base64:\") {\r\n var fragmentBinary = window.atob(fragment.substr(7));\r\n callback(fragmentBinary);\r\n return;\r\n }\r\n // Is in local store ?\r\n if (Effect.ShadersStore[fragment + \"PixelShader\"]) {\r\n callback(Effect.ShadersStore[fragment + \"PixelShader\"]);\r\n return;\r\n }\r\n if (Effect.ShadersStore[fragment + \"FragmentShader\"]) {\r\n callback(Effect.ShadersStore[fragment + \"FragmentShader\"]);\r\n return;\r\n }\r\n var fragmentShaderUrl;\r\n if (fragment[0] === \".\" || fragment[0] === \"/\" || fragment.indexOf(\"http\") > -1) {\r\n fragmentShaderUrl = fragment;\r\n }\r\n else {\r\n fragmentShaderUrl = Effect.ShadersRepository + fragment;\r\n }\r\n // Fragment shader\r\n this._engine._loadFile(fragmentShaderUrl + \".fragment.fx\", callback);\r\n };\r\n /** @hidden */\r\n Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {\r\n // Rebuild shaders source code\r\n var shaderVersion = (this._engine.webGLVersion > 1) ? \"#version 300 es\\n#define WEBGL2 \\n\" : \"\";\r\n var prefix = shaderVersion + (defines ? defines + \"\\n\" : \"\");\r\n vertexCode = prefix + vertexCode;\r\n fragmentCode = prefix + fragmentCode;\r\n // Number lines of shaders source code\r\n var i = 2;\r\n var regex = /\\n/gm;\r\n var formattedVertexCode = \"\\n1\\t\" + vertexCode.replace(regex, function () { return \"\\n\" + (i++) + \"\\t\"; });\r\n i = 2;\r\n var formattedFragmentCode = \"\\n1\\t\" + fragmentCode.replace(regex, function () { return \"\\n\" + (i++) + \"\\t\"; });\r\n // Dump shaders name and formatted source code\r\n if (this.name.vertexElement) {\r\n Logger.Error(\"Vertex shader: \" + this.name.vertexElement + formattedVertexCode);\r\n Logger.Error(\"Fragment shader: \" + this.name.fragmentElement + formattedFragmentCode);\r\n }\r\n else if (this.name.vertex) {\r\n Logger.Error(\"Vertex shader: \" + this.name.vertex + formattedVertexCode);\r\n Logger.Error(\"Fragment shader: \" + this.name.fragment + formattedFragmentCode);\r\n }\r\n else {\r\n Logger.Error(\"Vertex shader: \" + this.name + formattedVertexCode);\r\n Logger.Error(\"Fragment shader: \" + this.name + formattedFragmentCode);\r\n }\r\n };\r\n /**\r\n * Recompiles the webGL program\r\n * @param vertexSourceCode The source code for the vertex shader.\r\n * @param fragmentSourceCode The source code for the fragment shader.\r\n * @param onCompiled Callback called when completed.\r\n * @param onError Callback called on error.\r\n * @hidden\r\n */\r\n Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {\r\n var _this = this;\r\n this._isReady = false;\r\n this._vertexSourceCodeOverride = vertexSourceCode;\r\n this._fragmentSourceCodeOverride = fragmentSourceCode;\r\n this.onError = function (effect, error) {\r\n if (onError) {\r\n onError(error);\r\n }\r\n };\r\n this.onCompiled = function () {\r\n var scenes = _this.getEngine().scenes;\r\n for (var i = 0; i < scenes.length; i++) {\r\n scenes[i].markAllMaterialsAsDirty(Constants.MATERIAL_AllDirtyFlag);\r\n }\r\n _this._pipelineContext._handlesSpectorRebuildCallback(onCompiled);\r\n };\r\n this._fallbacks = null;\r\n this._prepareEffect();\r\n };\r\n /**\r\n * Prepares the effect\r\n * @hidden\r\n */\r\n Effect.prototype._prepareEffect = function () {\r\n var _this = this;\r\n var attributesNames = this._attributesNames;\r\n var defines = this.defines;\r\n var fallbacks = this._fallbacks;\r\n this._valueCache = {};\r\n var previousPipelineContext = this._pipelineContext;\r\n try {\r\n var engine_1 = this._engine;\r\n this._pipelineContext = engine_1.createPipelineContext();\r\n var rebuildRebind = this._rebuildProgram.bind(this);\r\n if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {\r\n engine_1._preparePipelineContext(this._pipelineContext, this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, true, rebuildRebind, null, this._transformFeedbackVaryings);\r\n }\r\n else {\r\n engine_1._preparePipelineContext(this._pipelineContext, this._vertexSourceCode, this._fragmentSourceCode, false, rebuildRebind, defines, this._transformFeedbackVaryings);\r\n }\r\n engine_1._executeWhenRenderingStateIsCompiled(this._pipelineContext, function () {\r\n if (engine_1.supportsUniformBuffers) {\r\n for (var name in _this._uniformBuffersNames) {\r\n _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);\r\n }\r\n }\r\n var uniforms = engine_1.getUniforms(_this._pipelineContext, _this._uniformsNames);\r\n uniforms.forEach(function (uniform, index) {\r\n _this._uniforms[_this._uniformsNames[index]] = uniform;\r\n });\r\n _this._attributes = engine_1.getAttributes(_this._pipelineContext, attributesNames);\r\n var index;\r\n for (index = 0; index < _this._samplerList.length; index++) {\r\n var sampler = _this.getUniform(_this._samplerList[index]);\r\n if (sampler == null) {\r\n _this._samplerList.splice(index, 1);\r\n index--;\r\n }\r\n }\r\n _this._samplerList.forEach(function (name, index) {\r\n _this._samplers[name] = index;\r\n });\r\n engine_1.bindSamplers(_this);\r\n _this._compilationError = \"\";\r\n _this._isReady = true;\r\n if (_this.onCompiled) {\r\n _this.onCompiled(_this);\r\n }\r\n _this.onCompileObservable.notifyObservers(_this);\r\n _this.onCompileObservable.clear();\r\n // Unbind mesh reference in fallbacks\r\n if (_this._fallbacks) {\r\n _this._fallbacks.unBindMesh();\r\n }\r\n if (previousPipelineContext) {\r\n _this.getEngine()._deletePipelineContext(previousPipelineContext);\r\n }\r\n });\r\n if (this._pipelineContext.isAsync) {\r\n this._checkIsReady();\r\n }\r\n }\r\n catch (e) {\r\n this._compilationError = e.message;\r\n // Let's go through fallbacks then\r\n Logger.Error(\"Unable to compile effect:\");\r\n Logger.Error(\"Uniforms: \" + this._uniformsNames.map(function (uniform) {\r\n return \" \" + uniform;\r\n }));\r\n Logger.Error(\"Attributes: \" + attributesNames.map(function (attribute) {\r\n return \" \" + attribute;\r\n }));\r\n Logger.Error(\"Error: \" + this._compilationError);\r\n if (previousPipelineContext) {\r\n this._pipelineContext = previousPipelineContext;\r\n this._isReady = true;\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n }\r\n if (fallbacks) {\r\n this._pipelineContext = null;\r\n if (fallbacks.isMoreFallbacks) {\r\n Logger.Error(\"Trying next fallback.\");\r\n this.defines = fallbacks.reduce(this.defines, this);\r\n this._prepareEffect();\r\n }\r\n else { // Sorry we did everything we can\r\n if (this.onError) {\r\n this.onError(this, this._compilationError);\r\n }\r\n this.onErrorObservable.notifyObservers(this);\r\n this.onErrorObservable.clear();\r\n // Unbind mesh reference in fallbacks\r\n if (this._fallbacks) {\r\n this._fallbacks.unBindMesh();\r\n }\r\n }\r\n }\r\n }\r\n };\r\n Object.defineProperty(Effect.prototype, \"isSupported\", {\r\n /**\r\n * Checks if the effect is supported. (Must be called after compilation)\r\n */\r\n get: function () {\r\n return this._compilationError === \"\";\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Binds a texture to the engine to be used as output of the shader.\r\n * @param channel Name of the output variable.\r\n * @param texture Texture to bind.\r\n * @hidden\r\n */\r\n Effect.prototype._bindTexture = function (channel, texture) {\r\n this._engine._bindTexture(this._samplers[channel], texture);\r\n };\r\n /**\r\n * Sets a texture on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n Effect.prototype.setTexture = function (channel, texture) {\r\n this._engine.setTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n };\r\n /**\r\n * Sets a depth stencil texture from a render target on the engine to be used in the shader.\r\n * @param channel Name of the sampler variable.\r\n * @param texture Texture to set.\r\n */\r\n Effect.prototype.setDepthStencilTexture = function (channel, texture) {\r\n this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture);\r\n };\r\n /**\r\n * Sets an array of textures on the engine to be used in the shader.\r\n * @param channel Name of the variable.\r\n * @param textures Textures to set.\r\n */\r\n Effect.prototype.setTextureArray = function (channel, textures) {\r\n var exName = channel + \"Ex\";\r\n if (this._samplerList.indexOf(exName + \"0\") === -1) {\r\n var initialPos = this._samplerList.indexOf(channel);\r\n for (var index = 1; index < textures.length; index++) {\r\n var currentExName = exName + (index - 1).toString();\r\n this._samplerList.splice(initialPos + index, 0, currentExName);\r\n }\r\n // Reset every channels\r\n var channelIndex = 0;\r\n for (var _i = 0, _a = this._samplerList; _i < _a.length; _i++) {\r\n var key = _a[_i];\r\n this._samplers[key] = channelIndex;\r\n channelIndex += 1;\r\n }\r\n }\r\n this._engine.setTextureArray(this._samplers[channel], this._uniforms[channel], textures);\r\n };\r\n /**\r\n * 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)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the input texture from.\r\n */\r\n Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {\r\n this._engine.setTextureFromPostProcess(this._samplers[channel], postProcess);\r\n };\r\n /**\r\n * (Warning! setTextureFromPostProcessOutput may be desired instead)\r\n * 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)\r\n * @param channel Name of the sampler variable.\r\n * @param postProcess Post process to get the output texture from.\r\n */\r\n Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {\r\n this._engine.setTextureFromPostProcessOutput(this._samplers[channel], postProcess);\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheMatrix = function (uniformName, matrix) {\r\n var cache = this._valueCache[uniformName];\r\n var flag = matrix.updateFlag;\r\n if (cache !== undefined && cache === flag) {\r\n return false;\r\n }\r\n this._valueCache[uniformName] = flag;\r\n return true;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat2 = function (uniformName, x, y) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /** @hidden */\r\n Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {\r\n var cache = this._valueCache[uniformName];\r\n if (!cache) {\r\n cache = [x, y, z, w];\r\n this._valueCache[uniformName] = cache;\r\n return true;\r\n }\r\n var changed = false;\r\n if (cache[0] !== x) {\r\n cache[0] = x;\r\n changed = true;\r\n }\r\n if (cache[1] !== y) {\r\n cache[1] = y;\r\n changed = true;\r\n }\r\n if (cache[2] !== z) {\r\n cache[2] = z;\r\n changed = true;\r\n }\r\n if (cache[3] !== w) {\r\n cache[3] = w;\r\n changed = true;\r\n }\r\n return changed;\r\n };\r\n /**\r\n * Binds a buffer to a uniform.\r\n * @param buffer Buffer to bind.\r\n * @param name Name of the uniform variable to bind to.\r\n */\r\n Effect.prototype.bindUniformBuffer = function (buffer, name) {\r\n var bufferName = this._uniformBuffersNames[name];\r\n if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {\r\n return;\r\n }\r\n Effect._baseCache[bufferName] = buffer;\r\n this._engine.bindUniformBufferBase(buffer, bufferName);\r\n };\r\n /**\r\n * Binds block to a uniform.\r\n * @param blockName Name of the block to bind.\r\n * @param index Index to bind.\r\n */\r\n Effect.prototype.bindUniformBlock = function (blockName, index) {\r\n this._engine.bindUniformBlock(this._pipelineContext, blockName, index);\r\n };\r\n /**\r\n * Sets an interger value on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setInt = function (uniformName, value) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = value;\r\n this._engine.setInt(this._uniforms[uniformName], value);\r\n return this;\r\n };\r\n /**\r\n * Sets an int array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setIntArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setIntArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an float array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloatArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setFloatArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets an array on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray2 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray2(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray3 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray3(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param array array to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setArray4 = function (uniformName, array) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setArray4(this._uniforms[uniformName], array);\r\n return this;\r\n };\r\n /**\r\n * Sets matrices on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrices matrices to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrices = function (uniformName, matrices) {\r\n if (!matrices) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrices(this._uniforms[uniformName], matrices);\r\n return this;\r\n };\r\n /**\r\n * Sets matrix on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix = function (uniformName, matrix) {\r\n if (this._cacheMatrix(uniformName, matrix)) {\r\n this._engine.setMatrices(this._uniforms[uniformName], matrix.toArray());\r\n }\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix3x3(this._uniforms[uniformName], matrix);\r\n return this;\r\n };\r\n /**\r\n * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)\r\n * @param uniformName Name of the variable.\r\n * @param matrix matrix to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {\r\n this._valueCache[uniformName] = null;\r\n this._engine.setMatrix2x2(this._uniforms[uniformName], matrix);\r\n return this;\r\n };\r\n /**\r\n * Sets a float on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param value value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat = function (uniformName, value) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === value) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = value;\r\n this._engine.setFloat(this._uniforms[uniformName], value);\r\n return this;\r\n };\r\n /**\r\n * Sets a boolean on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param bool value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setBool = function (uniformName, bool) {\r\n var cache = this._valueCache[uniformName];\r\n if (cache !== undefined && cache === bool) {\r\n return this;\r\n }\r\n this._valueCache[uniformName] = bool;\r\n this._engine.setBool(this._uniforms[uniformName], bool ? 1 : 0);\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector2 vector2 to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector2 = function (uniformName, vector2) {\r\n if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], vector2.x, vector2.y);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float2 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float2.\r\n * @param y Second float in float2.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat2 = function (uniformName, x, y) {\r\n if (this._cacheFloat2(uniformName, x, y)) {\r\n this._engine.setFloat2(this._uniforms[uniformName], x, y);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector3 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector3 = function (uniformName, vector3) {\r\n if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], vector3.x, vector3.y, vector3.z);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float3.\r\n * @param y Second float in float3.\r\n * @param z Third float in float3.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat3 = function (uniformName, x, y, z) {\r\n if (this._cacheFloat3(uniformName, x, y, z)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], x, y, z);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Vector4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param vector4 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setVector4 = function (uniformName, vector4) {\r\n if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], vector4.x, vector4.y, vector4.z, vector4.w);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a float4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param x First float in float4.\r\n * @param y Second float in float4.\r\n * @param z Third float in float4.\r\n * @param w Fourth float in float4.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {\r\n if (this._cacheFloat4(uniformName, x, y, z, w)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], x, y, z, w);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color3 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setColor3 = function (uniformName, color3) {\r\n if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {\r\n this._engine.setFloat3(this._uniforms[uniformName], color3.r, color3.g, color3.b);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color4 on a uniform variable.\r\n * @param uniformName Name of the variable.\r\n * @param color3 Value to be set.\r\n * @param alpha Alpha value to be set.\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setColor4 = function (uniformName, color3, alpha) {\r\n if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {\r\n this._engine.setFloat4(this._uniforms[uniformName], color3.r, color3.g, color3.b, alpha);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a Color4 on a uniform variable\r\n * @param uniformName defines the name of the variable\r\n * @param color4 defines the value to be set\r\n * @returns this effect.\r\n */\r\n Effect.prototype.setDirectColor4 = function (uniformName, color4) {\r\n if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {\r\n this._engine.setDirectColor4(this._uniforms[uniformName], color4);\r\n }\r\n return this;\r\n };\r\n /** Release all associated resources */\r\n Effect.prototype.dispose = function () {\r\n this._engine._releaseEffect(this);\r\n };\r\n /**\r\n * This function will add a new shader to the shader store\r\n * @param name the name of the shader\r\n * @param pixelShader optional pixel shader content\r\n * @param vertexShader optional vertex shader content\r\n */\r\n Effect.RegisterShader = function (name, pixelShader, vertexShader) {\r\n if (pixelShader) {\r\n Effect.ShadersStore[name + \"PixelShader\"] = pixelShader;\r\n }\r\n if (vertexShader) {\r\n Effect.ShadersStore[name + \"VertexShader\"] = vertexShader;\r\n }\r\n };\r\n /**\r\n * Resets the cache of effects.\r\n */\r\n Effect.ResetCache = function () {\r\n Effect._baseCache = {};\r\n };\r\n /**\r\n * Gets or sets the relative url used to load shaders if using the engine in non-minified mode\r\n */\r\n Effect.ShadersRepository = \"src/Shaders/\";\r\n Effect._uniqueIdSeed = 0;\r\n Effect._baseCache = {};\r\n /**\r\n * Store of each shader (The can be looked up using effect.key)\r\n */\r\n Effect.ShadersStore = {};\r\n /**\r\n * Store of each included file for a shader (The can be looked up using effect.key)\r\n */\r\n Effect.IncludesShadersStore = {};\r\n return Effect;\r\n}());\r\nexport { Effect };\r\n//# sourceMappingURL=effect.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "index": 74, "index2": 74, "size": 23692, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 524, "building": 22, "dependencies": 183 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony side effect evaluation", "userRequest": "./imageProcessingConfiguration", "loc": "8:0-78" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./imageProcessingConfiguration", "loc": "801:16-44" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./imageProcessingConfiguration", "loc": "802:16-44" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./imageProcessingConfiguration", "loc": "803:16-44" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony side effect evaluation", "userRequest": "./Materials/imageProcessingConfiguration", "loc": "13:0-88" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Materials/imageProcessingConfiguration", "loc": "620:12-40" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Materials/imageProcessingConfiguration", "loc": "621:54-82" } ], "providedExports": [ "ImageProcessingConfigurationDefines", "ImageProcessingConfiguration" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsTexture, serializeAsColorCurves, serializeAsColor4 } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { ColorCurves } from \"../Materials/colorCurves\";\r\n/**\r\n * @hidden\r\n */\r\nvar ImageProcessingConfigurationDefines = /** @class */ (function (_super) {\r\n tslib_1.__extends(ImageProcessingConfigurationDefines, _super);\r\n function ImageProcessingConfigurationDefines() {\r\n var _this = _super.call(this) || this;\r\n _this.IMAGEPROCESSING = false;\r\n _this.VIGNETTE = false;\r\n _this.VIGNETTEBLENDMODEMULTIPLY = false;\r\n _this.VIGNETTEBLENDMODEOPAQUE = false;\r\n _this.TONEMAPPING = false;\r\n _this.TONEMAPPING_ACES = false;\r\n _this.CONTRAST = false;\r\n _this.COLORCURVES = false;\r\n _this.COLORGRADING = false;\r\n _this.COLORGRADING3D = false;\r\n _this.SAMPLER3DGREENDEPTH = false;\r\n _this.SAMPLER3DBGRMAP = false;\r\n _this.IMAGEPROCESSINGPOSTPROCESS = false;\r\n _this.EXPOSURE = false;\r\n _this.rebuild();\r\n return _this;\r\n }\r\n return ImageProcessingConfigurationDefines;\r\n}(MaterialDefines));\r\nexport { ImageProcessingConfigurationDefines };\r\n/**\r\n * This groups together the common properties used for image processing either in direct forward pass\r\n * or through post processing effect depending on the use of the image processing pipeline in your scene\r\n * or not.\r\n */\r\nvar ImageProcessingConfiguration = /** @class */ (function () {\r\n function ImageProcessingConfiguration() {\r\n /**\r\n * Color curves setup used in the effect if colorCurvesEnabled is set to true\r\n */\r\n this.colorCurves = new ColorCurves();\r\n this._colorCurvesEnabled = false;\r\n this._colorGradingEnabled = false;\r\n this._colorGradingWithGreenDepth = true;\r\n this._colorGradingBGR = true;\r\n /** @hidden */\r\n this._exposure = 1.0;\r\n this._toneMappingEnabled = false;\r\n this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;\r\n this._contrast = 1.0;\r\n /**\r\n * Vignette stretch size.\r\n */\r\n this.vignetteStretch = 0;\r\n /**\r\n * Vignette centre X Offset.\r\n */\r\n this.vignetteCentreX = 0;\r\n /**\r\n * Vignette centre Y Offset.\r\n */\r\n this.vignetteCentreY = 0;\r\n /**\r\n * Vignette weight or intensity of the vignette effect.\r\n */\r\n this.vignetteWeight = 1.5;\r\n /**\r\n * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)\r\n * if vignetteEnabled is set to true.\r\n */\r\n this.vignetteColor = new Color4(0, 0, 0, 0);\r\n /**\r\n * Camera field of view used by the Vignette effect.\r\n */\r\n this.vignetteCameraFov = 0.5;\r\n this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;\r\n this._vignetteEnabled = false;\r\n this._applyByPostProcess = false;\r\n this._isEnabled = true;\r\n /**\r\n * An event triggered when the configuration changes and requires Shader to Update some parameters.\r\n */\r\n this.onUpdateParameters = new Observable();\r\n }\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorCurvesEnabled\", {\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n get: function () {\r\n return this._colorCurvesEnabled;\r\n },\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._colorCurvesEnabled === value) {\r\n return;\r\n }\r\n this._colorCurvesEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingTexture\", {\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n get: function () {\r\n return this._colorGradingTexture;\r\n },\r\n /**\r\n * Color grading LUT texture used in the effect if colorGradingEnabled is set to true\r\n */\r\n set: function (value) {\r\n if (this._colorGradingTexture === value) {\r\n return;\r\n }\r\n this._colorGradingTexture = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingEnabled\", {\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n get: function () {\r\n return this._colorGradingEnabled;\r\n },\r\n /**\r\n * Sets wether the color grading effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingEnabled === value) {\r\n return;\r\n }\r\n this._colorGradingEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingWithGreenDepth\", {\r\n /**\r\n * Gets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n get: function () {\r\n return this._colorGradingWithGreenDepth;\r\n },\r\n /**\r\n * Sets wether the color grading effect is using a green depth for the 3d Texture.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingWithGreenDepth === value) {\r\n return;\r\n }\r\n this._colorGradingWithGreenDepth = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"colorGradingBGR\", {\r\n /**\r\n * Gets wether the color grading texture contains BGR values.\r\n */\r\n get: function () {\r\n return this._colorGradingBGR;\r\n },\r\n /**\r\n * Sets wether the color grading texture contains BGR values.\r\n */\r\n set: function (value) {\r\n if (this._colorGradingBGR === value) {\r\n return;\r\n }\r\n this._colorGradingBGR = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"exposure\", {\r\n /**\r\n * Gets the Exposure used in the effect.\r\n */\r\n get: function () {\r\n return this._exposure;\r\n },\r\n /**\r\n * Sets the Exposure used in the effect.\r\n */\r\n set: function (value) {\r\n if (this._exposure === value) {\r\n return;\r\n }\r\n this._exposure = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"toneMappingEnabled\", {\r\n /**\r\n * Gets wether the tone mapping effect is enabled.\r\n */\r\n get: function () {\r\n return this._toneMappingEnabled;\r\n },\r\n /**\r\n * Sets wether the tone mapping effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._toneMappingEnabled === value) {\r\n return;\r\n }\r\n this._toneMappingEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"toneMappingType\", {\r\n /**\r\n * Gets the type of tone mapping effect.\r\n */\r\n get: function () {\r\n return this._toneMappingType;\r\n },\r\n /**\r\n * Sets the type of tone mapping effect used in BabylonJS.\r\n */\r\n set: function (value) {\r\n if (this._toneMappingType === value) {\r\n return;\r\n }\r\n this._toneMappingType = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"contrast\", {\r\n /**\r\n * Gets the contrast used in the effect.\r\n */\r\n get: function () {\r\n return this._contrast;\r\n },\r\n /**\r\n * Sets the contrast used in the effect.\r\n */\r\n set: function (value) {\r\n if (this._contrast === value) {\r\n return;\r\n }\r\n this._contrast = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"vignetteBlendMode\", {\r\n /**\r\n * Gets the vignette blend mode allowing different kind of effect.\r\n */\r\n get: function () {\r\n return this._vignetteBlendMode;\r\n },\r\n /**\r\n * Sets the vignette blend mode allowing different kind of effect.\r\n */\r\n set: function (value) {\r\n if (this._vignetteBlendMode === value) {\r\n return;\r\n }\r\n this._vignetteBlendMode = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"vignetteEnabled\", {\r\n /**\r\n * Gets wether the vignette effect is enabled.\r\n */\r\n get: function () {\r\n return this._vignetteEnabled;\r\n },\r\n /**\r\n * Sets wether the vignette effect is enabled.\r\n */\r\n set: function (value) {\r\n if (this._vignetteEnabled === value) {\r\n return;\r\n }\r\n this._vignetteEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"applyByPostProcess\", {\r\n /**\r\n * Gets wether the image processing is applied through a post process or not.\r\n */\r\n get: function () {\r\n return this._applyByPostProcess;\r\n },\r\n /**\r\n * Sets wether the image processing is applied through a post process or not.\r\n */\r\n set: function (value) {\r\n if (this._applyByPostProcess === value) {\r\n return;\r\n }\r\n this._applyByPostProcess = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration.prototype, \"isEnabled\", {\r\n /**\r\n * Gets wether the image processing is enabled or not.\r\n */\r\n get: function () {\r\n return this._isEnabled;\r\n },\r\n /**\r\n * Sets wether the image processing is enabled or not.\r\n */\r\n set: function (value) {\r\n if (this._isEnabled === value) {\r\n return;\r\n }\r\n this._isEnabled = value;\r\n this._updateParameters();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Method called each time the image processing information changes requires to recompile the effect.\r\n */\r\n ImageProcessingConfiguration.prototype._updateParameters = function () {\r\n this.onUpdateParameters.notifyObservers(this);\r\n };\r\n /**\r\n * Gets the current class name.\r\n * @return \"ImageProcessingConfiguration\"\r\n */\r\n ImageProcessingConfiguration.prototype.getClassName = function () {\r\n return \"ImageProcessingConfiguration\";\r\n };\r\n /**\r\n * Prepare the list of uniforms associated with the Image Processing effects.\r\n * @param uniforms The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {\r\n if (defines.EXPOSURE) {\r\n uniforms.push(\"exposureLinear\");\r\n }\r\n if (defines.CONTRAST) {\r\n uniforms.push(\"contrast\");\r\n }\r\n if (defines.COLORGRADING) {\r\n uniforms.push(\"colorTransformSettings\");\r\n }\r\n if (defines.VIGNETTE) {\r\n uniforms.push(\"vInverseScreenSize\");\r\n uniforms.push(\"vignetteSettings1\");\r\n uniforms.push(\"vignetteSettings2\");\r\n }\r\n if (defines.COLORCURVES) {\r\n ColorCurves.PrepareUniforms(uniforms);\r\n }\r\n };\r\n /**\r\n * Prepare the list of samplers associated with the Image Processing effects.\r\n * @param samplersList The list of uniforms used in the effect\r\n * @param defines the list of defines currently in use\r\n */\r\n ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {\r\n if (defines.COLORGRADING) {\r\n samplersList.push(\"txColorTransform\");\r\n }\r\n };\r\n /**\r\n * Prepare the list of defines associated to the shader.\r\n * @param defines the list of defines to complete\r\n * @param forPostProcess Define if we are currently in post process mode or not\r\n */\r\n ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {\r\n if (forPostProcess === void 0) { forPostProcess = false; }\r\n if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {\r\n defines.VIGNETTE = false;\r\n defines.TONEMAPPING = false;\r\n defines.TONEMAPPING_ACES = false;\r\n defines.CONTRAST = false;\r\n defines.EXPOSURE = false;\r\n defines.COLORCURVES = false;\r\n defines.COLORGRADING = false;\r\n defines.COLORGRADING3D = false;\r\n defines.IMAGEPROCESSING = false;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;\r\n return;\r\n }\r\n defines.VIGNETTE = this.vignetteEnabled;\r\n defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);\r\n defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;\r\n defines.TONEMAPPING = this.toneMappingEnabled;\r\n switch (this._toneMappingType) {\r\n case ImageProcessingConfiguration.TONEMAPPING_ACES:\r\n defines.TONEMAPPING_ACES = true;\r\n break;\r\n default:\r\n defines.TONEMAPPING_ACES = false;\r\n break;\r\n }\r\n defines.CONTRAST = (this.contrast !== 1.0);\r\n defines.EXPOSURE = (this.exposure !== 1.0);\r\n defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);\r\n defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);\r\n if (defines.COLORGRADING) {\r\n defines.COLORGRADING3D = this.colorGradingTexture.is3D;\r\n }\r\n else {\r\n defines.COLORGRADING3D = false;\r\n }\r\n defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;\r\n defines.SAMPLER3DBGRMAP = this.colorGradingBGR;\r\n defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;\r\n defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;\r\n };\r\n /**\r\n * Returns true if all the image processing information are ready.\r\n * @returns True if ready, otherwise, false\r\n */\r\n ImageProcessingConfiguration.prototype.isReady = function () {\r\n // Color Grading texure can not be none blocking.\r\n return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();\r\n };\r\n /**\r\n * Binds the image processing to the shader.\r\n * @param effect The effect to bind to\r\n * @param aspectRatio Define the current aspect ratio of the effect\r\n */\r\n ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {\r\n if (aspectRatio === void 0) { aspectRatio = 1; }\r\n // Color Curves\r\n if (this._colorCurvesEnabled && this.colorCurves) {\r\n ColorCurves.Bind(this.colorCurves, effect);\r\n }\r\n // Vignette\r\n if (this._vignetteEnabled) {\r\n var inverseWidth = 1 / effect.getEngine().getRenderWidth();\r\n var inverseHeight = 1 / effect.getEngine().getRenderHeight();\r\n effect.setFloat2(\"vInverseScreenSize\", inverseWidth, inverseHeight);\r\n var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);\r\n var vignetteScaleX = vignetteScaleY * aspectRatio;\r\n var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);\r\n vignetteScaleX = Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);\r\n vignetteScaleY = Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);\r\n effect.setFloat4(\"vignetteSettings1\", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);\r\n var vignettePower = -2.0 * this.vignetteWeight;\r\n effect.setFloat4(\"vignetteSettings2\", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);\r\n }\r\n // Exposure\r\n effect.setFloat(\"exposureLinear\", this.exposure);\r\n // Contrast\r\n effect.setFloat(\"contrast\", this.contrast);\r\n // Color transform settings\r\n if (this.colorGradingTexture) {\r\n effect.setTexture(\"txColorTransform\", this.colorGradingTexture);\r\n var textureSize = this.colorGradingTexture.getSize().height;\r\n effect.setFloat4(\"colorTransformSettings\", (textureSize - 1) / textureSize, // textureScale\r\n 0.5 / textureSize, // textureOffset\r\n textureSize, // textureSize\r\n this.colorGradingTexture.level // weight\r\n );\r\n }\r\n };\r\n /**\r\n * Clones the current image processing instance.\r\n * @return The cloned image processing\r\n */\r\n ImageProcessingConfiguration.prototype.clone = function () {\r\n return SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);\r\n };\r\n /**\r\n * Serializes the current image processing instance to a json representation.\r\n * @return a JSON representation\r\n */\r\n ImageProcessingConfiguration.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Parses the image processing from a json representation.\r\n * @param source the JSON source to parse\r\n * @return The parsed image processing\r\n */\r\n ImageProcessingConfiguration.Parse = function (source) {\r\n return SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);\r\n };\r\n Object.defineProperty(ImageProcessingConfiguration, \"VIGNETTEMODE_MULTIPLY\", {\r\n /**\r\n * Used to apply the vignette as a mix with the pixel color.\r\n */\r\n get: function () {\r\n return this._VIGNETTEMODE_MULTIPLY;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(ImageProcessingConfiguration, \"VIGNETTEMODE_OPAQUE\", {\r\n /**\r\n * Used to apply the vignette as a replacement of the pixel color.\r\n */\r\n get: function () {\r\n return this._VIGNETTEMODE_OPAQUE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Default tone mapping applied in BabylonJS.\r\n */\r\n ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;\r\n /**\r\n * ACES Tone mapping (used by default in unreal and unity). This can help getting closer\r\n * to other engines rendering to increase portability.\r\n */\r\n ImageProcessingConfiguration.TONEMAPPING_ACES = 1;\r\n // Static constants associated to the image processing.\r\n ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;\r\n ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;\r\n tslib_1.__decorate([\r\n serializeAsColorCurves()\r\n ], ImageProcessingConfiguration.prototype, \"colorCurves\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorCurvesEnabled\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"colorGradingTexture\")\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingTexture\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingEnabled\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingWithGreenDepth\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_colorGradingBGR\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_exposure\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_toneMappingEnabled\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_toneMappingType\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_contrast\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteStretch\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCentreX\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCentreY\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteWeight\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsColor4()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteColor\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"vignetteCameraFov\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_vignetteBlendMode\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_vignetteEnabled\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_applyByPostProcess\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], ImageProcessingConfiguration.prototype, \"_isEnabled\", void 0);\r\n return ImageProcessingConfiguration;\r\n}());\r\nexport { ImageProcessingConfiguration };\r\n// References the dependencies.\r\nSerializationHelper._ImageProcessingConfigurationParser = 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/material", "loc": "1:0-49" }, { "moduleId": "../../.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\PostProcesses\\postProcessManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "type": "harmony import specifier", "userRequest": "../Materials/material", "loc": "109:40-48" }, { "moduleId": "../../.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\PostProcesses\\postProcessManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/PostProcesses/postProcessManager.js", "type": "harmony import specifier", "userRequest": "../Materials/material", "loc": "162:40-48" } ], "providedExports": [ "Material" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { BaseSubMesh } from \"../Meshes/subMesh\";\r\nimport { UniformBuffer } from \"./uniformBuffer\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { Plane } from '../Maths/math.plane';\r\n/**\r\n * Base class for the main features of a material in Babylon.js\r\n */\r\nvar Material = /** @class */ (function () {\r\n /**\r\n * Creates a material instance\r\n * @param name defines the name of the material\r\n * @param scene defines the scene to reference\r\n * @param doNotAdd specifies if the material should be added to the scene\r\n */\r\n function Material(name, scene, doNotAdd) {\r\n /**\r\n * Gets or sets user defined metadata\r\n */\r\n this.metadata = null;\r\n /**\r\n * For internal use only. Please do not use.\r\n */\r\n this.reservedDataStore = null;\r\n /**\r\n * Specifies if the ready state should be checked on each call\r\n */\r\n this.checkReadyOnEveryCall = false;\r\n /**\r\n * Specifies if the ready state should be checked once\r\n */\r\n this.checkReadyOnlyOnce = false;\r\n /**\r\n * The state of the material\r\n */\r\n this.state = \"\";\r\n /**\r\n * The alpha value of the material\r\n */\r\n this._alpha = 1.0;\r\n /**\r\n * Specifies if back face culling is enabled\r\n */\r\n this._backFaceCulling = true;\r\n /**\r\n * Callback triggered when the material is compiled\r\n */\r\n this.onCompiled = null;\r\n /**\r\n * Callback triggered when an error occurs\r\n */\r\n this.onError = null;\r\n /**\r\n * Callback triggered to get the render target textures\r\n */\r\n this.getRenderTargetTextures = null;\r\n /**\r\n * Specifies if the material should be serialized\r\n */\r\n this.doNotSerialize = false;\r\n /**\r\n * @hidden\r\n */\r\n this._storeEffectOnSubMeshes = false;\r\n /**\r\n * Stores the animations for the material\r\n */\r\n this.animations = null;\r\n /**\r\n * An event triggered when the material is disposed\r\n */\r\n this.onDisposeObservable = new Observable();\r\n /**\r\n * An observer which watches for dispose events\r\n */\r\n this._onDisposeObserver = null;\r\n this._onUnBindObservable = null;\r\n /**\r\n * An observer which watches for bind events\r\n */\r\n this._onBindObserver = null;\r\n /**\r\n * Stores the value of the alpha mode\r\n */\r\n this._alphaMode = Constants.ALPHA_COMBINE;\r\n /**\r\n * Stores the state of the need depth pre-pass value\r\n */\r\n this._needDepthPrePass = false;\r\n /**\r\n * Specifies if depth writing should be disabled\r\n */\r\n this.disableDepthWrite = false;\r\n /**\r\n * Specifies if depth writing should be forced\r\n */\r\n this.forceDepthWrite = false;\r\n /**\r\n * Specifies if there should be a separate pass for culling\r\n */\r\n this.separateCullingPass = false;\r\n /**\r\n * Stores the state specifing if fog should be enabled\r\n */\r\n this._fogEnabled = true;\r\n /**\r\n * Stores the size of points\r\n */\r\n this.pointSize = 1.0;\r\n /**\r\n * Stores the z offset value\r\n */\r\n this.zOffset = 0;\r\n /**\r\n * @hidden\r\n * Stores the effects for the material\r\n */\r\n this._effect = null;\r\n /**\r\n * @hidden\r\n * Specifies if the material was previously ready\r\n */\r\n this._wasPreviouslyReady = false;\r\n /**\r\n * Specifies if uniform buffers should be used\r\n */\r\n this._useUBO = false;\r\n /**\r\n * Stores the fill mode state\r\n */\r\n this._fillMode = Material.TriangleFillMode;\r\n /**\r\n * Specifies if the depth write state should be cached\r\n */\r\n this._cachedDepthWriteState = false;\r\n /** @hidden */\r\n this._indexInSceneMaterialArray = -1;\r\n /** @hidden */\r\n this.meshMap = null;\r\n this.name = name;\r\n this.id = name || Tools.RandomId();\r\n this._scene = scene || EngineStore.LastCreatedScene;\r\n this.uniqueId = this._scene.getUniqueId();\r\n if (this._scene.useRightHandedSystem) {\r\n this.sideOrientation = Material.ClockWiseSideOrientation;\r\n }\r\n else {\r\n this.sideOrientation = Material.CounterClockWiseSideOrientation;\r\n }\r\n this._uniformBuffer = new UniformBuffer(this._scene.getEngine());\r\n this._useUBO = this.getScene().getEngine().supportsUniformBuffers;\r\n if (!doNotAdd) {\r\n this._scene.addMaterial(this);\r\n }\r\n if (this._scene.useMaterialMeshMap) {\r\n this.meshMap = {};\r\n }\r\n }\r\n Object.defineProperty(Material.prototype, \"alpha\", {\r\n /**\r\n * Gets the alpha value of the material\r\n */\r\n get: function () {\r\n return this._alpha;\r\n },\r\n /**\r\n * Sets the alpha value of the material\r\n */\r\n set: function (value) {\r\n if (this._alpha === value) {\r\n return;\r\n }\r\n this._alpha = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"backFaceCulling\", {\r\n /**\r\n * Gets the back-face culling state\r\n */\r\n get: function () {\r\n return this._backFaceCulling;\r\n },\r\n /**\r\n * Sets the back-face culling state\r\n */\r\n set: function (value) {\r\n if (this._backFaceCulling === value) {\r\n return;\r\n }\r\n this._backFaceCulling = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"hasRenderTargetTextures\", {\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onDispose\", {\r\n /**\r\n * Called during a dispose event\r\n */\r\n set: function (callback) {\r\n if (this._onDisposeObserver) {\r\n this.onDisposeObservable.remove(this._onDisposeObserver);\r\n }\r\n this._onDisposeObserver = this.onDisposeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onBindObservable\", {\r\n /**\r\n * An event triggered when the material is bound\r\n */\r\n get: function () {\r\n if (!this._onBindObservable) {\r\n this._onBindObservable = new Observable();\r\n }\r\n return this._onBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onBind\", {\r\n /**\r\n * Called during a bind event\r\n */\r\n set: function (callback) {\r\n if (this._onBindObserver) {\r\n this.onBindObservable.remove(this._onBindObserver);\r\n }\r\n this._onBindObserver = this.onBindObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"onUnBindObservable\", {\r\n /**\r\n * An event triggered when the material is unbound\r\n */\r\n get: function () {\r\n if (!this._onUnBindObservable) {\r\n this._onUnBindObservable = new Observable();\r\n }\r\n return this._onUnBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"alphaMode\", {\r\n /**\r\n * Gets the value of the alpha mode\r\n */\r\n get: function () {\r\n return this._alphaMode;\r\n },\r\n /**\r\n * Sets the value of the alpha mode.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | ALPHA_DISABLE | |\r\n * | 1 | ALPHA_ADD | |\r\n * | 2 | ALPHA_COMBINE | |\r\n * | 3 | ALPHA_SUBTRACT | |\r\n * | 4 | ALPHA_MULTIPLY | |\r\n * | 5 | ALPHA_MAXIMIZED | |\r\n * | 6 | ALPHA_ONEONE | |\r\n * | 7 | ALPHA_PREMULTIPLIED | |\r\n * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |\r\n * | 9 | ALPHA_INTERPOLATE | |\r\n * | 10 | ALPHA_SCREENMODE | |\r\n *\r\n */\r\n set: function (value) {\r\n if (this._alphaMode === value) {\r\n return;\r\n }\r\n this._alphaMode = value;\r\n this.markAsDirty(Material.TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"needDepthPrePass\", {\r\n /**\r\n * Gets the depth pre-pass value\r\n */\r\n get: function () {\r\n return this._needDepthPrePass;\r\n },\r\n /**\r\n * Sets the need depth pre-pass value\r\n */\r\n set: function (value) {\r\n if (this._needDepthPrePass === value) {\r\n return;\r\n }\r\n this._needDepthPrePass = value;\r\n if (this._needDepthPrePass) {\r\n this.checkReadyOnEveryCall = true;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"fogEnabled\", {\r\n /**\r\n * Gets the value of the fog enabled state\r\n */\r\n get: function () {\r\n return this._fogEnabled;\r\n },\r\n /**\r\n * Sets the state for enabling fog\r\n */\r\n set: function (value) {\r\n if (this._fogEnabled === value) {\r\n return;\r\n }\r\n this._fogEnabled = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"wireframe\", {\r\n /**\r\n * Gets a value specifying if wireframe mode is enabled\r\n */\r\n get: function () {\r\n switch (this._fillMode) {\r\n case Material.WireFrameFillMode:\r\n case Material.LineListDrawMode:\r\n case Material.LineLoopDrawMode:\r\n case Material.LineStripDrawMode:\r\n return true;\r\n }\r\n return this._scene.forceWireframe;\r\n },\r\n /**\r\n * Sets the state of wireframe mode\r\n */\r\n set: function (value) {\r\n this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"pointsCloud\", {\r\n /**\r\n * Gets the value specifying if point clouds are enabled\r\n */\r\n get: function () {\r\n switch (this._fillMode) {\r\n case Material.PointFillMode:\r\n case Material.PointListDrawMode:\r\n return true;\r\n }\r\n return this._scene.forcePointsCloud;\r\n },\r\n /**\r\n * Sets the state of point cloud mode\r\n */\r\n set: function (value) {\r\n this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Material.prototype, \"fillMode\", {\r\n /**\r\n * Gets the material fill mode\r\n */\r\n get: function () {\r\n return this._fillMode;\r\n },\r\n /**\r\n * Sets the material fill mode\r\n */\r\n set: function (value) {\r\n if (this._fillMode === value) {\r\n return;\r\n }\r\n this._fillMode = value;\r\n this.markAsDirty(Material.MiscDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a string representation of the current material\r\n * @param fullDetails defines a boolean indicating which levels of logging is desired\r\n * @returns a string with material information\r\n */\r\n Material.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name;\r\n if (fullDetails) {\r\n }\r\n return ret;\r\n };\r\n /**\r\n * Gets the class name of the material\r\n * @returns a string with the class name of the material\r\n */\r\n Material.prototype.getClassName = function () {\r\n return \"Material\";\r\n };\r\n Object.defineProperty(Material.prototype, \"isFrozen\", {\r\n /**\r\n * Specifies if updates for the material been locked\r\n */\r\n get: function () {\r\n return this.checkReadyOnlyOnce;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Locks updates for the material\r\n */\r\n Material.prototype.freeze = function () {\r\n this.checkReadyOnlyOnce = true;\r\n };\r\n /**\r\n * Unlocks updates for the material\r\n */\r\n Material.prototype.unfreeze = function () {\r\n this.checkReadyOnlyOnce = false;\r\n };\r\n /**\r\n * Specifies if the material is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param useInstances specifies if instances should be used\r\n * @returns a boolean indicating if the material is ready to be used\r\n */\r\n Material.prototype.isReady = function (mesh, useInstances) {\r\n return true;\r\n };\r\n /**\r\n * Specifies that the submesh is ready to be used\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n return false;\r\n };\r\n /**\r\n * Returns the material effect\r\n * @returns the effect associated with the material\r\n */\r\n Material.prototype.getEffect = function () {\r\n return this._effect;\r\n };\r\n /**\r\n * Returns the current scene\r\n * @returns a Scene\r\n */\r\n Material.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n Material.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0);\r\n };\r\n /**\r\n * Specifies if the mesh will require alpha blending\r\n * @param mesh defines the mesh to check\r\n * @returns a boolean specifying if alpha blending is needed for the mesh\r\n */\r\n Material.prototype.needAlphaBlendingForMesh = function (mesh) {\r\n return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n Material.prototype.needAlphaTesting = function () {\r\n return false;\r\n };\r\n /**\r\n * Gets the texture used for the alpha test\r\n * @returns the texture to use for alpha testing\r\n */\r\n Material.prototype.getAlphaTestTexture = function () {\r\n return null;\r\n };\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n Material.prototype.markDirty = function () {\r\n this._wasPreviouslyReady = false;\r\n };\r\n /** @hidden */\r\n Material.prototype._preBind = function (effect, overrideOrientation) {\r\n if (overrideOrientation === void 0) { overrideOrientation = null; }\r\n var engine = this._scene.getEngine();\r\n var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;\r\n var reverse = orientation === Material.ClockWiseSideOrientation;\r\n engine.enableEffect(effect ? effect : this._effect);\r\n engine.setState(this.backFaceCulling, this.zOffset, false, reverse);\r\n return reverse;\r\n };\r\n /**\r\n * Binds the material to the mesh\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh to bind the material to\r\n */\r\n Material.prototype.bind = function (world, mesh) {\r\n };\r\n /**\r\n * Binds the submesh to the material\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {\r\n };\r\n /**\r\n * Binds the world matrix to the material\r\n * @param world defines the world transformation matrix\r\n */\r\n Material.prototype.bindOnlyWorldMatrix = function (world) {\r\n };\r\n /**\r\n * Binds the scene's uniform buffer to the effect.\r\n * @param effect defines the effect to bind to the scene uniform buffer\r\n * @param sceneUbo defines the uniform buffer storing scene data\r\n */\r\n Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {\r\n sceneUbo.bindToEffect(effect, \"Scene\");\r\n };\r\n /**\r\n * Binds the view matrix to the effect\r\n * @param effect defines the effect to bind the view matrix to\r\n */\r\n Material.prototype.bindView = function (effect) {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"view\", this.getScene().getViewMatrix());\r\n }\r\n else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n };\r\n /**\r\n * Binds the view projection matrix to the effect\r\n * @param effect defines the effect to bind the view projection matrix to\r\n */\r\n Material.prototype.bindViewProjection = function (effect) {\r\n if (!this._useUBO) {\r\n effect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n }\r\n else {\r\n this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());\r\n }\r\n };\r\n /**\r\n * Specifies if material alpha testing should be turned on for the mesh\r\n * @param mesh defines the mesh to check\r\n */\r\n Material.prototype._shouldTurnAlphaTestOn = function (mesh) {\r\n return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());\r\n };\r\n /**\r\n * Processes to execute after binding the material to a mesh\r\n * @param mesh defines the rendered mesh\r\n */\r\n Material.prototype._afterBind = function (mesh) {\r\n this._scene._cachedMaterial = this;\r\n if (mesh) {\r\n this._scene._cachedVisibility = mesh.visibility;\r\n }\r\n else {\r\n this._scene._cachedVisibility = 1;\r\n }\r\n if (this._onBindObservable && mesh) {\r\n this._onBindObservable.notifyObservers(mesh);\r\n }\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n this._cachedDepthWriteState = engine.getDepthWrite();\r\n engine.setDepthWrite(false);\r\n }\r\n };\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n Material.prototype.unbind = function () {\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.notifyObservers(this);\r\n }\r\n if (this.disableDepthWrite) {\r\n var engine = this._scene.getEngine();\r\n engine.setDepthWrite(this._cachedDepthWriteState);\r\n }\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n Material.prototype.getActiveTextures = function () {\r\n return [];\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n Material.prototype.hasTexture = function (texture) {\r\n return false;\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n Material.prototype.clone = function (name) {\r\n return null;\r\n };\r\n /**\r\n * Gets the meshes bound to the material\r\n * @returns an array of meshes bound to the material\r\n */\r\n Material.prototype.getBindedMeshes = function () {\r\n var _this = this;\r\n if (this.meshMap) {\r\n var result = new Array();\r\n for (var meshId in this.meshMap) {\r\n var mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n result.push(mesh);\r\n }\r\n }\r\n return result;\r\n }\r\n else {\r\n var meshes = this._scene.meshes;\r\n return meshes.filter(function (mesh) { return mesh.material === _this; });\r\n }\r\n };\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh associated with this material\r\n * @param onCompiled defines a function to execute once the material is compiled\r\n * @param options defines the options to configure the compilation\r\n */\r\n Material.prototype.forceCompilation = function (mesh, onCompiled, options) {\r\n var _this = this;\r\n var localOptions = tslib_1.__assign({ clipPlane: false }, options);\r\n var subMesh = new BaseSubMesh();\r\n var scene = this.getScene();\r\n var checkReady = function () {\r\n if (!_this._scene || !_this._scene.getEngine()) {\r\n return;\r\n }\r\n if (subMesh._materialDefines) {\r\n subMesh._materialDefines._renderId = -1;\r\n }\r\n var clipPlaneState = scene.clipPlane;\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = new Plane(0, 0, 0, 1);\r\n }\r\n if (_this._storeEffectOnSubMeshes) {\r\n if (_this.isReadyForSubMesh(mesh, subMesh)) {\r\n if (onCompiled) {\r\n onCompiled(_this);\r\n }\r\n }\r\n else {\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n else {\r\n if (_this.isReady()) {\r\n if (onCompiled) {\r\n onCompiled(_this);\r\n }\r\n }\r\n else {\r\n setTimeout(checkReady, 16);\r\n }\r\n }\r\n if (localOptions.clipPlane) {\r\n scene.clipPlane = clipPlaneState;\r\n }\r\n };\r\n checkReady();\r\n };\r\n /**\r\n * Force shader compilation\r\n * @param mesh defines the mesh that will use this material\r\n * @param options defines additional options for compiling the shaders\r\n * @returns a promise that resolves when the compilation completes\r\n */\r\n Material.prototype.forceCompilationAsync = function (mesh, options) {\r\n var _this = this;\r\n return new Promise(function (resolve) {\r\n _this.forceCompilation(mesh, function () {\r\n resolve();\r\n }, options);\r\n });\r\n };\r\n /**\r\n * Marks a define in the material to indicate that it needs to be re-computed\r\n * @param flag defines a flag used to determine which parts of the material have to be marked as dirty\r\n */\r\n Material.prototype.markAsDirty = function (flag) {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n Material._DirtyCallbackArray.length = 0;\r\n if (flag & Material.TextureDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);\r\n }\r\n if (flag & Material.LightDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);\r\n }\r\n if (flag & Material.FresnelDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);\r\n }\r\n if (flag & Material.AttributesDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);\r\n }\r\n if (flag & Material.MiscDirtyFlag) {\r\n Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);\r\n }\r\n if (Material._DirtyCallbackArray.length) {\r\n this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);\r\n }\r\n this.getScene().resetCachedMaterial();\r\n };\r\n /**\r\n * Marks all submeshes of a material to indicate that their material defines need to be re-calculated\r\n * @param func defines a function which checks material defines against the submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsDirty = function (func) {\r\n if (this.getScene().blockMaterialDirtyMechanism) {\r\n return;\r\n }\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var mesh = meshes_1[_i];\r\n if (!mesh.subMeshes) {\r\n continue;\r\n }\r\n for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {\r\n var subMesh = _b[_a];\r\n if (subMesh.getMaterial() !== this) {\r\n continue;\r\n }\r\n if (!subMesh._materialDefines) {\r\n continue;\r\n }\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n };\r\n /**\r\n * Indicates that we need to re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsAllDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._AllDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that image processing needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that textures need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsTexturesDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that fresnel needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsFresnelDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that fresnel and misc need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that lights need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsLightsDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that attributes need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsAttributesDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that misc needs to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);\r\n };\r\n /**\r\n * Indicates that textures and misc need to be re-calculated for all submeshes\r\n */\r\n Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {\r\n this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh\r\n */\r\n Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {\r\n var scene = this.getScene();\r\n // Animations\r\n scene.stopAnimation(this);\r\n scene.freeProcessedMaterials();\r\n // Remove from scene\r\n scene.removeMaterial(this);\r\n if (notBoundToMesh !== true) {\r\n // Remove from meshes\r\n if (this.meshMap) {\r\n for (var meshId in this.meshMap) {\r\n var mesh = this.meshMap[meshId];\r\n if (mesh) {\r\n mesh.material = null; // will set the entry in the map to undefined\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n else {\r\n var meshes = scene.meshes;\r\n for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {\r\n var mesh = meshes_2[_i];\r\n if (mesh.material === this && !mesh.sourceMesh) {\r\n mesh.material = null;\r\n this.releaseVertexArrayObject(mesh, forceDisposeEffect);\r\n }\r\n }\r\n }\r\n }\r\n this._uniformBuffer.dispose();\r\n // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect\r\n if (forceDisposeEffect && this._effect) {\r\n if (!this._storeEffectOnSubMeshes) {\r\n this._effect.dispose();\r\n }\r\n this._effect = null;\r\n }\r\n // Callback\r\n this.onDisposeObservable.notifyObservers(this);\r\n this.onDisposeObservable.clear();\r\n if (this._onBindObservable) {\r\n this._onBindObservable.clear();\r\n }\r\n if (this._onUnBindObservable) {\r\n this._onUnBindObservable.clear();\r\n }\r\n };\r\n /** @hidden */\r\n Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {\r\n if (mesh.geometry) {\r\n var geometry = (mesh.geometry);\r\n if (this._storeEffectOnSubMeshes) {\r\n for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n geometry._releaseVertexArrayObject(subMesh._materialEffect);\r\n if (forceDisposeEffect && subMesh._materialEffect) {\r\n subMesh._materialEffect.dispose();\r\n }\r\n }\r\n }\r\n else {\r\n geometry._releaseVertexArrayObject(this._effect);\r\n }\r\n }\r\n };\r\n /**\r\n * Serializes this material\r\n * @returns the serialized material object\r\n */\r\n Material.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Creates a material from parsed material data\r\n * @param parsedMaterial defines parsed material data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures\r\n * @returns a new material\r\n */\r\n Material.Parse = function (parsedMaterial, scene, rootUrl) {\r\n if (!parsedMaterial.customType) {\r\n parsedMaterial.customType = \"BABYLON.StandardMaterial\";\r\n }\r\n else if (parsedMaterial.customType === \"BABYLON.PBRMaterial\" && parsedMaterial.overloadedAlbedo) {\r\n parsedMaterial.customType = \"BABYLON.LegacyPBRMaterial\";\r\n if (!BABYLON.LegacyPBRMaterial) {\r\n Logger.Error(\"Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.\");\r\n return null;\r\n }\r\n }\r\n var materialType = Tools.Instantiate(parsedMaterial.customType);\r\n return materialType.Parse(parsedMaterial, scene, rootUrl);\r\n };\r\n /**\r\n * Returns the triangle fill mode\r\n */\r\n Material.TriangleFillMode = Constants.MATERIAL_TriangleFillMode;\r\n /**\r\n * Returns the wireframe mode\r\n */\r\n Material.WireFrameFillMode = Constants.MATERIAL_WireFrameFillMode;\r\n /**\r\n * Returns the point fill mode\r\n */\r\n Material.PointFillMode = Constants.MATERIAL_PointFillMode;\r\n /**\r\n * Returns the point list draw mode\r\n */\r\n Material.PointListDrawMode = Constants.MATERIAL_PointListDrawMode;\r\n /**\r\n * Returns the line list draw mode\r\n */\r\n Material.LineListDrawMode = Constants.MATERIAL_LineListDrawMode;\r\n /**\r\n * Returns the line loop draw mode\r\n */\r\n Material.LineLoopDrawMode = Constants.MATERIAL_LineLoopDrawMode;\r\n /**\r\n * Returns the line strip draw mode\r\n */\r\n Material.LineStripDrawMode = Constants.MATERIAL_LineStripDrawMode;\r\n /**\r\n * Returns the triangle strip draw mode\r\n */\r\n Material.TriangleStripDrawMode = Constants.MATERIAL_TriangleStripDrawMode;\r\n /**\r\n * Returns the triangle fan draw mode\r\n */\r\n Material.TriangleFanDrawMode = Constants.MATERIAL_TriangleFanDrawMode;\r\n /**\r\n * Stores the clock-wise side orientation\r\n */\r\n Material.ClockWiseSideOrientation = Constants.MATERIAL_ClockWiseSideOrientation;\r\n /**\r\n * Stores the counter clock-wise side orientation\r\n */\r\n Material.CounterClockWiseSideOrientation = Constants.MATERIAL_CounterClockWiseSideOrientation;\r\n /**\r\n * The dirty texture flag value\r\n */\r\n Material.TextureDirtyFlag = Constants.MATERIAL_TextureDirtyFlag;\r\n /**\r\n * The dirty light flag value\r\n */\r\n Material.LightDirtyFlag = Constants.MATERIAL_LightDirtyFlag;\r\n /**\r\n * The dirty fresnel flag value\r\n */\r\n Material.FresnelDirtyFlag = Constants.MATERIAL_FresnelDirtyFlag;\r\n /**\r\n * The dirty attribute flag value\r\n */\r\n Material.AttributesDirtyFlag = Constants.MATERIAL_AttributesDirtyFlag;\r\n /**\r\n * The dirty misc flag value\r\n */\r\n Material.MiscDirtyFlag = Constants.MATERIAL_MiscDirtyFlag;\r\n /**\r\n * The all dirty flag value\r\n */\r\n Material.AllDirtyFlag = Constants.MATERIAL_AllDirtyFlag;\r\n Material._AllDirtyCallBack = function (defines) { return defines.markAllAsDirty(); };\r\n Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };\r\n Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };\r\n Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };\r\n Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };\r\n Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };\r\n Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };\r\n Material._FresnelAndMiscDirtyCallBack = function (defines) {\r\n Material._FresnelDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n };\r\n Material._TextureAndMiscDirtyCallBack = function (defines) {\r\n Material._TextureDirtyCallBack(defines);\r\n Material._MiscDirtyCallBack(defines);\r\n };\r\n Material._DirtyCallbackArray = [];\r\n Material._RunDirtyCallBacks = function (defines) {\r\n for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {\r\n var cb = _a[_i];\r\n cb(defines);\r\n }\r\n };\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"id\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"uniqueId\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"name\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"checkReadyOnEveryCall\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"checkReadyOnlyOnce\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"state\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"alpha\")\r\n ], Material.prototype, \"_alpha\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"backFaceCulling\")\r\n ], Material.prototype, \"_backFaceCulling\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"sideOrientation\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"alphaMode\")\r\n ], Material.prototype, \"_alphaMode\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"_needDepthPrePass\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"disableDepthWrite\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"forceDepthWrite\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"separateCullingPass\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"fogEnabled\")\r\n ], Material.prototype, \"_fogEnabled\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"pointSize\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"zOffset\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"wireframe\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"pointsCloud\", null);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], Material.prototype, \"fillMode\", null);\r\n return Material;\r\n}());\r\nexport { Material };\r\n//# sourceMappingURL=material.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/materialDefines.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\materialDefines.js", "name": 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 333, "building": 22, "dependencies": 63 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/materialDefines", "loc": "6:0-63" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\imageProcessingConfiguration.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/imageProcessingConfiguration.js", "type": "harmony import specifier", "userRequest": "../Materials/materialDefines", "loc": "33:2-17" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/materialDefines", "loc": "10:0-63" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "../Materials/materialDefines", "loc": "144:2-17" } ], "providedExports": [ "MaterialDefines" ], "optimizationBailout": [], "depth": 2, "source": "/**\r\n * Manages the defines for the Material\r\n */\r\nvar MaterialDefines = /** @class */ (function () {\r\n function MaterialDefines() {\r\n this._isDirty = true;\r\n /** @hidden */\r\n this._areLightsDirty = true;\r\n /** @hidden */\r\n this._areAttributesDirty = true;\r\n /** @hidden */\r\n this._areTexturesDirty = true;\r\n /** @hidden */\r\n this._areFresnelDirty = true;\r\n /** @hidden */\r\n this._areMiscDirty = true;\r\n /** @hidden */\r\n this._areImageProcessingDirty = true;\r\n /** @hidden */\r\n this._normals = false;\r\n /** @hidden */\r\n this._uvs = false;\r\n /** @hidden */\r\n this._needNormals = false;\r\n /** @hidden */\r\n this._needUVs = false;\r\n }\r\n Object.defineProperty(MaterialDefines.prototype, \"isDirty\", {\r\n /**\r\n * Specifies if the material needs to be re-calculated\r\n */\r\n get: function () {\r\n return this._isDirty;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Marks the material to indicate that it has been re-calculated\r\n */\r\n MaterialDefines.prototype.markAsProcessed = function () {\r\n this._isDirty = false;\r\n this._areAttributesDirty = false;\r\n this._areTexturesDirty = false;\r\n this._areFresnelDirty = false;\r\n this._areLightsDirty = false;\r\n this._areMiscDirty = false;\r\n this._areImageProcessingDirty = false;\r\n };\r\n /**\r\n * Marks the material to indicate that it needs to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAsUnprocessed = function () {\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate all of its defines need to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAllAsDirty = function () {\r\n this._areTexturesDirty = true;\r\n this._areAttributesDirty = true;\r\n this._areLightsDirty = true;\r\n this._areFresnelDirty = true;\r\n this._areMiscDirty = true;\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate that image processing needs to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAsImageProcessingDirty = function () {\r\n this._areImageProcessingDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the material to indicate the lights need to be re-calculated\r\n */\r\n MaterialDefines.prototype.markAsLightDirty = function () {\r\n this._areLightsDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the attribute state as changed\r\n */\r\n MaterialDefines.prototype.markAsAttributesDirty = function () {\r\n this._areAttributesDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the texture state as changed\r\n */\r\n MaterialDefines.prototype.markAsTexturesDirty = function () {\r\n this._areTexturesDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the fresnel state as changed\r\n */\r\n MaterialDefines.prototype.markAsFresnelDirty = function () {\r\n this._areFresnelDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Marks the misc state as changed\r\n */\r\n MaterialDefines.prototype.markAsMiscDirty = function () {\r\n this._areMiscDirty = true;\r\n this._isDirty = true;\r\n };\r\n /**\r\n * Rebuilds the material defines\r\n */\r\n MaterialDefines.prototype.rebuild = function () {\r\n if (this._keys) {\r\n delete this._keys;\r\n }\r\n this._keys = [];\r\n for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {\r\n var key = _a[_i];\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n this._keys.push(key);\r\n }\r\n };\r\n /**\r\n * Specifies if two material defines are equal\r\n * @param other - A material define instance to compare to\r\n * @returns - Boolean indicating if the material defines are equal (true) or not (false)\r\n */\r\n MaterialDefines.prototype.isEqual = function (other) {\r\n if (this._keys.length !== other._keys.length) {\r\n return false;\r\n }\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n if (this[prop] !== other[prop]) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Clones this instance's defines to another instance\r\n * @param other - material defines to clone values to\r\n */\r\n MaterialDefines.prototype.cloneTo = function (other) {\r\n if (this._keys.length !== other._keys.length) {\r\n other._keys = this._keys.slice(0);\r\n }\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n other[prop] = this[prop];\r\n }\r\n };\r\n /**\r\n * Resets the material define values\r\n */\r\n MaterialDefines.prototype.reset = function () {\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var type = typeof this[prop];\r\n switch (type) {\r\n case \"number\":\r\n this[prop] = 0;\r\n break;\r\n case \"string\":\r\n this[prop] = \"\";\r\n break;\r\n default:\r\n this[prop] = false;\r\n break;\r\n }\r\n }\r\n };\r\n /**\r\n * Converts the material define values to a string\r\n * @returns - String of material define information\r\n */\r\n MaterialDefines.prototype.toString = function () {\r\n var result = \"\";\r\n for (var index = 0; index < this._keys.length; index++) {\r\n var prop = this._keys[index];\r\n var value = this[prop];\r\n var type = typeof value;\r\n switch (type) {\r\n case \"number\":\r\n case \"string\":\r\n result += \"#define \" + prop + \" \" + value + \"\\n\";\r\n break;\r\n default:\r\n if (value) {\r\n result += \"#define \" + prop + \"\\n\";\r\n }\r\n break;\r\n }\r\n }\r\n return result;\r\n };\r\n return MaterialDefines;\r\n}());\r\nexport { MaterialDefines };\r\n//# sourceMappingURL=materialDefines.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/materialFlags.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\materialFlags.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/materialFlags.js", "index": 112, "index2": 110, "size": 11366, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "issuerId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./materialFlags", "loc": "1322:19-32" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./materialFlags", "loc": "1325:12-25" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", 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Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"AmbientTextureEnabled\", {\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._AmbientTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._AmbientTextureEnabled === value) {\r\n return;\r\n }\r\n this._AmbientTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"OpacityTextureEnabled\", {\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._OpacityTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._OpacityTextureEnabled === value) {\r\n return;\r\n }\r\n this._OpacityTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ReflectionTextureEnabled\", {\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ReflectionTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ReflectionTextureEnabled === value) {\r\n return;\r\n }\r\n this._ReflectionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"EmissiveTextureEnabled\", {\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._EmissiveTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._EmissiveTextureEnabled === value) {\r\n return;\r\n }\r\n this._EmissiveTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"SpecularTextureEnabled\", {\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._SpecularTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._SpecularTextureEnabled === value) {\r\n return;\r\n }\r\n this._SpecularTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"BumpTextureEnabled\", {\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._BumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._BumpTextureEnabled === value) {\r\n return;\r\n }\r\n this._BumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"LightmapTextureEnabled\", {\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._LightmapTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._LightmapTextureEnabled === value) {\r\n return;\r\n }\r\n this._LightmapTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"RefractionTextureEnabled\", {\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._RefractionTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._RefractionTextureEnabled === value) {\r\n return;\r\n }\r\n this._RefractionTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ColorGradingTextureEnabled\", {\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ColorGradingTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ColorGradingTextureEnabled === value) {\r\n return;\r\n }\r\n this._ColorGradingTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"FresnelEnabled\", {\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n get: function () {\r\n return this._FresnelEnabled;\r\n },\r\n set: function (value) {\r\n if (this._FresnelEnabled === value) {\r\n return;\r\n }\r\n this._FresnelEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_FresnelDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatTextureEnabled\", {\r\n /**\r\n * Are clear coat textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatBumpTextureEnabled\", {\r\n /**\r\n * Are clear coat bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatBumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatBumpTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatBumpTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ClearCoatTintTextureEnabled\", {\r\n /**\r\n * Are clear coat tint textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ClearCoatTintTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ClearCoatTintTextureEnabled === value) {\r\n return;\r\n }\r\n this._ClearCoatTintTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"SheenTextureEnabled\", {\r\n /**\r\n * Are sheen textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._SheenTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._SheenTextureEnabled === value) {\r\n return;\r\n }\r\n this._SheenTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"AnisotropicTextureEnabled\", {\r\n /**\r\n * Are anisotropic textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._AnisotropicTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._AnisotropicTextureEnabled === value) {\r\n return;\r\n }\r\n this._AnisotropicTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(MaterialFlags, \"ThicknessTextureEnabled\", {\r\n /**\r\n * Are thickness textures enabled in the application.\r\n */\r\n get: function () {\r\n return this._ThicknessTextureEnabled;\r\n },\r\n set: function (value) {\r\n if (this._ThicknessTextureEnabled === value) {\r\n return;\r\n }\r\n this._ThicknessTextureEnabled = value;\r\n Engine.MarkAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n MaterialFlags._DiffuseTextureEnabled = true;\r\n MaterialFlags._AmbientTextureEnabled = true;\r\n MaterialFlags._OpacityTextureEnabled = true;\r\n MaterialFlags._ReflectionTextureEnabled = true;\r\n MaterialFlags._EmissiveTextureEnabled = true;\r\n MaterialFlags._SpecularTextureEnabled = true;\r\n MaterialFlags._BumpTextureEnabled = true;\r\n MaterialFlags._LightmapTextureEnabled = true;\r\n MaterialFlags._RefractionTextureEnabled = true;\r\n MaterialFlags._ColorGradingTextureEnabled = true;\r\n MaterialFlags._FresnelEnabled = true;\r\n MaterialFlags._ClearCoatTextureEnabled = true;\r\n MaterialFlags._ClearCoatBumpTextureEnabled = true;\r\n MaterialFlags._ClearCoatTintTextureEnabled = true;\r\n MaterialFlags._SheenTextureEnabled = true;\r\n 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"moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./materialHelper", "loc": "1101:16-30" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./materialHelper", "loc": "1104:12-26" } ], "providedExports": [ "MaterialHelper" ], "optimizationBailout": [], "depth": 2, "source": "import { Logger } from \"../Misc/logger\";\r\nimport { Scene } from \"../scene\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { Light } from \"../Lights/light\";\r\nimport { Color3, TmpColors } from '../Maths/math.color';\r\n/**\r\n * \"Static Class\" containing the most commonly used helper while dealing with material for\r\n * rendering purpose.\r\n *\r\n * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.\r\n *\r\n * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.\r\n */\r\nvar MaterialHelper = /** @class */ (function () {\r\n function MaterialHelper() {\r\n }\r\n /**\r\n * Bind the current view position to an effect.\r\n * @param effect The effect to be bound\r\n * @param scene The scene the eyes position is used from\r\n */\r\n MaterialHelper.BindEyePosition = function (effect, scene) {\r\n if (scene._forcedViewPosition) {\r\n effect.setVector3(\"vEyePosition\", scene._forcedViewPosition);\r\n return;\r\n }\r\n var globalPosition = scene.activeCamera.globalPosition;\r\n if (!globalPosition) {\r\n // Use WebVRFreecamera's device position as global position is not it's actual position in babylon space\r\n globalPosition = scene.activeCamera.devicePosition;\r\n }\r\n effect.setVector3(\"vEyePosition\", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : globalPosition);\r\n };\r\n /**\r\n * Helps preparing the defines values about the UVs in used in the effect.\r\n * UVs are shared as much as we can accross channels in the shaders.\r\n * @param texture The texture we are preparing the UVs for\r\n * @param defines The defines to update\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {\r\n defines._needUVs = true;\r\n defines[key] = true;\r\n if (texture.getTextureMatrix().isIdentityAs3x2()) {\r\n defines[key + \"DIRECTUV\"] = texture.coordinatesIndex + 1;\r\n if (texture.coordinatesIndex === 0) {\r\n defines[\"MAINUV1\"] = true;\r\n }\r\n else {\r\n defines[\"MAINUV2\"] = true;\r\n }\r\n }\r\n else {\r\n defines[key + \"DIRECTUV\"] = 0;\r\n }\r\n };\r\n /**\r\n * Binds a texture matrix value to its corrsponding uniform\r\n * @param texture The texture to bind the matrix for\r\n * @param uniformBuffer The uniform buffer receivin the data\r\n * @param key The channel key \"diffuse\", \"specular\"... used in the shader\r\n */\r\n MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {\r\n var matrix = texture.getTextureMatrix();\r\n if (!matrix.isIdentityAs3x2()) {\r\n uniformBuffer.updateMatrix(key + \"Matrix\", matrix);\r\n }\r\n };\r\n /**\r\n * Gets the current status of the fog (should it be enabled?)\r\n * @param mesh defines the mesh to evaluate for fog support\r\n * @param scene defines the hosting scene\r\n * @returns true if fog must be enabled\r\n */\r\n MaterialHelper.GetFogState = function (mesh, scene) {\r\n return (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE);\r\n };\r\n /**\r\n * Helper used to prepare the list of defines associated with misc. values for shader compilation\r\n * @param mesh defines the current mesh\r\n * @param scene defines the current scene\r\n * @param useLogarithmicDepth defines if logarithmic depth has to be turned on\r\n * @param pointsCloud defines if point cloud rendering has to be turned on\r\n * @param fogEnabled defines if fog has to be turned on\r\n * @param alphaTest defines if alpha testing has to be turned on\r\n * @param defines defines the current list of defines\r\n */\r\n MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {\r\n if (defines._areMiscDirty) {\r\n defines[\"LOGARITHMICDEPTH\"] = useLogarithmicDepth;\r\n defines[\"POINTSIZE\"] = pointsCloud;\r\n defines[\"FOG\"] = fogEnabled && this.GetFogState(mesh, scene);\r\n defines[\"NONUNIFORMSCALING\"] = mesh.nonUniformScaling;\r\n defines[\"ALPHATEST\"] = alphaTest;\r\n }\r\n };\r\n /**\r\n * Helper used to prepare the list of defines associated with frame values for shader compilation\r\n * @param scene defines the current scene\r\n * @param engine defines the current engine\r\n * @param defines specifies the list of active defines\r\n * @param useInstances defines if instances have to be turned on\r\n * @param useClipPlane defines if clip plane have to be turned on\r\n */\r\n MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {\r\n if (useClipPlane === void 0) { useClipPlane = null; }\r\n var changed = false;\r\n var useClipPlane1 = false;\r\n var useClipPlane2 = false;\r\n var useClipPlane3 = false;\r\n var useClipPlane4 = false;\r\n useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;\r\n useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;\r\n useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;\r\n useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;\r\n if (defines[\"CLIPPLANE\"] !== useClipPlane1) {\r\n defines[\"CLIPPLANE\"] = useClipPlane1;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE2\"] !== useClipPlane2) {\r\n defines[\"CLIPPLANE2\"] = useClipPlane2;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE3\"] !== useClipPlane3) {\r\n defines[\"CLIPPLANE3\"] = useClipPlane3;\r\n changed = true;\r\n }\r\n if (defines[\"CLIPPLANE4\"] !== useClipPlane4) {\r\n defines[\"CLIPPLANE4\"] = useClipPlane4;\r\n changed = true;\r\n }\r\n if (defines[\"DEPTHPREPASS\"] !== !engine.getColorWrite()) {\r\n defines[\"DEPTHPREPASS\"] = !defines[\"DEPTHPREPASS\"];\r\n changed = true;\r\n }\r\n if (defines[\"INSTANCES\"] !== useInstances) {\r\n defines[\"INSTANCES\"] = useInstances;\r\n changed = true;\r\n }\r\n if (changed) {\r\n defines.markAsUnprocessed();\r\n }\r\n };\r\n /**\r\n * Prepares the defines for bones\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForBones = function (mesh, defines) {\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = mesh.numBoneInfluencers;\r\n var materialSupportsBoneTexture = defines[\"BONETEXTURE\"] !== undefined;\r\n if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {\r\n defines[\"BONETEXTURE\"] = true;\r\n }\r\n else {\r\n defines[\"BonesPerMesh\"] = (mesh.skeleton.bones.length + 1);\r\n defines[\"BONETEXTURE\"] = materialSupportsBoneTexture ? false : undefined;\r\n }\r\n }\r\n else {\r\n defines[\"NUM_BONE_INFLUENCERS\"] = 0;\r\n defines[\"BonesPerMesh\"] = 0;\r\n }\r\n };\r\n /**\r\n * Prepares the defines for morph targets\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForMorphTargets = function (mesh, defines) {\r\n var manager = mesh.morphTargetManager;\r\n if (manager) {\r\n defines[\"MORPHTARGETS_UV\"] = manager.supportsUVs && defines[\"UV1\"];\r\n defines[\"MORPHTARGETS_TANGENT\"] = manager.supportsTangents && defines[\"TANGENT\"];\r\n defines[\"MORPHTARGETS_NORMAL\"] = manager.supportsNormals && defines[\"NORMAL\"];\r\n defines[\"MORPHTARGETS\"] = (manager.numInfluencers > 0);\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = manager.numInfluencers;\r\n }\r\n else {\r\n defines[\"MORPHTARGETS_UV\"] = false;\r\n defines[\"MORPHTARGETS_TANGENT\"] = false;\r\n defines[\"MORPHTARGETS_NORMAL\"] = false;\r\n defines[\"MORPHTARGETS\"] = false;\r\n defines[\"NUM_MORPH_INFLUENCERS\"] = 0;\r\n }\r\n };\r\n /**\r\n * Prepares the defines used in the shader depending on the attributes data available in the mesh\r\n * @param mesh The mesh containing the geometry data we will draw\r\n * @param defines The defines to update\r\n * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)\r\n * @param useBones Precise whether bones should be used or not (override mesh info)\r\n * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)\r\n * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)\r\n * @returns false if defines are considered not dirty and have not been checked\r\n */\r\n MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {\r\n if (useMorphTargets === void 0) { useMorphTargets = false; }\r\n if (useVertexAlpha === void 0) { useVertexAlpha = true; }\r\n if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {\r\n return false;\r\n }\r\n defines._normals = defines._needNormals;\r\n defines._uvs = defines._needUVs;\r\n defines[\"NORMAL\"] = (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.NormalKind));\r\n if (defines._needNormals && mesh.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n defines[\"TANGENT\"] = true;\r\n }\r\n if (defines._needUVs) {\r\n defines[\"UV1\"] = mesh.isVerticesDataPresent(VertexBuffer.UVKind);\r\n defines[\"UV2\"] = mesh.isVerticesDataPresent(VertexBuffer.UV2Kind);\r\n }\r\n else {\r\n defines[\"UV1\"] = false;\r\n defines[\"UV2\"] = false;\r\n }\r\n if (useVertexColor) {\r\n var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(VertexBuffer.ColorKind);\r\n defines[\"VERTEXCOLOR\"] = hasVertexColors;\r\n defines[\"VERTEXALPHA\"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;\r\n }\r\n if (useBones) {\r\n this.PrepareDefinesForBones(mesh, defines);\r\n }\r\n if (useMorphTargets) {\r\n this.PrepareDefinesForMorphTargets(mesh, defines);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Prepares the defines related to multiview\r\n * @param scene The scene we are intending to draw\r\n * @param defines The defines to update\r\n */\r\n MaterialHelper.PrepareDefinesForMultiview = function (scene, defines) {\r\n if (scene.activeCamera) {\r\n var previousMultiview = defines.MULTIVIEW;\r\n defines.MULTIVIEW = (scene.activeCamera.outputRenderTarget !== null && scene.activeCamera.outputRenderTarget.getViewCount() > 1);\r\n if (defines.MULTIVIEW != previousMultiview) {\r\n defines.markAsUnprocessed();\r\n }\r\n }\r\n };\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param light The light the effect is compiling for\r\n * @param lightIndex The index of the light\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param state Defines the current state regarding what is needed (normals, etc...)\r\n */\r\n MaterialHelper.PrepareDefinesForLight = function (scene, mesh, light, lightIndex, defines, specularSupported, state) {\r\n state.needNormals = true;\r\n if (defines[\"LIGHT\" + lightIndex] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n defines[\"LIGHT\" + lightIndex] = true;\r\n defines[\"SPOTLIGHT\" + lightIndex] = false;\r\n defines[\"HEMILIGHT\" + lightIndex] = false;\r\n defines[\"POINTLIGHT\" + lightIndex] = false;\r\n defines[\"DIRLIGHT\" + lightIndex] = false;\r\n light.prepareLightSpecificDefines(defines, lightIndex);\r\n // FallOff.\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = false;\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = false;\r\n switch (light.falloffType) {\r\n case Light.FALLOFF_GLTF:\r\n defines[\"LIGHT_FALLOFF_GLTF\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_PHYSICAL:\r\n defines[\"LIGHT_FALLOFF_PHYSICAL\" + lightIndex] = true;\r\n break;\r\n case Light.FALLOFF_STANDARD:\r\n defines[\"LIGHT_FALLOFF_STANDARD\" + lightIndex] = true;\r\n break;\r\n }\r\n // Specular\r\n if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {\r\n state.specularEnabled = true;\r\n }\r\n // Shadows\r\n defines[\"SHADOW\" + lightIndex] = false;\r\n defines[\"SHADOWPCF\" + lightIndex] = false;\r\n defines[\"SHADOWPCSS\" + lightIndex] = false;\r\n defines[\"SHADOWPOISSON\" + lightIndex] = false;\r\n defines[\"SHADOWESM\" + lightIndex] = false;\r\n defines[\"SHADOWCUBE\" + lightIndex] = false;\r\n defines[\"SHADOWLOWQUALITY\" + lightIndex] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + lightIndex] = false;\r\n if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {\r\n var shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n var shadowMap = shadowGenerator.getShadowMap();\r\n if (shadowMap) {\r\n if (shadowMap.renderList && shadowMap.renderList.length > 0) {\r\n state.shadowEnabled = true;\r\n shadowGenerator.prepareDefines(defines, lightIndex);\r\n }\r\n }\r\n }\r\n }\r\n if (light.lightmapMode != Light.LIGHTMAP_DEFAULT) {\r\n state.lightmapMode = true;\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = true;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = (light.lightmapMode == Light.LIGHTMAP_SHADOWSONLY);\r\n }\r\n else {\r\n defines[\"LIGHTMAPEXCLUDED\" + lightIndex] = false;\r\n defines[\"LIGHTMAPNOSPECULAR\" + lightIndex] = false;\r\n }\r\n };\r\n /**\r\n * Prepares the defines related to the light information passed in parameter\r\n * @param scene The scene we are intending to draw\r\n * @param mesh The mesh the effect is compiling for\r\n * @param defines The defines to update\r\n * @param specularSupported Specifies whether specular is supported or not (override lights data)\r\n * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max\r\n * @param disableLighting Specifies whether the lighting is disabled (override scene and light)\r\n * @returns true if normals will be required for the rest of the effect\r\n */\r\n MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (disableLighting === void 0) { disableLighting = false; }\r\n if (!defines._areLightsDirty) {\r\n return defines._needNormals;\r\n }\r\n var lightIndex = 0;\r\n var state = {\r\n needNormals: false,\r\n needRebuild: false,\r\n lightmapMode: false,\r\n shadowEnabled: false,\r\n specularEnabled: false\r\n };\r\n if (scene.lightsEnabled && !disableLighting) {\r\n for (var _i = 0, _a = mesh.lightSources; _i < _a.length; _i++) {\r\n var light = _a[_i];\r\n this.PrepareDefinesForLight(scene, mesh, light, lightIndex, defines, specularSupported, state);\r\n lightIndex++;\r\n if (lightIndex === maxSimultaneousLights) {\r\n break;\r\n }\r\n }\r\n }\r\n defines[\"SPECULARTERM\"] = state.specularEnabled;\r\n defines[\"SHADOWS\"] = state.shadowEnabled;\r\n // Resetting all other lights if any\r\n for (var index = lightIndex; index < maxSimultaneousLights; index++) {\r\n if (defines[\"LIGHT\" + index] !== undefined) {\r\n defines[\"LIGHT\" + index] = false;\r\n defines[\"HEMILIGHT\" + index] = false;\r\n defines[\"POINTLIGHT\" + index] = false;\r\n defines[\"DIRLIGHT\" + index] = false;\r\n defines[\"SPOTLIGHT\" + index] = false;\r\n defines[\"SHADOW\" + index] = false;\r\n defines[\"SHADOWPCF\" + index] = false;\r\n defines[\"SHADOWPCSS\" + index] = false;\r\n defines[\"SHADOWPOISSON\" + index] = false;\r\n defines[\"SHADOWESM\" + index] = false;\r\n defines[\"SHADOWCUBE\" + index] = false;\r\n defines[\"SHADOWLOWQUALITY\" + index] = false;\r\n defines[\"SHADOWMEDIUMQUALITY\" + index] = false;\r\n }\r\n }\r\n var caps = scene.getEngine().getCaps();\r\n if (defines[\"SHADOWFLOAT\"] === undefined) {\r\n state.needRebuild = true;\r\n }\r\n defines[\"SHADOWFLOAT\"] = state.shadowEnabled &&\r\n ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||\r\n (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));\r\n defines[\"LIGHTMAPEXCLUDED\"] = state.lightmapMode;\r\n if (state.needRebuild) {\r\n defines.rebuild();\r\n }\r\n return state.needNormals;\r\n };\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect (for a specific light)\r\n * @param lightIndex defines the light index\r\n * @param uniformsList The uniform list\r\n * @param samplersList The sampler list\r\n * @param projectedLightTexture defines if projected texture must be used\r\n * @param uniformBuffersList defines an optional list of uniform buffers\r\n */\r\n MaterialHelper.PrepareUniformsAndSamplersForLight = function (lightIndex, uniformsList, samplersList, projectedLightTexture, uniformBuffersList) {\r\n if (uniformBuffersList === void 0) { uniformBuffersList = null; }\r\n uniformsList.push(\"vLightData\" + lightIndex, \"vLightDiffuse\" + lightIndex, \"vLightSpecular\" + lightIndex, \"vLightDirection\" + lightIndex, \"vLightFalloff\" + lightIndex, \"vLightGround\" + lightIndex, \"lightMatrix\" + lightIndex, \"shadowsInfo\" + lightIndex, \"depthValues\" + lightIndex);\r\n if (uniformBuffersList) {\r\n uniformBuffersList.push(\"Light\" + lightIndex);\r\n }\r\n samplersList.push(\"shadowSampler\" + lightIndex);\r\n samplersList.push(\"depthSampler\" + lightIndex);\r\n if (projectedLightTexture) {\r\n samplersList.push(\"projectionLightSampler\" + lightIndex);\r\n uniformsList.push(\"textureProjectionMatrix\" + lightIndex);\r\n }\r\n };\r\n /**\r\n * Prepares the uniforms and samplers list to be used in the effect\r\n * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information\r\n * @param samplersList The sampler list\r\n * @param defines The defines helping in the list generation\r\n * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect\r\n */\r\n MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n var uniformsList;\r\n var uniformBuffersList = null;\r\n if (uniformsListOrOptions.uniformsNames) {\r\n var options = uniformsListOrOptions;\r\n uniformsList = options.uniformsNames;\r\n uniformBuffersList = options.uniformBuffersNames;\r\n samplersList = options.samplers;\r\n defines = options.defines;\r\n maxSimultaneousLights = options.maxSimultaneousLights;\r\n }\r\n else {\r\n uniformsList = uniformsListOrOptions;\r\n if (!samplersList) {\r\n samplersList = [];\r\n }\r\n }\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n this.PrepareUniformsAndSamplersForLight(lightIndex, uniformsList, samplersList, defines[\"PROJECTEDLIGHTTEXTURE\" + lightIndex], uniformBuffersList);\r\n }\r\n if (defines[\"NUM_MORPH_INFLUENCERS\"]) {\r\n uniformsList.push(\"morphTargetInfluences\");\r\n }\r\n };\r\n /**\r\n * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)\r\n * @param defines The defines to update while falling back\r\n * @param fallbacks The authorized effect fallbacks\r\n * @param maxSimultaneousLights The maximum number of lights allowed\r\n * @param rank the current rank of the Effect\r\n * @returns The newly affected rank\r\n */\r\n MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (rank === void 0) { rank = 0; }\r\n var lightFallbackRank = 0;\r\n for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {\r\n if (!defines[\"LIGHT\" + lightIndex]) {\r\n break;\r\n }\r\n if (lightIndex > 0) {\r\n lightFallbackRank = rank + lightIndex;\r\n fallbacks.addFallback(lightFallbackRank, \"LIGHT\" + lightIndex);\r\n }\r\n if (!defines[\"SHADOWS\"]) {\r\n if (defines[\"SHADOW\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOW\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPCF\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCF\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPCSS\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPCSS\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWPOISSON\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWPOISSON\" + lightIndex);\r\n }\r\n if (defines[\"SHADOWESM\" + lightIndex]) {\r\n fallbacks.addFallback(rank, \"SHADOWESM\" + lightIndex);\r\n }\r\n }\r\n }\r\n return lightFallbackRank++;\r\n };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param influencers The number of influencers\r\n */\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers = function (attribs, mesh, influencers) {\r\n this._TmpMorphInfluencers.NUM_MORPH_INFLUENCERS = influencers;\r\n this.PrepareAttributesForMorphTargets(attribs, mesh, this._TmpMorphInfluencers);\r\n };\r\n /**\r\n * Prepares the list of attributes required for morph targets according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the morph targets attributes for\r\n * @param defines The current Defines of the effect\r\n */\r\n MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {\r\n var influencers = defines[\"NUM_MORPH_INFLUENCERS\"];\r\n if (influencers > 0 && EngineStore.LastCreatedEngine) {\r\n var maxAttributesCount = EngineStore.LastCreatedEngine.getCaps().maxVertexAttribs;\r\n var manager = mesh.morphTargetManager;\r\n var normal = manager && manager.supportsNormals && defines[\"NORMAL\"];\r\n var tangent = manager && manager.supportsTangents && defines[\"TANGENT\"];\r\n var uv = manager && manager.supportsUVs && defines[\"UV1\"];\r\n for (var index = 0; index < influencers; index++) {\r\n attribs.push(VertexBuffer.PositionKind + index);\r\n if (normal) {\r\n attribs.push(VertexBuffer.NormalKind + index);\r\n }\r\n if (tangent) {\r\n attribs.push(VertexBuffer.TangentKind + index);\r\n }\r\n if (uv) {\r\n attribs.push(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n if (attribs.length > maxAttributesCount) {\r\n Logger.Error(\"Cannot add more vertex attributes for mesh \" + mesh.name);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Prepares the list of attributes required for bones according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param mesh The mesh to prepare the bones attributes for\r\n * @param defines The current Defines of the effect\r\n * @param fallbacks The current efffect fallback strategy\r\n */\r\n MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 0) {\r\n fallbacks.addCPUSkinningFallback(0, mesh);\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (defines[\"NUM_BONE_INFLUENCERS\"] > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n }\r\n };\r\n /**\r\n * Check and prepare the list of attributes required for instances according to the effect defines.\r\n * @param attribs The current list of supported attribs\r\n * @param defines The current MaterialDefines of the effect\r\n */\r\n MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {\r\n if (defines[\"INSTANCES\"]) {\r\n this.PushAttributesForInstances(attribs);\r\n }\r\n };\r\n /**\r\n * Add the list of attributes required for instances to the attribs array.\r\n * @param attribs The current list of supported attribs\r\n */\r\n MaterialHelper.PushAttributesForInstances = function (attribs) {\r\n attribs.push(\"world0\");\r\n attribs.push(\"world1\");\r\n attribs.push(\"world2\");\r\n attribs.push(\"world3\");\r\n };\r\n /**\r\n * Binds the light shadow information to the effect for the given mesh.\r\n * @param light The light containing the generator\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param lightIndex The light index in the effect used to render the mesh\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindLightShadow = function (light, mesh, lightIndex, effect) {\r\n if (light.shadowEnabled && mesh.receiveShadows) {\r\n var shadowGenerator = light.getShadowGenerator();\r\n if (shadowGenerator) {\r\n shadowGenerator.bindShadowLight(lightIndex, effect);\r\n }\r\n }\r\n };\r\n /**\r\n * Binds the light information to the effect.\r\n * @param light The light containing the generator\r\n * @param effect The effect we are binding the data to\r\n * @param lightIndex The light index in the effect used to render\r\n */\r\n MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {\r\n light.transferToEffect(effect, lightIndex + \"\");\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param light Light to bind\r\n * @param lightIndex Light index\r\n * @param scene The scene where the light belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param useSpecular Defines if specular is supported\r\n * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not\r\n */\r\n MaterialHelper.BindLight = function (light, lightIndex, scene, mesh, effect, useSpecular, usePhysicalLightFalloff) {\r\n if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }\r\n var iAsString = lightIndex.toString();\r\n var scaledIntensity = light.getScaledIntensity();\r\n light._uniformBuffer.bindToEffect(effect, \"Light\" + iAsString);\r\n MaterialHelper.BindLightProperties(light, effect, lightIndex);\r\n light.diffuse.scaleToRef(scaledIntensity, TmpColors.Color3[0]);\r\n light._uniformBuffer.updateColor4(\"vLightDiffuse\", TmpColors.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);\r\n if (useSpecular) {\r\n light.specular.scaleToRef(scaledIntensity, TmpColors.Color3[1]);\r\n light._uniformBuffer.updateColor3(\"vLightSpecular\", TmpColors.Color3[1], iAsString);\r\n }\r\n // Shadows\r\n if (scene.shadowsEnabled) {\r\n this.BindLightShadow(light, mesh, iAsString, effect);\r\n }\r\n light._uniformBuffer.update();\r\n };\r\n /**\r\n * Binds the lights information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param defines The generated defines for the effect\r\n * @param maxSimultaneousLights The maximum number of light that can be bound to the effect\r\n * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not\r\n */\r\n MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {\r\n if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }\r\n if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }\r\n var len = Math.min(mesh.lightSources.length, maxSimultaneousLights);\r\n for (var i = 0; i < len; i++) {\r\n var light = mesh.lightSources[i];\r\n this.BindLight(light, i, scene, mesh, effect, typeof defines === \"boolean\" ? defines : defines[\"SPECULARTERM\"], usePhysicalLightFalloff);\r\n }\r\n };\r\n /**\r\n * Binds the fog information from the scene to the effect for the given mesh.\r\n * @param scene The scene the lights belongs to\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n * @param linearSpace Defines if the fog effect is applied in linear space\r\n */\r\n MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {\r\n if (linearSpace === void 0) { linearSpace = false; }\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE) {\r\n effect.setFloat4(\"vFogInfos\", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);\r\n // Convert fog color to linear space if used in a linear space computed shader.\r\n if (linearSpace) {\r\n scene.fogColor.toLinearSpaceToRef(this._tempFogColor);\r\n effect.setColor3(\"vFogColor\", this._tempFogColor);\r\n }\r\n else {\r\n effect.setColor3(\"vFogColor\", scene.fogColor);\r\n }\r\n }\r\n };\r\n /**\r\n * Binds the bones information from the mesh to the effect.\r\n * @param mesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindBonesParameters = function (mesh, effect) {\r\n if (!effect || !mesh) {\r\n return;\r\n }\r\n if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {\r\n mesh.computeBonesUsingShaders = false;\r\n }\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n var skeleton = mesh.skeleton;\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n var boneTexture = skeleton.getTransformMatrixTexture(mesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n }\r\n else {\r\n var matrices = skeleton.getTransformMatrices(mesh);\r\n if (matrices) {\r\n effect.setMatrices(\"mBones\", matrices);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Binds the morph targets information from the mesh to the effect.\r\n * @param abstractMesh The mesh we are binding the information to render\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {\r\n var manager = abstractMesh.morphTargetManager;\r\n if (!abstractMesh || !manager) {\r\n return;\r\n }\r\n effect.setFloatArray(\"morphTargetInfluences\", manager.influences);\r\n };\r\n /**\r\n * Binds the logarithmic depth information from the scene to the effect for the given defines.\r\n * @param defines The generated defines used in the effect\r\n * @param effect The effect we are binding the data to\r\n * @param scene The scene we are willing to render with logarithmic scale for\r\n */\r\n MaterialHelper.BindLogDepth = function (defines, effect, scene) {\r\n if (defines[\"LOGARITHMICDEPTH\"]) {\r\n effect.setFloat(\"logarithmicDepthConstant\", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));\r\n }\r\n };\r\n /**\r\n * Binds the clip plane information from the scene to the effect.\r\n * @param scene The scene the clip plane information are extracted from\r\n * @param effect The effect we are binding the data to\r\n */\r\n MaterialHelper.BindClipPlane = function (effect, scene) {\r\n if (scene.clipPlane) {\r\n var clipPlane = scene.clipPlane;\r\n effect.setFloat4(\"vClipPlane\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane2) {\r\n var clipPlane = scene.clipPlane2;\r\n effect.setFloat4(\"vClipPlane2\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane3) {\r\n var clipPlane = scene.clipPlane3;\r\n effect.setFloat4(\"vClipPlane3\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n if (scene.clipPlane4) {\r\n var clipPlane = scene.clipPlane4;\r\n effect.setFloat4(\"vClipPlane4\", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);\r\n }\r\n };\r\n MaterialHelper._TmpMorphInfluencers = { \"NUM_MORPH_INFLUENCERS\": 0 };\r\n MaterialHelper._tempFogColor = Color3.Black();\r\n return MaterialHelper;\r\n}());\r\nexport { MaterialHelper };\r\n//# sourceMappingURL=materialHelper.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/multiMaterial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\multiMaterial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/multiMaterial.js", "index": 102, "index2": 100, "size": 9641, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 307, "building": 22, "dependencies": 41 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/multiMaterial", "loc": "17:0-59" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "../Materials/multiMaterial", "loc": "3448:48-61" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "../Materials/multiMaterial", "loc": "3507:35-48" } ], "providedExports": [ "MultiMaterial" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\n/**\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n */\r\nvar MultiMaterial = /** @class */ (function (_super) {\r\n tslib_1.__extends(MultiMaterial, _super);\r\n /**\r\n * Instantiates a new Multi Material\r\n * A multi-material is used to apply different materials to different parts of the same object without the need of\r\n * separate meshes. This can be use to improve performances.\r\n * @see http://doc.babylonjs.com/how_to/multi_materials\r\n * @param name Define the name in the scene\r\n * @param scene Define the scene the material belongs to\r\n */\r\n function MultiMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene, true) || this;\r\n scene.multiMaterials.push(_this);\r\n _this.subMaterials = new Array();\r\n _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material\r\n return _this;\r\n }\r\n Object.defineProperty(MultiMaterial.prototype, \"subMaterials\", {\r\n /**\r\n * Gets or Sets the list of Materials used within the multi material.\r\n * They need to be ordered according to the submeshes order in the associated mesh\r\n */\r\n get: function () {\r\n return this._subMaterials;\r\n },\r\n set: function (value) {\r\n this._subMaterials = value;\r\n this._hookArray(value);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Function used to align with Node.getChildren()\r\n * @returns the list of Materials used within the multi material\r\n */\r\n MultiMaterial.prototype.getChildren = function () {\r\n return this.subMaterials;\r\n };\r\n MultiMaterial.prototype._hookArray = function (array) {\r\n var _this = this;\r\n var oldPush = array.push;\r\n array.push = function () {\r\n var items = [];\r\n for (var _i = 0; _i < arguments.length; _i++) {\r\n items[_i] = arguments[_i];\r\n }\r\n var result = oldPush.apply(array, items);\r\n _this._markAllSubMeshesAsTexturesDirty();\r\n return result;\r\n };\r\n var oldSplice = array.splice;\r\n array.splice = function (index, deleteCount) {\r\n var deleted = oldSplice.apply(array, [index, deleteCount]);\r\n _this._markAllSubMeshesAsTexturesDirty();\r\n return deleted;\r\n };\r\n };\r\n /**\r\n * Get one of the submaterial by its index in the submaterials array\r\n * @param index The index to look the sub material at\r\n * @returns The Material if the index has been defined\r\n */\r\n MultiMaterial.prototype.getSubMaterial = function (index) {\r\n if (index < 0 || index >= this.subMaterials.length) {\r\n return this.getScene().defaultMaterial;\r\n }\r\n return this.subMaterials[index];\r\n };\r\n /**\r\n * Get the list of active textures for the whole sub materials list.\r\n * @returns All the textures that will be used during the rendering\r\n */\r\n MultiMaterial.prototype.getActiveTextures = function () {\r\n var _a;\r\n return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {\r\n if (subMaterial) {\r\n return subMaterial.getActiveTextures();\r\n }\r\n else {\r\n return [];\r\n }\r\n }));\r\n };\r\n /**\r\n * Gets the current class name of the material e.g. \"MultiMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n MultiMaterial.prototype.getClassName = function () {\r\n return \"MultiMaterial\";\r\n };\r\n /**\r\n * Checks if the material is ready to render the requested sub mesh\r\n * @param mesh Define the mesh the submesh belongs to\r\n * @param subMesh Define the sub mesh to look readyness for\r\n * @param useInstances Define whether or not the material is used with instances\r\n * @returns true if ready, otherwise false\r\n */\r\n MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n if (subMaterial._storeEffectOnSubMeshes) {\r\n if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {\r\n return false;\r\n }\r\n continue;\r\n }\r\n if (!subMaterial.isReady(mesh)) {\r\n return false;\r\n }\r\n }\r\n }\r\n return true;\r\n };\r\n /**\r\n * Clones the current material and its related sub materials\r\n * @param name Define the name of the newly cloned material\r\n * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance\r\n * @returns the cloned material\r\n */\r\n MultiMaterial.prototype.clone = function (name, cloneChildren) {\r\n var newMultiMaterial = new MultiMaterial(name, this.getScene());\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = null;\r\n var current = this.subMaterials[index];\r\n if (cloneChildren && current) {\r\n subMaterial = current.clone(name + \"-\" + current.name);\r\n }\r\n else {\r\n subMaterial = this.subMaterials[index];\r\n }\r\n newMultiMaterial.subMaterials.push(subMaterial);\r\n }\r\n return newMultiMaterial;\r\n };\r\n /**\r\n * Serializes the materials into a JSON representation.\r\n * @returns the JSON representation\r\n */\r\n MultiMaterial.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.materials = [];\r\n for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {\r\n var subMat = this.subMaterials[matIndex];\r\n if (subMat) {\r\n serializationObject.materials.push(subMat.id);\r\n }\r\n else {\r\n serializationObject.materials.push(null);\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Dispose the material and release its associated resources\r\n * @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)\r\n * @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)\r\n * @param forceDisposeChildren Define if we want to force disposing the associated submaterials (if false, they will not be disposed and can still be use elsewhere in the app)\r\n */\r\n MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, forceDisposeChildren) {\r\n var scene = this.getScene();\r\n if (!scene) {\r\n return;\r\n }\r\n if (forceDisposeChildren) {\r\n for (var index = 0; index < this.subMaterials.length; index++) {\r\n var subMaterial = this.subMaterials[index];\r\n if (subMaterial) {\r\n subMaterial.dispose(forceDisposeEffect, forceDisposeTextures);\r\n }\r\n }\r\n }\r\n var index = scene.multiMaterials.indexOf(this);\r\n if (index >= 0) {\r\n scene.multiMaterials.splice(index, 1);\r\n }\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);\r\n };\r\n /**\r\n * Creates a MultiMaterial from parsed MultiMaterial data.\r\n * @param parsedMultiMaterial defines parsed MultiMaterial data.\r\n * @param scene defines the hosting scene\r\n * @returns a new MultiMaterial\r\n */\r\n MultiMaterial.ParseMultiMaterial = function (parsedMultiMaterial, scene) {\r\n var multiMaterial = new MultiMaterial(parsedMultiMaterial.name, scene);\r\n multiMaterial.id = parsedMultiMaterial.id;\r\n if (Tags) {\r\n Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);\r\n }\r\n for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {\r\n var subMatId = parsedMultiMaterial.materials[matIndex];\r\n if (subMatId) {\r\n // If the same multimaterial is loaded twice, the 2nd multimaterial needs to reference the latest material by that id which\r\n // is why this lookup should use getLastMaterialByID instead of getMaterialByID\r\n multiMaterial.subMaterials.push(scene.getLastMaterialByID(subMatId));\r\n }\r\n else {\r\n multiMaterial.subMaterials.push(null);\r\n }\r\n }\r\n return multiMaterial;\r\n };\r\n return MultiMaterial;\r\n}(Material));\r\nexport { MultiMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.MultiMaterial\"] = MultiMaterial;\r\n//# sourceMappingURL=multiMaterial.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/pushMaterial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\pushMaterial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/pushMaterial.js", "index": 105, "index2": 103, "size": 2616, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "issuerId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 333, "building": 22, "dependencies": 63 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony side effect evaluation", "userRequest": "./pushMaterial", "loc": "11:0-46" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "type": "harmony import specifier", "userRequest": "./pushMaterial", "loc": "1651:2-14" } ], "providedExports": [ "PushMaterial" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Material } from \"../Materials/material\";\r\n/**\r\n * Base class of materials working in push mode in babylon JS\r\n * @hidden\r\n */\r\nvar PushMaterial = /** @class */ (function (_super) {\r\n tslib_1.__extends(PushMaterial, _super);\r\n function PushMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._normalMatrix = new Matrix();\r\n /**\r\n * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.\r\n * This means that the material can keep using a previous shader while a new one is being compiled.\r\n * This is mostly used when shader parallel compilation is supported (true by default)\r\n */\r\n _this.allowShaderHotSwapping = true;\r\n _this._storeEffectOnSubMeshes = true;\r\n return _this;\r\n }\r\n PushMaterial.prototype.getEffect = function () {\r\n return this._activeEffect;\r\n };\r\n PushMaterial.prototype.isReady = function (mesh, useInstances) {\r\n if (!mesh) {\r\n return false;\r\n }\r\n if (!mesh.subMeshes || mesh.subMeshes.length === 0) {\r\n return true;\r\n }\r\n return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);\r\n };\r\n /**\r\n * Binds the given world matrix to the active effect\r\n *\r\n * @param world the matrix to bind\r\n */\r\n PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {\r\n this._activeEffect.setMatrix(\"world\", world);\r\n };\r\n /**\r\n * Binds the given normal matrix to the active effect\r\n *\r\n * @param normalMatrix the matrix to bind\r\n */\r\n PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {\r\n this._activeEffect.setMatrix(\"normalMatrix\", normalMatrix);\r\n };\r\n PushMaterial.prototype.bind = function (world, mesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);\r\n };\r\n PushMaterial.prototype._afterBind = function (mesh, effect) {\r\n if (effect === void 0) { effect = null; }\r\n _super.prototype._afterBind.call(this, mesh);\r\n this.getScene()._cachedEffect = effect;\r\n };\r\n PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {\r\n if (visibility === void 0) { visibility = 1; }\r\n return scene.isCachedMaterialInvalid(this, effect, visibility);\r\n };\r\n return PushMaterial;\r\n}(Material));\r\nexport { PushMaterial };\r\n//# sourceMappingURL=pushMaterial.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "index": 104, "index2": 151, "size": 78220, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "issuerId": "./minStandardMaterial.ts", "issuerName": "./minStandardMaterial.ts", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } } ], "profile": { "factory": 13, "building": 301, "dependencies": 515 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Materials/standardMaterial", "loc": "7:0-52" } ], "providedExports": [ "StandardMaterialDefines", "StandardMaterial" ], "optimizationBailout": [], "depth": 1, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, SerializationHelper, serializeAsColor3, expandToProperty, serializeAsFresnelParameters, serializeAsTexture } from \"../Misc/decorators\";\r\nimport { SmartArray } from \"../Misc/smartArray\";\r\nimport { Scene } from \"../scene\";\r\nimport { Matrix } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { ImageProcessingConfiguration } from \"./imageProcessingConfiguration\";\r\nimport { EffectFallbacks } from \"./effect\";\r\nimport { MaterialDefines } from \"../Materials/materialDefines\";\r\nimport { PushMaterial } from \"./pushMaterial\";\r\nimport { MaterialHelper } from \"./materialHelper\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { _TypeStore } from \"../Misc/typeStore\";\r\nimport { MaterialFlags } from \"./materialFlags\";\r\nimport \"../Shaders/default.fragment\";\r\nimport \"../Shaders/default.vertex\";\r\nimport { Constants } from \"../Engines/constants\";\r\n/** @hidden */\r\nvar StandardMaterialDefines = /** @class */ (function (_super) {\r\n tslib_1.__extends(StandardMaterialDefines, _super);\r\n function StandardMaterialDefines() {\r\n var _this = _super.call(this) || this;\r\n _this.MAINUV1 = false;\r\n _this.MAINUV2 = false;\r\n _this.DIFFUSE = false;\r\n _this.DIFFUSEDIRECTUV = 0;\r\n _this.AMBIENT = false;\r\n _this.AMBIENTDIRECTUV = 0;\r\n _this.OPACITY = false;\r\n _this.OPACITYDIRECTUV = 0;\r\n _this.OPACITYRGB = false;\r\n _this.REFLECTION = false;\r\n _this.EMISSIVE = false;\r\n _this.EMISSIVEDIRECTUV = 0;\r\n _this.SPECULAR = false;\r\n _this.SPECULARDIRECTUV = 0;\r\n _this.BUMP = false;\r\n _this.BUMPDIRECTUV = 0;\r\n _this.PARALLAX = false;\r\n _this.PARALLAXOCCLUSION = false;\r\n _this.SPECULAROVERALPHA = false;\r\n _this.CLIPPLANE = false;\r\n _this.CLIPPLANE2 = false;\r\n _this.CLIPPLANE3 = false;\r\n _this.CLIPPLANE4 = false;\r\n _this.ALPHATEST = false;\r\n _this.DEPTHPREPASS = false;\r\n _this.ALPHAFROMDIFFUSE = false;\r\n _this.POINTSIZE = false;\r\n _this.FOG = false;\r\n _this.SPECULARTERM = false;\r\n _this.DIFFUSEFRESNEL = false;\r\n _this.OPACITYFRESNEL = false;\r\n _this.REFLECTIONFRESNEL = false;\r\n _this.REFRACTIONFRESNEL = false;\r\n _this.EMISSIVEFRESNEL = false;\r\n _this.FRESNEL = false;\r\n _this.NORMAL = false;\r\n _this.UV1 = false;\r\n _this.UV2 = false;\r\n _this.VERTEXCOLOR = false;\r\n _this.VERTEXALPHA = false;\r\n _this.NUM_BONE_INFLUENCERS = 0;\r\n _this.BonesPerMesh = 0;\r\n _this.BONETEXTURE = false;\r\n _this.INSTANCES = false;\r\n _this.GLOSSINESS = false;\r\n _this.ROUGHNESS = false;\r\n _this.EMISSIVEASILLUMINATION = false;\r\n _this.LINKEMISSIVEWITHDIFFUSE = false;\r\n _this.REFLECTIONFRESNELFROMSPECULAR = false;\r\n _this.LIGHTMAP = false;\r\n _this.LIGHTMAPDIRECTUV = 0;\r\n _this.OBJECTSPACE_NORMALMAP = false;\r\n _this.USELIGHTMAPASSHADOWMAP = false;\r\n _this.REFLECTIONMAP_3D = false;\r\n _this.REFLECTIONMAP_SPHERICAL = false;\r\n _this.REFLECTIONMAP_PLANAR = false;\r\n _this.REFLECTIONMAP_CUBIC = false;\r\n _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;\r\n _this.REFLECTIONMAP_PROJECTION = false;\r\n _this.REFLECTIONMAP_SKYBOX = false;\r\n _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;\r\n _this.REFLECTIONMAP_EXPLICIT = false;\r\n _this.REFLECTIONMAP_EQUIRECTANGULAR = false;\r\n _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;\r\n _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;\r\n _this.INVERTCUBICMAP = false;\r\n _this.LOGARITHMICDEPTH = false;\r\n _this.REFRACTION = false;\r\n _this.REFRACTIONMAP_3D = false;\r\n _this.REFLECTIONOVERALPHA = false;\r\n _this.TWOSIDEDLIGHTING = false;\r\n _this.SHADOWFLOAT = false;\r\n _this.MORPHTARGETS = false;\r\n _this.MORPHTARGETS_NORMAL = false;\r\n _this.MORPHTARGETS_TANGENT = false;\r\n _this.MORPHTARGETS_UV = false;\r\n _this.NUM_MORPH_INFLUENCERS = 0;\r\n _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH\r\n _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7\r\n _this.IMAGEPROCESSING = false;\r\n _this.VIGNETTE = false;\r\n _this.VIGNETTEBLENDMODEMULTIPLY = false;\r\n _this.VIGNETTEBLENDMODEOPAQUE = false;\r\n _this.TONEMAPPING = false;\r\n _this.TONEMAPPING_ACES = false;\r\n _this.CONTRAST = false;\r\n _this.COLORCURVES = false;\r\n _this.COLORGRADING = false;\r\n _this.COLORGRADING3D = false;\r\n _this.SAMPLER3DGREENDEPTH = false;\r\n _this.SAMPLER3DBGRMAP = false;\r\n _this.IMAGEPROCESSINGPOSTPROCESS = false;\r\n _this.MULTIVIEW = false;\r\n /**\r\n * If the reflection texture on this material is in linear color space\r\n * @hidden\r\n */\r\n _this.IS_REFLECTION_LINEAR = false;\r\n /**\r\n * If the refraction texture on this material is in linear color space\r\n * @hidden\r\n */\r\n _this.IS_REFRACTION_LINEAR = false;\r\n _this.EXPOSURE = false;\r\n _this.rebuild();\r\n return _this;\r\n }\r\n StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {\r\n var modes = [\r\n \"REFLECTIONMAP_CUBIC\", \"REFLECTIONMAP_EXPLICIT\", \"REFLECTIONMAP_PLANAR\",\r\n \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_PROJECTION\", \"REFLECTIONMAP_SKYBOX\",\r\n \"REFLECTIONMAP_SPHERICAL\", \"REFLECTIONMAP_EQUIRECTANGULAR\", \"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\",\r\n \"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\"\r\n ];\r\n for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {\r\n var mode = modes_1[_i];\r\n this[mode] = (mode === modeToEnable);\r\n }\r\n };\r\n return StandardMaterialDefines;\r\n}(MaterialDefines));\r\nexport { StandardMaterialDefines };\r\n/**\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n */\r\nvar StandardMaterial = /** @class */ (function (_super) {\r\n tslib_1.__extends(StandardMaterial, _super);\r\n /**\r\n * Instantiates a new standard material.\r\n * This is the default material used in Babylon. It is the best trade off between quality\r\n * and performances.\r\n * @see http://doc.babylonjs.com/babylon101/materials\r\n * @param name Define the name of the material in the scene\r\n * @param scene Define the scene the material belong to\r\n */\r\n function StandardMaterial(name, scene) {\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._diffuseTexture = null;\r\n _this._ambientTexture = null;\r\n _this._opacityTexture = null;\r\n _this._reflectionTexture = null;\r\n _this._emissiveTexture = null;\r\n _this._specularTexture = null;\r\n _this._bumpTexture = null;\r\n _this._lightmapTexture = null;\r\n _this._refractionTexture = null;\r\n /**\r\n * The color of the material lit by the environmental background lighting.\r\n * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example\r\n */\r\n _this.ambientColor = new Color3(0, 0, 0);\r\n /**\r\n * The basic color of the material as viewed under a light.\r\n */\r\n _this.diffuseColor = new Color3(1, 1, 1);\r\n /**\r\n * Define how the color and intensity of the highlight given by the light in the material.\r\n */\r\n _this.specularColor = new Color3(1, 1, 1);\r\n /**\r\n * Define the color of the material as if self lit.\r\n * This will be mixed in the final result even in the absence of light.\r\n */\r\n _this.emissiveColor = new Color3(0, 0, 0);\r\n /**\r\n * Defines how sharp are the highlights in the material.\r\n * The bigger the value the sharper giving a more glossy feeling to the result.\r\n * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.\r\n */\r\n _this.specularPower = 64;\r\n _this._useAlphaFromDiffuseTexture = false;\r\n _this._useEmissiveAsIllumination = false;\r\n _this._linkEmissiveWithDiffuse = false;\r\n _this._useSpecularOverAlpha = false;\r\n _this._useReflectionOverAlpha = false;\r\n _this._disableLighting = false;\r\n _this._useObjectSpaceNormalMap = false;\r\n _this._useParallax = false;\r\n _this._useParallaxOcclusion = false;\r\n /**\r\n * 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.\r\n */\r\n _this.parallaxScaleBias = 0.05;\r\n _this._roughness = 0;\r\n /**\r\n * In case of refraction, define the value of the index of refraction.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n _this.indexOfRefraction = 0.98;\r\n /**\r\n * Invert the refraction texture alongside the y axis.\r\n * It can be useful with procedural textures or probe for instance.\r\n * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions\r\n */\r\n _this.invertRefractionY = true;\r\n /**\r\n * Defines the alpha limits in alpha test mode.\r\n */\r\n _this.alphaCutOff = 0.4;\r\n _this._useLightmapAsShadowmap = false;\r\n _this._useReflectionFresnelFromSpecular = false;\r\n _this._useGlossinessFromSpecularMapAlpha = false;\r\n _this._maxSimultaneousLights = 4;\r\n _this._invertNormalMapX = false;\r\n _this._invertNormalMapY = false;\r\n _this._twoSidedLighting = false;\r\n _this._renderTargets = new SmartArray(16);\r\n _this._worldViewProjectionMatrix = Matrix.Zero();\r\n _this._globalAmbientColor = new Color3(0, 0, 0);\r\n // Setup the default processing configuration to the scene.\r\n _this._attachImageProcessingConfiguration(null);\r\n _this.getRenderTargetTextures = function () {\r\n _this._renderTargets.reset();\r\n if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {\r\n _this._renderTargets.push(_this._reflectionTexture);\r\n }\r\n if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {\r\n _this._renderTargets.push(_this._refractionTexture);\r\n }\r\n return _this._renderTargets;\r\n };\r\n return _this;\r\n }\r\n Object.defineProperty(StandardMaterial.prototype, \"imageProcessingConfiguration\", {\r\n /**\r\n * Gets the image processing configuration used either in this material.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration;\r\n },\r\n /**\r\n * Sets the Default image processing configuration used either in the this material.\r\n *\r\n * If sets to null, the scene one is in use.\r\n */\r\n set: function (value) {\r\n this._attachImageProcessingConfiguration(value);\r\n // Ensure the effect will be rebuilt.\r\n this._markAllSubMeshesAsTexturesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Attaches a new image processing configuration to the Standard Material.\r\n * @param configuration\r\n */\r\n StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {\r\n var _this = this;\r\n if (configuration === this._imageProcessingConfiguration) {\r\n return;\r\n }\r\n // Detaches observer\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n // Pick the scene configuration if needed\r\n if (!configuration) {\r\n this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;\r\n }\r\n else {\r\n this._imageProcessingConfiguration = configuration;\r\n }\r\n // Attaches observer\r\n if (this._imageProcessingConfiguration) {\r\n this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function () {\r\n _this._markAllSubMeshesAsImageProcessingDirty();\r\n });\r\n }\r\n };\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorCurvesEnabled\", {\r\n /**\r\n * Gets wether the color curves effect is enabled.\r\n */\r\n get: function () {\r\n return this.imageProcessingConfiguration.colorCurvesEnabled;\r\n },\r\n /**\r\n * Sets wether the color curves effect is enabled.\r\n */\r\n set: function (value) {\r\n this.imageProcessingConfiguration.colorCurvesEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorGradingEnabled\", {\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n get: function () {\r\n return this.imageProcessingConfiguration.colorGradingEnabled;\r\n },\r\n /**\r\n * Gets wether the color grading effect is enabled.\r\n */\r\n set: function (value) {\r\n this.imageProcessingConfiguration.colorGradingEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraToneMappingEnabled\", {\r\n /**\r\n * Gets wether tonemapping is enabled or not.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.toneMappingEnabled;\r\n },\r\n /**\r\n * Sets wether tonemapping is enabled or not\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.toneMappingEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraExposure\", {\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.exposure;\r\n },\r\n /**\r\n * The camera exposure used on this material.\r\n * This property is here and not in the camera to allow controlling exposure without full screen post process.\r\n * This corresponds to a photographic exposure.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.exposure = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraContrast\", {\r\n /**\r\n * Gets The camera contrast used on this material.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.contrast;\r\n },\r\n /**\r\n * Sets The camera contrast used on this material.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.contrast = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorGradingTexture\", {\r\n /**\r\n * Gets the Color Grading 2D Lookup Texture.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.colorGradingTexture;\r\n },\r\n /**\r\n * Sets the Color Grading 2D Lookup Texture.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.colorGradingTexture = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"cameraColorCurves\", {\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * 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;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n get: function () {\r\n return this._imageProcessingConfiguration.colorCurves;\r\n },\r\n /**\r\n * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).\r\n * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.\r\n * 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;\r\n * corresponding to low luminance, medium luminance, and high luminance areas respectively.\r\n */\r\n set: function (value) {\r\n this._imageProcessingConfiguration.colorCurves = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial.prototype, \"hasRenderTargetTextures\", {\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n get: function () {\r\n if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the current class name of the material e.g. \"StandardMaterial\"\r\n * Mainly use in serialization.\r\n * @returns the class name\r\n */\r\n StandardMaterial.prototype.getClassName = function () {\r\n return \"StandardMaterial\";\r\n };\r\n Object.defineProperty(StandardMaterial.prototype, \"useLogarithmicDepth\", {\r\n /**\r\n * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)\r\n * You can try switching to logarithmic depth.\r\n * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer\r\n */\r\n get: function () {\r\n return this._useLogarithmicDepth;\r\n },\r\n set: function (value) {\r\n this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;\r\n this._markAllSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Specifies if the material will require alpha blending\r\n * @returns a boolean specifying if alpha blending is needed\r\n */\r\n StandardMaterial.prototype.needAlphaBlending = function () {\r\n return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;\r\n };\r\n /**\r\n * Specifies if this material should be rendered in alpha test mode\r\n * @returns a boolean specifying if an alpha test is needed.\r\n */\r\n StandardMaterial.prototype.needAlphaTesting = function () {\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;\r\n };\r\n StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {\r\n return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;\r\n };\r\n /**\r\n * Get the texture used for alpha test purpose.\r\n * @returns the diffuse texture in case of the standard material.\r\n */\r\n StandardMaterial.prototype.getAlphaTestTexture = function () {\r\n return this._diffuseTexture;\r\n };\r\n /**\r\n * Get if the submesh is ready to be used and all its information available.\r\n * Child classes can use it to update shaders\r\n * @param mesh defines the mesh to check\r\n * @param subMesh defines which submesh to check\r\n * @param useInstances specifies that instances should be used\r\n * @returns a boolean indicating that the submesh is ready or not\r\n */\r\n StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {\r\n if (useInstances === void 0) { useInstances = false; }\r\n if (subMesh.effect && this.isFrozen) {\r\n if (this._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n if (!subMesh._materialDefines) {\r\n subMesh._materialDefines = new StandardMaterialDefines();\r\n }\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n var engine = scene.getEngine();\r\n // Lights\r\n defines._needNormals = MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);\r\n // Multiview\r\n MaterialHelper.PrepareDefinesForMultiview(scene, defines);\r\n // Textures\r\n if (defines._areTexturesDirty) {\r\n defines._needUVs = false;\r\n defines.MAINUV1 = false;\r\n defines.MAINUV2 = false;\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n if (!this._diffuseTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, \"DIFFUSE\");\r\n }\r\n }\r\n else {\r\n defines.DIFFUSE = false;\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n if (!this._ambientTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, \"AMBIENT\");\r\n }\r\n }\r\n else {\r\n defines.AMBIENT = false;\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n if (!this._opacityTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, \"OPACITY\");\r\n defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;\r\n }\r\n }\r\n else {\r\n defines.OPACITY = false;\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (!this._reflectionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n defines._needNormals = true;\r\n defines.REFLECTION = true;\r\n defines.ROUGHNESS = (this._roughness > 0);\r\n defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;\r\n defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === Texture.INVCUBIC_MODE);\r\n defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;\r\n switch (this._reflectionTexture.coordinatesMode) {\r\n case Texture.EXPLICIT_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EXPLICIT\");\r\n break;\r\n case Texture.PLANAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PLANAR\");\r\n break;\r\n case Texture.PROJECTION_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_PROJECTION\");\r\n break;\r\n case Texture.SKYBOX_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SKYBOX\");\r\n defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();\r\n break;\r\n case Texture.SPHERICAL_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_SPHERICAL\");\r\n break;\r\n case Texture.EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_EQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:\r\n defines.setReflectionMode(\"REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\");\r\n break;\r\n case Texture.CUBIC_MODE:\r\n case Texture.INVCUBIC_MODE:\r\n default:\r\n defines.setReflectionMode(\"REFLECTIONMAP_CUBIC\");\r\n break;\r\n }\r\n defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;\r\n }\r\n }\r\n else {\r\n defines.REFLECTION = false;\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n if (!this._emissiveTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, \"EMISSIVE\");\r\n }\r\n }\r\n else {\r\n defines.EMISSIVE = false;\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n if (!this._lightmapTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, \"LIGHTMAP\");\r\n defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;\r\n }\r\n }\r\n else {\r\n defines.LIGHTMAP = false;\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n if (!this._specularTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, \"SPECULAR\");\r\n defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;\r\n }\r\n }\r\n else {\r\n defines.SPECULAR = false;\r\n }\r\n if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {\r\n // Bump texure can not be not blocking.\r\n if (!this._bumpTexture.isReady()) {\r\n return false;\r\n }\r\n else {\r\n MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, \"BUMP\");\r\n defines.PARALLAX = this._useParallax;\r\n defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;\r\n }\r\n defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;\r\n }\r\n else {\r\n defines.BUMP = false;\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n if (!this._refractionTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n }\r\n else {\r\n defines._needUVs = true;\r\n defines.REFRACTION = true;\r\n defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;\r\n }\r\n }\r\n else {\r\n defines.REFRACTION = false;\r\n }\r\n defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;\r\n }\r\n else {\r\n defines.DIFFUSE = false;\r\n defines.AMBIENT = false;\r\n defines.OPACITY = false;\r\n defines.REFLECTION = false;\r\n defines.EMISSIVE = false;\r\n defines.LIGHTMAP = false;\r\n defines.BUMP = false;\r\n defines.REFRACTION = false;\r\n }\r\n defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();\r\n defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;\r\n defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;\r\n defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;\r\n defines.PREMULTIPLYALPHA = (this.alphaMode === Constants.ALPHA_PREMULTIPLIED || this.alphaMode === Constants.ALPHA_PREMULTIPLIED_PORTERDUFF);\r\n }\r\n if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {\r\n if (!this._imageProcessingConfiguration.isReady()) {\r\n return false;\r\n }\r\n this._imageProcessingConfiguration.prepareDefines(defines);\r\n defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);\r\n defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);\r\n }\r\n if (defines._areFresnelDirty) {\r\n if (StandardMaterial.FresnelEnabled) {\r\n // Fresnel\r\n if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||\r\n this._emissiveFresnelParameters || this._refractionFresnelParameters ||\r\n this._reflectionFresnelParameters) {\r\n defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);\r\n defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);\r\n defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);\r\n defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;\r\n defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);\r\n defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);\r\n defines._needNormals = true;\r\n defines.FRESNEL = true;\r\n }\r\n }\r\n else {\r\n defines.FRESNEL = false;\r\n }\r\n }\r\n // Misc.\r\n MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);\r\n // Values that need to be evaluated on every frame\r\n MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n // Fallbacks\r\n var fallbacks = new EffectFallbacks();\r\n if (defines.REFLECTION) {\r\n fallbacks.addFallback(0, \"REFLECTION\");\r\n }\r\n if (defines.SPECULAR) {\r\n fallbacks.addFallback(0, \"SPECULAR\");\r\n }\r\n if (defines.BUMP) {\r\n fallbacks.addFallback(0, \"BUMP\");\r\n }\r\n if (defines.PARALLAX) {\r\n fallbacks.addFallback(1, \"PARALLAX\");\r\n }\r\n if (defines.PARALLAXOCCLUSION) {\r\n fallbacks.addFallback(0, \"PARALLAXOCCLUSION\");\r\n }\r\n if (defines.SPECULAROVERALPHA) {\r\n fallbacks.addFallback(0, \"SPECULAROVERALPHA\");\r\n }\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n if (defines.POINTSIZE) {\r\n fallbacks.addFallback(0, \"POINTSIZE\");\r\n }\r\n if (defines.LOGARITHMICDEPTH) {\r\n fallbacks.addFallback(0, \"LOGARITHMICDEPTH\");\r\n }\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);\r\n if (defines.SPECULARTERM) {\r\n fallbacks.addFallback(0, \"SPECULARTERM\");\r\n }\r\n if (defines.DIFFUSEFRESNEL) {\r\n fallbacks.addFallback(1, \"DIFFUSEFRESNEL\");\r\n }\r\n if (defines.OPACITYFRESNEL) {\r\n fallbacks.addFallback(2, \"OPACITYFRESNEL\");\r\n }\r\n if (defines.REFLECTIONFRESNEL) {\r\n fallbacks.addFallback(3, \"REFLECTIONFRESNEL\");\r\n }\r\n if (defines.EMISSIVEFRESNEL) {\r\n fallbacks.addFallback(4, \"EMISSIVEFRESNEL\");\r\n }\r\n if (defines.FRESNEL) {\r\n fallbacks.addFallback(4, \"FRESNEL\");\r\n }\r\n if (defines.MULTIVIEW) {\r\n fallbacks.addFallback(0, \"MULTIVIEW\");\r\n }\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);\r\n var shaderName = \"default\";\r\n var uniforms = [\"world\", \"view\", \"viewProjection\", \"vEyePosition\", \"vLightsType\", \"vAmbientColor\", \"vDiffuseColor\", \"vSpecularColor\", \"vEmissiveColor\", \"visibility\",\r\n \"vFogInfos\", \"vFogColor\", \"pointSize\",\r\n \"vDiffuseInfos\", \"vAmbientInfos\", \"vOpacityInfos\", \"vReflectionInfos\", \"vEmissiveInfos\", \"vSpecularInfos\", \"vBumpInfos\", \"vLightmapInfos\", \"vRefractionInfos\",\r\n \"mBones\",\r\n \"vClipPlane\", \"vClipPlane2\", \"vClipPlane3\", \"vClipPlane4\", \"diffuseMatrix\", \"ambientMatrix\", \"opacityMatrix\", \"reflectionMatrix\", \"emissiveMatrix\", \"specularMatrix\", \"bumpMatrix\", \"normalMatrix\", \"lightmapMatrix\", \"refractionMatrix\",\r\n \"diffuseLeftColor\", \"diffuseRightColor\", \"opacityParts\", \"reflectionLeftColor\", \"reflectionRightColor\", \"emissiveLeftColor\", \"emissiveRightColor\", \"refractionLeftColor\", \"refractionRightColor\",\r\n \"vReflectionPosition\", \"vReflectionSize\",\r\n \"logarithmicDepthConstant\", \"vTangentSpaceParams\", \"alphaCutOff\", \"boneTextureWidth\"\r\n ];\r\n var samplers = [\"diffuseSampler\", \"ambientSampler\", \"opacitySampler\", \"reflectionCubeSampler\",\r\n \"reflection2DSampler\", \"emissiveSampler\", \"specularSampler\", \"bumpSampler\", \"lightmapSampler\",\r\n \"refractionCubeSampler\", \"refraction2DSampler\", \"boneSampler\"];\r\n var uniformBuffers = [\"Material\", \"Scene\"];\r\n if (ImageProcessingConfiguration) {\r\n ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);\r\n ImageProcessingConfiguration.PrepareSamplers(samplers, defines);\r\n }\r\n MaterialHelper.PrepareUniformsAndSamplersList({\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: this._maxSimultaneousLights\r\n });\r\n if (this.customShaderNameResolve) {\r\n shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);\r\n }\r\n var join = defines.toString();\r\n var previousEffect = subMesh.effect;\r\n var effect = scene.getEngine().createEffect(shaderName, {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }\r\n }, engine);\r\n if (effect) {\r\n // Use previous effect while new one is compiling\r\n if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {\r\n effect = previousEffect;\r\n defines.markAsUnprocessed();\r\n }\r\n else {\r\n scene.resetCachedMaterial();\r\n subMesh.setEffect(effect, defines);\r\n this.buildUniformLayout();\r\n }\r\n }\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n defines._renderId = scene.getRenderId();\r\n this._wasPreviouslyReady = true;\r\n return true;\r\n };\r\n /**\r\n * Builds the material UBO layouts.\r\n * Used internally during the effect preparation.\r\n */\r\n StandardMaterial.prototype.buildUniformLayout = function () {\r\n // Order is important !\r\n var ubo = this._uniformBuffer;\r\n ubo.addUniform(\"diffuseLeftColor\", 4);\r\n ubo.addUniform(\"diffuseRightColor\", 4);\r\n ubo.addUniform(\"opacityParts\", 4);\r\n ubo.addUniform(\"reflectionLeftColor\", 4);\r\n ubo.addUniform(\"reflectionRightColor\", 4);\r\n ubo.addUniform(\"refractionLeftColor\", 4);\r\n ubo.addUniform(\"refractionRightColor\", 4);\r\n ubo.addUniform(\"emissiveLeftColor\", 4);\r\n ubo.addUniform(\"emissiveRightColor\", 4);\r\n ubo.addUniform(\"vDiffuseInfos\", 2);\r\n ubo.addUniform(\"vAmbientInfos\", 2);\r\n ubo.addUniform(\"vOpacityInfos\", 2);\r\n ubo.addUniform(\"vReflectionInfos\", 2);\r\n ubo.addUniform(\"vReflectionPosition\", 3);\r\n ubo.addUniform(\"vReflectionSize\", 3);\r\n ubo.addUniform(\"vEmissiveInfos\", 2);\r\n ubo.addUniform(\"vLightmapInfos\", 2);\r\n ubo.addUniform(\"vSpecularInfos\", 2);\r\n ubo.addUniform(\"vBumpInfos\", 3);\r\n ubo.addUniform(\"diffuseMatrix\", 16);\r\n ubo.addUniform(\"ambientMatrix\", 16);\r\n ubo.addUniform(\"opacityMatrix\", 16);\r\n ubo.addUniform(\"reflectionMatrix\", 16);\r\n ubo.addUniform(\"emissiveMatrix\", 16);\r\n ubo.addUniform(\"lightmapMatrix\", 16);\r\n ubo.addUniform(\"specularMatrix\", 16);\r\n ubo.addUniform(\"bumpMatrix\", 16);\r\n ubo.addUniform(\"vTangentSpaceParams\", 2);\r\n ubo.addUniform(\"pointSize\", 1);\r\n ubo.addUniform(\"refractionMatrix\", 16);\r\n ubo.addUniform(\"vRefractionInfos\", 4);\r\n ubo.addUniform(\"vSpecularColor\", 4);\r\n ubo.addUniform(\"vEmissiveColor\", 3);\r\n ubo.addUniform(\"visibility\", 1);\r\n ubo.addUniform(\"vDiffuseColor\", 4);\r\n ubo.create();\r\n };\r\n /**\r\n * Unbinds the material from the mesh\r\n */\r\n StandardMaterial.prototype.unbind = function () {\r\n if (this._activeEffect) {\r\n var needFlag = false;\r\n if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"reflection2DSampler\", null);\r\n needFlag = true;\r\n }\r\n if (this._refractionTexture && this._refractionTexture.isRenderTarget) {\r\n this._activeEffect.setTexture(\"refraction2DSampler\", null);\r\n needFlag = true;\r\n }\r\n if (needFlag) {\r\n this._markAllSubMeshesAsTexturesDirty();\r\n }\r\n }\r\n _super.prototype.unbind.call(this);\r\n };\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {\r\n var scene = this.getScene();\r\n var defines = subMesh._materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n // Matrices\r\n if (!defines.INSTANCES) {\r\n this.bindOnlyWorldMatrix(world);\r\n }\r\n // Normal Matrix\r\n if (defines.OBJECTSPACE_NORMALMAP) {\r\n world.toNormalMatrix(this._normalMatrix);\r\n this.bindOnlyNormalMatrix(this._normalMatrix);\r\n }\r\n var mustRebind = this._mustRebind(scene, effect, mesh.visibility);\r\n // Bones\r\n MaterialHelper.BindBonesParameters(mesh, effect);\r\n var ubo = this._uniformBuffer;\r\n if (mustRebind) {\r\n ubo.bindToEffect(effect, \"Material\");\r\n this.bindViewProjection(effect);\r\n if (!ubo.useUbo || !this.isFrozen || !ubo.isSync) {\r\n if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {\r\n // Fresnel\r\n if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"diffuseLeftColor\", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);\r\n ubo.updateColor4(\"diffuseRightColor\", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);\r\n }\r\n if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"opacityParts\", new Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);\r\n }\r\n if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"reflectionLeftColor\", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);\r\n ubo.updateColor4(\"reflectionRightColor\", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);\r\n }\r\n if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"refractionLeftColor\", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);\r\n ubo.updateColor4(\"refractionRightColor\", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);\r\n }\r\n if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {\r\n ubo.updateColor4(\"emissiveLeftColor\", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);\r\n ubo.updateColor4(\"emissiveRightColor\", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);\r\n }\r\n }\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n ubo.updateFloat2(\"vDiffuseInfos\", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._diffuseTexture, ubo, \"diffuse\");\r\n if (this._diffuseTexture.hasAlpha) {\r\n effect.setFloat(\"alphaCutOff\", this.alphaCutOff);\r\n }\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n ubo.updateFloat2(\"vAmbientInfos\", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._ambientTexture, ubo, \"ambient\");\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n ubo.updateFloat2(\"vOpacityInfos\", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._opacityTexture, ubo, \"opacity\");\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n ubo.updateFloat2(\"vReflectionInfos\", this._reflectionTexture.level, this.roughness);\r\n ubo.updateMatrix(\"reflectionMatrix\", this._reflectionTexture.getReflectionTextureMatrix());\r\n if (this._reflectionTexture.boundingBoxSize) {\r\n var cubeTexture = this._reflectionTexture;\r\n ubo.updateVector3(\"vReflectionPosition\", cubeTexture.boundingBoxPosition);\r\n ubo.updateVector3(\"vReflectionSize\", cubeTexture.boundingBoxSize);\r\n }\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n ubo.updateFloat2(\"vEmissiveInfos\", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._emissiveTexture, ubo, \"emissive\");\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n ubo.updateFloat2(\"vLightmapInfos\", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._lightmapTexture, ubo, \"lightmap\");\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n ubo.updateFloat2(\"vSpecularInfos\", this._specularTexture.coordinatesIndex, this._specularTexture.level);\r\n MaterialHelper.BindTextureMatrix(this._specularTexture, ubo, \"specular\");\r\n }\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n ubo.updateFloat3(\"vBumpInfos\", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);\r\n MaterialHelper.BindTextureMatrix(this._bumpTexture, ubo, \"bump\");\r\n if (scene._mirroredCameraPosition) {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);\r\n }\r\n else {\r\n ubo.updateFloat2(\"vTangentSpaceParams\", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (!this._refractionTexture.isCube) {\r\n ubo.updateMatrix(\"refractionMatrix\", this._refractionTexture.getReflectionTextureMatrix());\r\n if (this._refractionTexture.depth) {\r\n depth = this._refractionTexture.depth;\r\n }\r\n }\r\n ubo.updateFloat4(\"vRefractionInfos\", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);\r\n }\r\n }\r\n // Point size\r\n if (this.pointsCloud) {\r\n ubo.updateFloat(\"pointSize\", this.pointSize);\r\n }\r\n if (defines.SPECULARTERM) {\r\n ubo.updateColor4(\"vSpecularColor\", this.specularColor, this.specularPower);\r\n }\r\n ubo.updateColor3(\"vEmissiveColor\", StandardMaterial.EmissiveTextureEnabled ? this.emissiveColor : Color3.BlackReadOnly);\r\n // Visibility\r\n ubo.updateFloat(\"visibility\", mesh.visibility);\r\n // Diffuse\r\n ubo.updateColor4(\"vDiffuseColor\", this.diffuseColor, this.alpha);\r\n }\r\n // Textures\r\n if (scene.texturesEnabled) {\r\n if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {\r\n effect.setTexture(\"diffuseSampler\", this._diffuseTexture);\r\n }\r\n if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {\r\n effect.setTexture(\"ambientSampler\", this._ambientTexture);\r\n }\r\n if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {\r\n effect.setTexture(\"opacitySampler\", this._opacityTexture);\r\n }\r\n if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {\r\n if (this._reflectionTexture.isCube) {\r\n effect.setTexture(\"reflectionCubeSampler\", this._reflectionTexture);\r\n }\r\n else {\r\n effect.setTexture(\"reflection2DSampler\", this._reflectionTexture);\r\n }\r\n }\r\n if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {\r\n effect.setTexture(\"emissiveSampler\", this._emissiveTexture);\r\n }\r\n if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {\r\n effect.setTexture(\"lightmapSampler\", this._lightmapTexture);\r\n }\r\n if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {\r\n effect.setTexture(\"specularSampler\", this._specularTexture);\r\n }\r\n if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {\r\n effect.setTexture(\"bumpSampler\", this._bumpTexture);\r\n }\r\n if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {\r\n var depth = 1.0;\r\n if (this._refractionTexture.isCube) {\r\n effect.setTexture(\"refractionCubeSampler\", this._refractionTexture);\r\n }\r\n else {\r\n effect.setTexture(\"refraction2DSampler\", this._refractionTexture);\r\n }\r\n }\r\n }\r\n // Clip plane\r\n MaterialHelper.BindClipPlane(effect, scene);\r\n // Colors\r\n scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);\r\n MaterialHelper.BindEyePosition(effect, scene);\r\n effect.setColor3(\"vAmbientColor\", this._globalAmbientColor);\r\n }\r\n if (mustRebind || !this.isFrozen) {\r\n // Lights\r\n if (scene.lightsEnabled && !this._disableLighting) {\r\n MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);\r\n }\r\n // View\r\n if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {\r\n this.bindView(effect);\r\n }\r\n // Fog\r\n MaterialHelper.BindFogParameters(scene, mesh, effect);\r\n // Morph targets\r\n if (defines.NUM_MORPH_INFLUENCERS) {\r\n MaterialHelper.BindMorphTargetParameters(mesh, effect);\r\n }\r\n // Log. depth\r\n MaterialHelper.BindLogDepth(defines, effect, scene);\r\n // image processing\r\n if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {\r\n this._imageProcessingConfiguration.bind(this._activeEffect);\r\n }\r\n }\r\n ubo.update();\r\n this._afterBind(mesh, this._activeEffect);\r\n };\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n StandardMaterial.prototype.getAnimatables = function () {\r\n var results = [];\r\n if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {\r\n results.push(this._diffuseTexture);\r\n }\r\n if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {\r\n results.push(this._ambientTexture);\r\n }\r\n if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {\r\n results.push(this._opacityTexture);\r\n }\r\n if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {\r\n results.push(this._reflectionTexture);\r\n }\r\n if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {\r\n results.push(this._emissiveTexture);\r\n }\r\n if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {\r\n results.push(this._specularTexture);\r\n }\r\n if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {\r\n results.push(this._bumpTexture);\r\n }\r\n if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {\r\n results.push(this._lightmapTexture);\r\n }\r\n if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {\r\n results.push(this._refractionTexture);\r\n }\r\n return results;\r\n };\r\n /**\r\n * Gets the active textures from the material\r\n * @returns an array of textures\r\n */\r\n StandardMaterial.prototype.getActiveTextures = function () {\r\n var activeTextures = _super.prototype.getActiveTextures.call(this);\r\n if (this._diffuseTexture) {\r\n activeTextures.push(this._diffuseTexture);\r\n }\r\n if (this._ambientTexture) {\r\n activeTextures.push(this._ambientTexture);\r\n }\r\n if (this._opacityTexture) {\r\n activeTextures.push(this._opacityTexture);\r\n }\r\n if (this._reflectionTexture) {\r\n activeTextures.push(this._reflectionTexture);\r\n }\r\n if (this._emissiveTexture) {\r\n activeTextures.push(this._emissiveTexture);\r\n }\r\n if (this._specularTexture) {\r\n activeTextures.push(this._specularTexture);\r\n }\r\n if (this._bumpTexture) {\r\n activeTextures.push(this._bumpTexture);\r\n }\r\n if (this._lightmapTexture) {\r\n activeTextures.push(this._lightmapTexture);\r\n }\r\n if (this._refractionTexture) {\r\n activeTextures.push(this._refractionTexture);\r\n }\r\n return activeTextures;\r\n };\r\n /**\r\n * Specifies if the material uses a texture\r\n * @param texture defines the texture to check against the material\r\n * @returns a boolean specifying if the material uses the texture\r\n */\r\n StandardMaterial.prototype.hasTexture = function (texture) {\r\n if (_super.prototype.hasTexture.call(this, texture)) {\r\n return true;\r\n }\r\n if (this._diffuseTexture === texture) {\r\n return true;\r\n }\r\n if (this._ambientTexture === texture) {\r\n return true;\r\n }\r\n if (this._opacityTexture === texture) {\r\n return true;\r\n }\r\n if (this._reflectionTexture === texture) {\r\n return true;\r\n }\r\n if (this._emissiveTexture === texture) {\r\n return true;\r\n }\r\n if (this._specularTexture === texture) {\r\n return true;\r\n }\r\n if (this._bumpTexture === texture) {\r\n return true;\r\n }\r\n if (this._lightmapTexture === texture) {\r\n return true;\r\n }\r\n if (this._refractionTexture === texture) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n /**\r\n * Disposes the material\r\n * @param forceDisposeEffect specifies if effects should be forcefully disposed\r\n * @param forceDisposeTextures specifies if textures should be forcefully disposed\r\n */\r\n StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {\r\n if (forceDisposeTextures) {\r\n if (this._diffuseTexture) {\r\n this._diffuseTexture.dispose();\r\n }\r\n if (this._ambientTexture) {\r\n this._ambientTexture.dispose();\r\n }\r\n if (this._opacityTexture) {\r\n this._opacityTexture.dispose();\r\n }\r\n if (this._reflectionTexture) {\r\n this._reflectionTexture.dispose();\r\n }\r\n if (this._emissiveTexture) {\r\n this._emissiveTexture.dispose();\r\n }\r\n if (this._specularTexture) {\r\n this._specularTexture.dispose();\r\n }\r\n if (this._bumpTexture) {\r\n this._bumpTexture.dispose();\r\n }\r\n if (this._lightmapTexture) {\r\n this._lightmapTexture.dispose();\r\n }\r\n if (this._refractionTexture) {\r\n this._refractionTexture.dispose();\r\n }\r\n }\r\n if (this._imageProcessingConfiguration && this._imageProcessingObserver) {\r\n this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);\r\n }\r\n _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);\r\n };\r\n /**\r\n * Makes a duplicate of the material, and gives it a new name\r\n * @param name defines the new name for the duplicated material\r\n * @returns the cloned material\r\n */\r\n StandardMaterial.prototype.clone = function (name) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);\r\n result.name = name;\r\n result.id = name;\r\n return result;\r\n };\r\n /**\r\n * Serializes this material in a JSON representation\r\n * @returns the serialized material object\r\n */\r\n StandardMaterial.prototype.serialize = function () {\r\n return SerializationHelper.Serialize(this);\r\n };\r\n /**\r\n * Creates a standard material from parsed material data\r\n * @param source defines the JSON representation of the material\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root URL to use to load textures and relative dependencies\r\n * @returns a new standard material\r\n */\r\n StandardMaterial.Parse = function (source, scene, rootUrl) {\r\n return SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);\r\n };\r\n Object.defineProperty(StandardMaterial, \"DiffuseTextureEnabled\", {\r\n // Flags used to enable or disable a type of texture for all Standard Materials\r\n /**\r\n * Are diffuse textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.DiffuseTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.DiffuseTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"AmbientTextureEnabled\", {\r\n /**\r\n * Are ambient textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.AmbientTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.AmbientTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"OpacityTextureEnabled\", {\r\n /**\r\n * Are opacity textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.OpacityTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.OpacityTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"ReflectionTextureEnabled\", {\r\n /**\r\n * Are reflection textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.ReflectionTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.ReflectionTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"EmissiveTextureEnabled\", {\r\n /**\r\n * Are emissive textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.EmissiveTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.EmissiveTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"SpecularTextureEnabled\", {\r\n /**\r\n * Are specular textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.SpecularTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.SpecularTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"BumpTextureEnabled\", {\r\n /**\r\n * Are bump textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.BumpTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.BumpTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"LightmapTextureEnabled\", {\r\n /**\r\n * Are lightmap textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.LightmapTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.LightmapTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"RefractionTextureEnabled\", {\r\n /**\r\n * Are refraction textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.RefractionTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.RefractionTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"ColorGradingTextureEnabled\", {\r\n /**\r\n * Are color grading textures enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.ColorGradingTextureEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.ColorGradingTextureEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(StandardMaterial, \"FresnelEnabled\", {\r\n /**\r\n * Are fresnels enabled in the application.\r\n */\r\n get: function () {\r\n return MaterialFlags.FresnelEnabled;\r\n },\r\n set: function (value) {\r\n MaterialFlags.FresnelEnabled = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"diffuseTexture\")\r\n ], StandardMaterial.prototype, \"_diffuseTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"diffuseTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"ambientTexture\")\r\n ], StandardMaterial.prototype, \"_ambientTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"ambientTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"opacityTexture\")\r\n ], StandardMaterial.prototype, \"_opacityTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"opacityTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"reflectionTexture\")\r\n ], StandardMaterial.prototype, \"_reflectionTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"reflectionTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"emissiveTexture\")\r\n ], StandardMaterial.prototype, \"_emissiveTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"emissiveTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"specularTexture\")\r\n ], StandardMaterial.prototype, \"_specularTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"specularTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"bumpTexture\")\r\n ], StandardMaterial.prototype, \"_bumpTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"bumpTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"lightmapTexture\")\r\n ], StandardMaterial.prototype, \"_lightmapTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"lightmapTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsTexture(\"refractionTexture\")\r\n ], StandardMaterial.prototype, \"_refractionTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"refractionTexture\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsColor3(\"ambient\")\r\n ], StandardMaterial.prototype, \"ambientColor\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsColor3(\"diffuse\")\r\n ], StandardMaterial.prototype, \"diffuseColor\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsColor3(\"specular\")\r\n ], StandardMaterial.prototype, \"specularColor\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsColor3(\"emissive\")\r\n ], StandardMaterial.prototype, \"emissiveColor\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"specularPower\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useAlphaFromDiffuseTexture\")\r\n ], StandardMaterial.prototype, \"_useAlphaFromDiffuseTexture\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useAlphaFromDiffuseTexture\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useEmissiveAsIllumination\")\r\n ], StandardMaterial.prototype, \"_useEmissiveAsIllumination\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useEmissiveAsIllumination\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"linkEmissiveWithDiffuse\")\r\n ], StandardMaterial.prototype, \"_linkEmissiveWithDiffuse\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"linkEmissiveWithDiffuse\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useSpecularOverAlpha\")\r\n ], StandardMaterial.prototype, \"_useSpecularOverAlpha\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useSpecularOverAlpha\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useReflectionOverAlpha\")\r\n ], StandardMaterial.prototype, \"_useReflectionOverAlpha\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useReflectionOverAlpha\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"disableLighting\")\r\n ], StandardMaterial.prototype, \"_disableLighting\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n ], StandardMaterial.prototype, \"disableLighting\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useObjectSpaceNormalMap\")\r\n ], StandardMaterial.prototype, \"_useObjectSpaceNormalMap\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useObjectSpaceNormalMap\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useParallax\")\r\n ], StandardMaterial.prototype, \"_useParallax\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useParallax\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useParallaxOcclusion\")\r\n ], StandardMaterial.prototype, \"_useParallaxOcclusion\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useParallaxOcclusion\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"parallaxScaleBias\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"roughness\")\r\n ], StandardMaterial.prototype, \"_roughness\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"roughness\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"indexOfRefraction\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"invertRefractionY\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"alphaCutOff\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useLightmapAsShadowmap\")\r\n ], StandardMaterial.prototype, \"_useLightmapAsShadowmap\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useLightmapAsShadowmap\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsFresnelParameters(\"diffuseFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_diffuseFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"diffuseFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsFresnelParameters(\"opacityFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_opacityFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelAndMiscDirty\")\r\n ], StandardMaterial.prototype, \"opacityFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsFresnelParameters(\"reflectionFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_reflectionFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"reflectionFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsFresnelParameters(\"refractionFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_refractionFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"refractionFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsFresnelParameters(\"emissiveFresnelParameters\")\r\n ], StandardMaterial.prototype, \"_emissiveFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"emissiveFresnelParameters\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useReflectionFresnelFromSpecular\")\r\n ], StandardMaterial.prototype, \"_useReflectionFresnelFromSpecular\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsFresnelDirty\")\r\n ], StandardMaterial.prototype, \"useReflectionFresnelFromSpecular\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"useGlossinessFromSpecularMapAlpha\")\r\n ], StandardMaterial.prototype, \"_useGlossinessFromSpecularMapAlpha\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"useGlossinessFromSpecularMapAlpha\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"maxSimultaneousLights\")\r\n ], StandardMaterial.prototype, \"_maxSimultaneousLights\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsLightsDirty\")\r\n ], StandardMaterial.prototype, \"maxSimultaneousLights\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"invertNormalMapX\")\r\n ], StandardMaterial.prototype, \"_invertNormalMapX\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"invertNormalMapX\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"invertNormalMapY\")\r\n ], StandardMaterial.prototype, \"_invertNormalMapY\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"invertNormalMapY\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"twoSidedLighting\")\r\n ], StandardMaterial.prototype, \"_twoSidedLighting\", void 0);\r\n tslib_1.__decorate([\r\n expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n ], StandardMaterial.prototype, \"twoSidedLighting\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], StandardMaterial.prototype, \"useLogarithmicDepth\", null);\r\n return StandardMaterial;\r\n}(PushMaterial));\r\nexport { StandardMaterial };\r\n_TypeStore.RegisteredTypes[\"BABYLON.StandardMaterial\"] = StandardMaterial;\r\nScene.DefaultMaterialFactory = function (scene) {\r\n return new StandardMaterial(\"default material\", scene);\r\n};\r\n//# sourceMappingURL=standardMaterial.js.map" }, { "id": "../../.temp/packageES6Dev/core/Materials/uniformBuffer.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\uniformBuffer.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/uniformBuffer.js", "index": 77, "index2": 75, "size": 19738, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 524, "building": 22, "dependencies": 183 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Lights/light.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Lights\\light.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Lights/light.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Lights/light.js", "type": "harmony side effect evaluation", "userRequest": "../Materials/uniformBuffer", "loc": "6:0-59" }, { "moduleId": "../../.temp/packageES6Dev/core/Lights/light.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Lights\\light.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Lights/light.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Lights/light.js", "type": "harmony import specifier", "userRequest": "../Materials/uniformBuffer", "loc": "76:35-48" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/material.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\material.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "type": "harmony side effect evaluation", "userRequest": "./uniformBuffer", "loc": "7:0-48" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/material.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\material.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "type": "harmony import specifier", "userRequest": "./uniformBuffer", "loc": "155:34-47" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony side effect evaluation", "userRequest": "./Materials/uniformBuffer", "loc": "14:0-58" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Materials/uniformBuffer", "loc": "1316:29-42" } ], "providedExports": [ "UniformBuffer" ], "optimizationBailout": [], "depth": 2, "source": "import { Logger } from \"../Misc/logger\";\r\n/**\r\n * Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n */\r\nvar UniformBuffer = /** @class */ (function () {\r\n /**\r\n * Instantiates a new Uniform buffer objects.\r\n *\r\n * Handles blocks of uniform on the GPU.\r\n *\r\n * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.\r\n *\r\n * For more information, please refer to :\r\n * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object\r\n * @param engine Define the engine the buffer is associated with\r\n * @param data Define the data contained in the buffer\r\n * @param dynamic Define if the buffer is updatable\r\n */\r\n function UniformBuffer(engine, data, dynamic) {\r\n this._engine = engine;\r\n this._noUBO = !engine.supportsUniformBuffers;\r\n this._dynamic = dynamic;\r\n this._data = data || [];\r\n this._uniformLocations = {};\r\n this._uniformSizes = {};\r\n this._uniformLocationPointer = 0;\r\n this._needSync = false;\r\n if (this._noUBO) {\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;\r\n this.updateFloat = this._updateFloatForEffect;\r\n this.updateFloat2 = this._updateFloat2ForEffect;\r\n this.updateFloat3 = this._updateFloat3ForEffect;\r\n this.updateFloat4 = this._updateFloat4ForEffect;\r\n this.updateMatrix = this._updateMatrixForEffect;\r\n this.updateVector3 = this._updateVector3ForEffect;\r\n this.updateVector4 = this._updateVector4ForEffect;\r\n this.updateColor3 = this._updateColor3ForEffect;\r\n this.updateColor4 = this._updateColor4ForEffect;\r\n }\r\n else {\r\n this._engine._uniformBuffers.push(this);\r\n this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;\r\n this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;\r\n this.updateFloat = this._updateFloatForUniform;\r\n this.updateFloat2 = this._updateFloat2ForUniform;\r\n this.updateFloat3 = this._updateFloat3ForUniform;\r\n this.updateFloat4 = this._updateFloat4ForUniform;\r\n this.updateMatrix = this._updateMatrixForUniform;\r\n this.updateVector3 = this._updateVector3ForUniform;\r\n this.updateVector4 = this._updateVector4ForUniform;\r\n this.updateColor3 = this._updateColor3ForUniform;\r\n this.updateColor4 = this._updateColor4ForUniform;\r\n }\r\n }\r\n Object.defineProperty(UniformBuffer.prototype, \"useUbo\", {\r\n /**\r\n * Indicates if the buffer is using the WebGL2 UBO implementation,\r\n * or just falling back on setUniformXXX calls.\r\n */\r\n get: function () {\r\n return !this._noUBO;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(UniformBuffer.prototype, \"isSync\", {\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is in sync\r\n * with the javascript cache data.\r\n */\r\n get: function () {\r\n return !this._needSync;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Indicates if the WebGL underlying uniform buffer is dynamic.\r\n * Also, a dynamic UniformBuffer will disable cache verification and always\r\n * update the underlying WebGL uniform buffer to the GPU.\r\n * @returns if Dynamic, otherwise false\r\n */\r\n UniformBuffer.prototype.isDynamic = function () {\r\n return this._dynamic !== undefined;\r\n };\r\n /**\r\n * The data cache on JS side.\r\n * @returns the underlying data as a float array\r\n */\r\n UniformBuffer.prototype.getData = function () {\r\n return this._bufferData;\r\n };\r\n /**\r\n * The underlying WebGL Uniform buffer.\r\n * @returns the webgl buffer\r\n */\r\n UniformBuffer.prototype.getBuffer = function () {\r\n return this._buffer;\r\n };\r\n /**\r\n * std140 layout specifies how to align data within an UBO structure.\r\n * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159\r\n * for specs.\r\n */\r\n UniformBuffer.prototype._fillAlignment = function (size) {\r\n // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components\r\n // and 4x4 matrices\r\n // TODO : change if other types are used\r\n var alignment;\r\n if (size <= 2) {\r\n alignment = size;\r\n }\r\n else {\r\n alignment = 4;\r\n }\r\n if ((this._uniformLocationPointer % alignment) !== 0) {\r\n var oldPointer = this._uniformLocationPointer;\r\n this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);\r\n var diff = this._uniformLocationPointer - oldPointer;\r\n for (var i = 0; i < diff; i++) {\r\n this._data.push(0);\r\n }\r\n }\r\n };\r\n /**\r\n * Adds an uniform in the buffer.\r\n * Warning : the subsequents calls of this function must be in the same order as declared in the shader\r\n * for the layout to be correct !\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param size Data size, or data directly.\r\n */\r\n UniformBuffer.prototype.addUniform = function (name, size) {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._uniformLocations[name] !== undefined) {\r\n // Already existing uniform\r\n return;\r\n }\r\n // This function must be called in the order of the shader layout !\r\n // size can be the size of the uniform, or data directly\r\n var data;\r\n if (size instanceof Array) {\r\n data = size;\r\n size = data.length;\r\n }\r\n else {\r\n size = size;\r\n data = [];\r\n // Fill with zeros\r\n for (var i = 0; i < size; i++) {\r\n data.push(0);\r\n }\r\n }\r\n this._fillAlignment(size);\r\n this._uniformSizes[name] = size;\r\n this._uniformLocations[name] = this._uniformLocationPointer;\r\n this._uniformLocationPointer += size;\r\n for (var i = 0; i < size; i++) {\r\n this._data.push(data[i]);\r\n }\r\n this._needSync = true;\r\n };\r\n /**\r\n * Adds a Matrix 4x4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param mat A 4x4 matrix.\r\n */\r\n UniformBuffer.prototype.addMatrix = function (name, mat) {\r\n this.addUniform(name, Array.prototype.slice.call(mat.toArray()));\r\n };\r\n /**\r\n * Adds a vec2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec2\r\n * @param y Define the y component value of the vec2\r\n */\r\n UniformBuffer.prototype.addFloat2 = function (name, x, y) {\r\n var temp = [x, y];\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param x Define the x component value of the vec3\r\n * @param y Define the y component value of the vec3\r\n * @param z Define the z component value of the vec3\r\n */\r\n UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {\r\n var temp = [x, y, z];\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the vec3 from a Color\r\n */\r\n UniformBuffer.prototype.addColor3 = function (name, color) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec4 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param color Define the rgb components from a Color\r\n * @param alpha Define the a component of the vec4\r\n */\r\n UniformBuffer.prototype.addColor4 = function (name, color, alpha) {\r\n var temp = new Array();\r\n color.toArray(temp);\r\n temp.push(alpha);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a vec3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n * @param vector Define the vec3 components from a Vector\r\n */\r\n UniformBuffer.prototype.addVector3 = function (name, vector) {\r\n var temp = new Array();\r\n vector.toArray(temp);\r\n this.addUniform(name, temp);\r\n };\r\n /**\r\n * Adds a Matrix 3x3 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.addMatrix3x3 = function (name) {\r\n this.addUniform(name, 12);\r\n };\r\n /**\r\n * Adds a Matrix 2x2 to the uniform buffer.\r\n * @param name Name of the uniform, as used in the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.addMatrix2x2 = function (name) {\r\n this.addUniform(name, 8);\r\n };\r\n /**\r\n * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.\r\n */\r\n UniformBuffer.prototype.create = function () {\r\n if (this._noUBO) {\r\n return;\r\n }\r\n if (this._buffer) {\r\n return; // nothing to do\r\n }\r\n // See spec, alignment must be filled as a vec4\r\n this._fillAlignment(4);\r\n this._bufferData = new Float32Array(this._data);\r\n this._rebuild();\r\n this._needSync = true;\r\n };\r\n /** @hidden */\r\n UniformBuffer.prototype._rebuild = function () {\r\n if (this._noUBO || !this._bufferData) {\r\n return;\r\n }\r\n if (this._dynamic) {\r\n this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);\r\n }\r\n else {\r\n this._buffer = this._engine.createUniformBuffer(this._bufferData);\r\n }\r\n };\r\n /**\r\n * Updates the WebGL Uniform Buffer on the GPU.\r\n * If the `dynamic` flag is set to true, no cache comparison is done.\r\n * Otherwise, the buffer will be updated only if the cache differs.\r\n */\r\n UniformBuffer.prototype.update = function () {\r\n if (!this._buffer) {\r\n this.create();\r\n return;\r\n }\r\n if (!this._dynamic && !this._needSync) {\r\n return;\r\n }\r\n this._engine.updateUniformBuffer(this._buffer, this._bufferData);\r\n this._needSync = false;\r\n };\r\n /**\r\n * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n * @param size Define the size of the data.\r\n */\r\n UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {\r\n var location = this._uniformLocations[uniformName];\r\n if (location === undefined) {\r\n if (this._buffer) {\r\n // Cannot add an uniform if the buffer is already created\r\n Logger.Error(\"Cannot add an uniform after UBO has been created.\");\r\n return;\r\n }\r\n this.addUniform(uniformName, size);\r\n location = this._uniformLocations[uniformName];\r\n }\r\n if (!this._buffer) {\r\n this.create();\r\n }\r\n if (!this._dynamic) {\r\n // Cache for static uniform buffers\r\n var changed = false;\r\n for (var i = 0; i < size; i++) {\r\n if (this._bufferData[location + i] !== data[i]) {\r\n changed = true;\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n this._needSync = this._needSync || changed;\r\n }\r\n else {\r\n // No cache for dynamic\r\n for (var i = 0; i < size; i++) {\r\n this._bufferData[location + i] = data[i];\r\n }\r\n }\r\n };\r\n // Update methods\r\n UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 3; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 12);\r\n };\r\n UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {\r\n this._currentEffect.setMatrix3x3(name, matrix);\r\n };\r\n UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {\r\n this._currentEffect.setMatrix2x2(name, matrix);\r\n };\r\n UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {\r\n // To match std140, matrix must be realigned\r\n for (var i = 0; i < 2; i++) {\r\n UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];\r\n UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];\r\n UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;\r\n UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;\r\n }\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 8);\r\n };\r\n UniformBuffer.prototype._updateFloatForEffect = function (name, x) {\r\n this._currentEffect.setFloat(name, x);\r\n };\r\n UniformBuffer.prototype._updateFloatForUniform = function (name, x) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 1);\r\n };\r\n UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat2(name + suffix, x, y);\r\n };\r\n UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 2);\r\n };\r\n UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat3(name + suffix, x, y, z);\r\n };\r\n UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setFloat4(name + suffix, x, y, z, w);\r\n };\r\n UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w) {\r\n UniformBuffer._tempBuffer[0] = x;\r\n UniformBuffer._tempBuffer[1] = y;\r\n UniformBuffer._tempBuffer[2] = z;\r\n UniformBuffer._tempBuffer[3] = w;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {\r\n this._currentEffect.setMatrix(name, mat);\r\n };\r\n UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {\r\n this.updateUniform(name, mat.toArray(), 16);\r\n };\r\n UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {\r\n this._currentEffect.setVector3(name, vector);\r\n };\r\n UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {\r\n this._currentEffect.setVector4(name, vector);\r\n };\r\n UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {\r\n vector.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setColor3(name + suffix, color);\r\n };\r\n UniformBuffer.prototype._updateColor3ForUniform = function (name, color) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 3);\r\n };\r\n UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {\r\n if (suffix === void 0) { suffix = \"\"; }\r\n this._currentEffect.setColor4(name + suffix, color, alpha);\r\n };\r\n UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha) {\r\n color.toArray(UniformBuffer._tempBuffer);\r\n UniformBuffer._tempBuffer[3] = alpha;\r\n this.updateUniform(name, UniformBuffer._tempBuffer, 4);\r\n };\r\n /**\r\n * Sets a sampler uniform on the effect.\r\n * @param name Define the name of the sampler.\r\n * @param texture Define the texture to set in the sampler\r\n */\r\n UniformBuffer.prototype.setTexture = function (name, texture) {\r\n this._currentEffect.setTexture(name, texture);\r\n };\r\n /**\r\n * Directly updates the value of the uniform in the cache AND on the GPU.\r\n * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.\r\n * @param data Define the flattened data\r\n */\r\n UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {\r\n this.updateUniform(uniformName, data, data.length);\r\n this.update();\r\n };\r\n /**\r\n * Binds this uniform buffer to an effect.\r\n * @param effect Define the effect to bind the buffer to\r\n * @param name Name of the uniform block in the shader.\r\n */\r\n UniformBuffer.prototype.bindToEffect = function (effect, name) {\r\n this._currentEffect = effect;\r\n if (this._noUBO || !this._buffer) 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"../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Maths/math.color", "loc": "61:31-37" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Maths/math.color", "loc": "65:33-39" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Maths/math.color", "loc": "323:29-35" } ], "providedExports": [ "Color3", "Color4", "TmpColors" ], "optimizationBailout": [], "depth": 2, "source": "import { Scalar } from './math.scalar';\r\nimport { ToLinearSpace, ToGammaSpace } from './math.constants';\r\nimport { ArrayTools } from '../Misc/arrayTools';\r\n/**\r\n * Class used to hold a RBG color\r\n */\r\nvar Color3 = /** @class */ (function () {\r\n /**\r\n * Creates a new Color3 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n */\r\n function Color3(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n r, \r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n g, \r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n b) {\r\n if (r === void 0) { r = 0; }\r\n if (g === void 0) { g = 0; }\r\n if (b === void 0) { b = 0; }\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n }\r\n /**\r\n * Creates a string with the Color3 current values\r\n * @returns the string representation of the Color3 object\r\n */\r\n Color3.prototype.toString = function () {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Color3\"\r\n * @returns \"Color3\"\r\n */\r\n Color3.prototype.getClassName = function () {\r\n return \"Color3\";\r\n };\r\n /**\r\n * Compute the Color3 hash code\r\n * @returns an unique number that can be used to hash Color3 objects\r\n */\r\n Color3.prototype.getHashCode = function () {\r\n var hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Stores in the given array from the given starting index the red, green, blue values as successive elements\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Color4 object from the current Color3 and the given alpha\r\n * @param alpha defines the alpha component on the new Color4 object (default is 1)\r\n * @returns a new Color4 object\r\n */\r\n Color3.prototype.toColor4 = function (alpha) {\r\n if (alpha === void 0) { alpha = 1; }\r\n return new Color4(this.r, this.g, this.b, alpha);\r\n };\r\n /**\r\n * Returns a new array populated with 3 numeric elements : red, green and blue values\r\n * @returns the new array\r\n */\r\n Color3.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Returns the luminance value\r\n * @returns a float value\r\n */\r\n Color3.prototype.toLuminance = function () {\r\n return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;\r\n };\r\n /**\r\n * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3 object\r\n */\r\n Color3.prototype.multiply = function (otherColor) {\r\n return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);\r\n };\r\n /**\r\n * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the current Color3\r\n */\r\n Color3.prototype.multiplyToRef = function (otherColor, result) {\r\n result.r = this.r * otherColor.r;\r\n result.g = this.g * otherColor.g;\r\n result.b = this.b * otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Determines equality between Color3 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n Color3.prototype.equals = function (otherColor) {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;\r\n };\r\n /**\r\n * Determines equality between the current Color3 object and a set of r,b,g values\r\n * @param r defines the red component to check\r\n * @param g defines the green component to check\r\n * @param b defines the blue component to check\r\n * @returns true if the rgb values are equal to the given ones\r\n */\r\n Color3.prototype.equalsFloats = function (r, g, b) {\r\n return this.r === r && this.g === g && this.b === b;\r\n };\r\n /**\r\n * Multiplies in place each rgb value by scale\r\n * @param scale defines the scaling factor\r\n * @returns the updated Color3\r\n */\r\n Color3.prototype.scale = function (scale) {\r\n return new Color3(this.r * scale, this.g * scale, this.b * scale);\r\n };\r\n /**\r\n * Multiplies the rgb values by scale and stores the result into \"result\"\r\n * @param scale defines the scaling factor\r\n * @param result defines the Color3 object where to store the result\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.scaleToRef = function (scale, result) {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Color3 values by a factor and add the result to a given Color3\r\n * @param scale defines the scale factor\r\n * @param result defines color to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n return this;\r\n };\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into\r\n * @returns the original Color3\r\n */\r\n Color3.prototype.clampToRef = function (min, max, result) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n return this;\r\n };\r\n /**\r\n * Creates a new Color3 set with the added values of the current Color3 and of the given one\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n Color3.prototype.add = function (otherColor) {\r\n return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);\r\n };\r\n /**\r\n * Stores the result of the addition of the current Color3 and given one rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.addToRef = function (otherColor, result) {\r\n result.r = this.r + otherColor.r;\r\n result.g = this.g + otherColor.g;\r\n result.b = this.b + otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Color3 set with the subtracted values of the given one from the current Color3\r\n * @param otherColor defines the second operand\r\n * @returns the new Color3\r\n */\r\n Color3.prototype.subtract = function (otherColor) {\r\n return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);\r\n };\r\n /**\r\n * Stores the result of the subtraction of given one from the current Color3 rgb values into \"result\"\r\n * @param otherColor defines the second operand\r\n * @param result defines Color3 object to store the result into\r\n * @returns the unmodified current Color3\r\n */\r\n Color3.prototype.subtractToRef = function (otherColor, result) {\r\n result.r = this.r - otherColor.r;\r\n result.g = this.g - otherColor.g;\r\n result.b = this.b - otherColor.b;\r\n return this;\r\n };\r\n /**\r\n * Copy the current object\r\n * @returns a new Color3 copied the current one\r\n */\r\n Color3.prototype.clone = function () {\r\n return new Color3(this.r, this.g, this.b);\r\n };\r\n /**\r\n * Copies the rgb values from the source in the current Color3\r\n * @param source defines the source Color3 object\r\n * @returns the updated Color3 object\r\n */\r\n Color3.prototype.copyFrom = function (source) {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n return this;\r\n };\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.copyFromFloats = function (r, g, b) {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n return this;\r\n };\r\n /**\r\n * Updates the Color3 rgb values from the given floats\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @returns the current Color3 object\r\n */\r\n Color3.prototype.set = function (r, g, b) {\r\n return this.copyFromFloats(r, g, b);\r\n };\r\n /**\r\n * Compute the Color3 hexadecimal code as a string\r\n * @returns a string containing the hexadecimal representation of the Color3 object\r\n */\r\n Color3.prototype.toHexString = function () {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB);\r\n };\r\n /**\r\n * Computes a new Color3 converted from the current one to linear space\r\n * @returns a new Color3 object\r\n */\r\n Color3.prototype.toLinearSpace = function () {\r\n var convertedColor = new Color3();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @returns a new color3 representing the HSV values\r\n */\r\n Color3.prototype.toHSV = function () {\r\n var result = new Color3();\r\n this.toHSVToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Converts current color in rgb space to HSV values\r\n * @param result defines the Color3 where to store the HSV values\r\n */\r\n Color3.prototype.toHSVToRef = function (result) {\r\n var r = this.r;\r\n var g = this.g;\r\n var b = this.b;\r\n var max = Math.max(r, g, b);\r\n var min = Math.min(r, g, b);\r\n var h = 0;\r\n var s = 0;\r\n var v = max;\r\n var dm = max - min;\r\n if (max !== 0) {\r\n s = dm / max;\r\n }\r\n if (max != min) {\r\n if (max == r) {\r\n h = (g - b) / dm;\r\n if (g < b) {\r\n h += 6;\r\n }\r\n }\r\n else if (max == g) {\r\n h = (b - r) / dm + 2;\r\n }\r\n else if (max == b) {\r\n h = (r - g) / dm + 4;\r\n }\r\n h *= 60;\r\n }\r\n result.r = h;\r\n result.g = s;\r\n result.b = v;\r\n };\r\n /**\r\n * Converts the Color3 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the linear space version\r\n * @returns the unmodified Color3\r\n */\r\n Color3.prototype.toLinearSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n return this;\r\n };\r\n /**\r\n * Computes a new Color3 converted from the current one to gamma space\r\n * @returns a new Color3 object\r\n */\r\n Color3.prototype.toGammaSpace = function () {\r\n var convertedColor = new Color3();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color3 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color3 object where to store the gamma space version\r\n * @returns the unmodified Color3\r\n */\r\n Color3.prototype.toGammaSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n return this;\r\n };\r\n /**\r\n * Convert Hue, saturation and value to a Color3 (RGB)\r\n * @param hue defines the hue\r\n * @param saturation defines the saturation\r\n * @param value defines the value\r\n * @param result defines the Color3 where to store the RGB values\r\n */\r\n Color3.HSVtoRGBToRef = function (hue, saturation, value, result) {\r\n var chroma = value * saturation;\r\n var h = hue / 60;\r\n var x = chroma * (1 - Math.abs((h % 2) - 1));\r\n var r = 0;\r\n var g = 0;\r\n var b = 0;\r\n if (h >= 0 && h <= 1) {\r\n r = chroma;\r\n g = x;\r\n }\r\n else if (h >= 1 && h <= 2) {\r\n r = x;\r\n g = chroma;\r\n }\r\n else if (h >= 2 && h <= 3) {\r\n g = chroma;\r\n b = x;\r\n }\r\n else if (h >= 3 && h <= 4) {\r\n g = x;\r\n b = chroma;\r\n }\r\n else if (h >= 4 && h <= 5) {\r\n r = x;\r\n b = chroma;\r\n }\r\n else if (h >= 5 && h <= 6) {\r\n r = chroma;\r\n b = x;\r\n }\r\n var m = value - chroma;\r\n result.set((r + m), (g + m), (b + m));\r\n };\r\n /**\r\n * Creates a new Color3 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromHexString = function (hex) {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 7) {\r\n return new Color3(0, 0, 0);\r\n }\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n return Color3.FromInts(r, g, b);\r\n };\r\n /**\r\n * Creates a new Color3 from the starting index of the given array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Color3(array[offset], array[offset + 1], array[offset + 2]);\r\n };\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n Color3.FromInts = function (r, g, b) {\r\n return new Color3(r / 255.0, g / 255.0, b / 255.0);\r\n };\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param start defines the start Color3 value\r\n * @param end defines the end Color3 value\r\n * @param amount defines the gradient value between start and end\r\n * @returns a new Color3 object\r\n */\r\n Color3.Lerp = function (start, end, amount) {\r\n var result = new Color3(0.0, 0.0, 0.0);\r\n Color3.LerpToRef(start, end, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new Color3 with values linearly interpolated of \"amount\" between the start Color3 and the end Color3\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color3 object where to store the result\r\n */\r\n Color3.LerpToRef = function (left, right, amount, result) {\r\n result.r = left.r + ((right.r - left.r) * amount);\r\n result.g = left.g + ((right.g - left.g) * amount);\r\n result.b = left.b + ((right.b - left.b) * amount);\r\n };\r\n /**\r\n * Returns a Color3 value containing a red color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Red = function () { return new Color3(1, 0, 0); };\r\n /**\r\n * Returns a Color3 value containing a green color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Green = function () { return new Color3(0, 1, 0); };\r\n /**\r\n * Returns a Color3 value containing a blue color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Blue = function () { return new Color3(0, 0, 1); };\r\n /**\r\n * Returns a Color3 value containing a black color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Black = function () { return new Color3(0, 0, 0); };\r\n Object.defineProperty(Color3, \"BlackReadOnly\", {\r\n /**\r\n * Gets a Color3 value containing a black color that must not be updated\r\n */\r\n get: function () {\r\n return Color3._BlackReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a Color3 value containing a white color\r\n * @returns a new Color3 object\r\n */\r\n Color3.White = function () { return new Color3(1, 1, 1); };\r\n /**\r\n * Returns a Color3 value containing a purple color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };\r\n /**\r\n * Returns a Color3 value containing a magenta color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Magenta = function () { return new Color3(1, 0, 1); };\r\n /**\r\n * Returns a Color3 value containing a yellow color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Yellow = function () { return new Color3(1, 1, 0); };\r\n /**\r\n * Returns a Color3 value containing a gray color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };\r\n /**\r\n * Returns a Color3 value containing a teal color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };\r\n /**\r\n * Returns a Color3 value containing a random color\r\n * @returns a new Color3 object\r\n */\r\n Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };\r\n // Statics\r\n Color3._BlackReadOnly = Color3.Black();\r\n return Color3;\r\n}());\r\nexport { Color3 };\r\n/**\r\n * Class used to hold a RBGA color\r\n */\r\nvar Color4 = /** @class */ (function () {\r\n /**\r\n * Creates a new Color4 object from red, green, blue values, all between 0 and 1\r\n * @param r defines the red component (between 0 and 1, default is 0)\r\n * @param g defines the green component (between 0 and 1, default is 0)\r\n * @param b defines the blue component (between 0 and 1, default is 0)\r\n * @param a defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n function Color4(\r\n /**\r\n * Defines the red component (between 0 and 1, default is 0)\r\n */\r\n r, \r\n /**\r\n * Defines the green component (between 0 and 1, default is 0)\r\n */\r\n g, \r\n /**\r\n * Defines the blue component (between 0 and 1, default is 0)\r\n */\r\n b, \r\n /**\r\n * Defines the alpha component (between 0 and 1, default is 1)\r\n */\r\n a) {\r\n if (r === void 0) { r = 0; }\r\n if (g === void 0) { g = 0; }\r\n if (b === void 0) { b = 0; }\r\n if (a === void 0) { a = 1; }\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n this.a = a;\r\n }\r\n // Operators\r\n /**\r\n * Adds in place the given Color4 values to the current Color4 object\r\n * @param right defines the second operand\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.addInPlace = function (right) {\r\n this.r += right.r;\r\n this.g += right.g;\r\n this.b += right.b;\r\n this.a += right.a;\r\n return this;\r\n };\r\n /**\r\n * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values\r\n * @returns the new array\r\n */\r\n Color4.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Stores from the starting index in the given array the Color4 successive values\r\n * @param array defines the array where to store the r,g,b components\r\n * @param index defines an optional index in the target array to define where to start storing values\r\n * @returns the current Color4 object\r\n */\r\n Color4.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.r;\r\n array[index + 1] = this.g;\r\n array[index + 2] = this.b;\r\n array[index + 3] = this.a;\r\n return this;\r\n };\r\n /**\r\n * Determines equality between Color4 objects\r\n * @param otherColor defines the second operand\r\n * @returns true if the rgba values are equal to the given ones\r\n */\r\n Color4.prototype.equals = function (otherColor) {\r\n return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;\r\n };\r\n /**\r\n * Creates a new Color4 set with the added values of the current Color4 and of the given one\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.add = function (right) {\r\n return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);\r\n };\r\n /**\r\n * Creates a new Color4 set with the subtracted values of the given one from the current Color4\r\n * @param right defines the second operand\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.subtract = function (right) {\r\n return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);\r\n };\r\n /**\r\n * Subtracts the given ones from the current Color4 values and stores the results in \"result\"\r\n * @param right defines the second operand\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current Color4 object\r\n */\r\n Color4.prototype.subtractToRef = function (right, result) {\r\n result.r = this.r - right.r;\r\n result.g = this.g - right.g;\r\n result.b = this.b - right.b;\r\n result.a = this.a - right.a;\r\n return this;\r\n };\r\n /**\r\n * Creates a new Color4 with the current Color4 values multiplied by scale\r\n * @param scale defines the scaling factor to apply\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.scale = function (scale) {\r\n return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);\r\n };\r\n /**\r\n * Multiplies the current Color4 values by scale and stores the result in \"result\"\r\n * @param scale defines the scaling factor to apply\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the current unmodified Color4\r\n */\r\n Color4.prototype.scaleToRef = function (scale, result) {\r\n result.r = this.r * scale;\r\n result.g = this.g * scale;\r\n result.b = this.b * scale;\r\n result.a = this.a * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Color4 values by a factor and add the result to a given Color4\r\n * @param scale defines the scale factor\r\n * @param result defines the Color4 object where to store the result\r\n * @returns the unmodified current Color4\r\n */\r\n Color4.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.r += this.r * scale;\r\n result.g += this.g * scale;\r\n result.b += this.b * scale;\r\n result.a += this.a * scale;\r\n return this;\r\n };\r\n /**\r\n * Clamps the rgb values by the min and max values and stores the result into \"result\"\r\n * @param min defines minimum clamping value (default is 0)\r\n * @param max defines maximum clamping value (default is 1)\r\n * @param result defines color to store the result into.\r\n * @returns the cuurent Color4\r\n */\r\n Color4.prototype.clampToRef = function (min, max, result) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n result.r = Scalar.Clamp(this.r, min, max);\r\n result.g = Scalar.Clamp(this.g, min, max);\r\n result.b = Scalar.Clamp(this.b, min, max);\r\n result.a = Scalar.Clamp(this.a, min, max);\r\n return this;\r\n };\r\n /**\r\n * Multipy an Color4 value by another and return a new Color4 object\r\n * @param color defines the Color4 value to multiply by\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.multiply = function (color) {\r\n return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);\r\n };\r\n /**\r\n * Multipy a Color4 value by another and push the result in a reference value\r\n * @param color defines the Color4 value to multiply by\r\n * @param result defines the Color4 to fill the result in\r\n * @returns the result Color4\r\n */\r\n Color4.prototype.multiplyToRef = function (color, result) {\r\n result.r = this.r * color.r;\r\n result.g = this.g * color.g;\r\n result.b = this.b * color.b;\r\n result.a = this.a * color.a;\r\n return result;\r\n };\r\n /**\r\n * Creates a string with the Color4 current values\r\n * @returns the string representation of the Color4 object\r\n */\r\n Color4.prototype.toString = function () {\r\n return \"{R: \" + this.r + \" G:\" + this.g + \" B:\" + this.b + \" A:\" + this.a + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Color4\"\r\n * @returns \"Color4\"\r\n */\r\n Color4.prototype.getClassName = function () {\r\n return \"Color4\";\r\n };\r\n /**\r\n * Compute the Color4 hash code\r\n * @returns an unique number that can be used to hash Color4 objects\r\n */\r\n Color4.prototype.getHashCode = function () {\r\n var hash = (this.r * 255) | 0;\r\n hash = (hash * 397) ^ ((this.g * 255) | 0);\r\n hash = (hash * 397) ^ ((this.b * 255) | 0);\r\n hash = (hash * 397) ^ ((this.a * 255) | 0);\r\n return hash;\r\n };\r\n /**\r\n * Creates a new Color4 copied from the current one\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.clone = function () {\r\n return new Color4(this.r, this.g, this.b, this.a);\r\n };\r\n /**\r\n * Copies the given Color4 values into the current one\r\n * @param source defines the source Color4 object\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.copyFrom = function (source) {\r\n this.r = source.r;\r\n this.g = source.g;\r\n this.b = source.b;\r\n this.a = source.a;\r\n return this;\r\n };\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.copyFromFloats = function (r, g, b, a) {\r\n this.r = r;\r\n this.g = g;\r\n this.b = b;\r\n this.a = a;\r\n return this;\r\n };\r\n /**\r\n * Copies the given float values into the current one\r\n * @param r defines the red component to read from\r\n * @param g defines the green component to read from\r\n * @param b defines the blue component to read from\r\n * @param a defines the alpha component to read from\r\n * @returns the current updated Color4 object\r\n */\r\n Color4.prototype.set = function (r, g, b, a) {\r\n return this.copyFromFloats(r, g, b, a);\r\n };\r\n /**\r\n * Compute the Color4 hexadecimal code as a string\r\n * @returns a string containing the hexadecimal representation of the Color4 object\r\n */\r\n Color4.prototype.toHexString = function () {\r\n var intR = (this.r * 255) | 0;\r\n var intG = (this.g * 255) | 0;\r\n var intB = (this.b * 255) | 0;\r\n var intA = (this.a * 255) | 0;\r\n return \"#\" + Scalar.ToHex(intR) + Scalar.ToHex(intG) + Scalar.ToHex(intB) + Scalar.ToHex(intA);\r\n };\r\n /**\r\n * Computes a new Color4 converted from the current one to linear space\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.toLinearSpace = function () {\r\n var convertedColor = new Color4();\r\n this.toLinearSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color4 values to linear space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the linear space version\r\n * @returns the unmodified Color4\r\n */\r\n Color4.prototype.toLinearSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToLinearSpace);\r\n convertedColor.g = Math.pow(this.g, ToLinearSpace);\r\n convertedColor.b = Math.pow(this.b, ToLinearSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n };\r\n /**\r\n * Computes a new Color4 converted from the current one to gamma space\r\n * @returns a new Color4 object\r\n */\r\n Color4.prototype.toGammaSpace = function () {\r\n var convertedColor = new Color4();\r\n this.toGammaSpaceToRef(convertedColor);\r\n return convertedColor;\r\n };\r\n /**\r\n * Converts the Color4 values to gamma space and stores the result in \"convertedColor\"\r\n * @param convertedColor defines the Color4 object where to store the gamma space version\r\n * @returns the unmodified Color4\r\n */\r\n Color4.prototype.toGammaSpaceToRef = function (convertedColor) {\r\n convertedColor.r = Math.pow(this.r, ToGammaSpace);\r\n convertedColor.g = Math.pow(this.g, ToGammaSpace);\r\n convertedColor.b = Math.pow(this.b, ToGammaSpace);\r\n convertedColor.a = this.a;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a new Color4 from the string containing valid hexadecimal values\r\n * @param hex defines a string containing valid hexadecimal values\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromHexString = function (hex) {\r\n if (hex.substring(0, 1) !== \"#\" || hex.length !== 9) {\r\n return new Color4(0.0, 0.0, 0.0, 0.0);\r\n }\r\n var r = parseInt(hex.substring(1, 3), 16);\r\n var g = parseInt(hex.substring(3, 5), 16);\r\n var b = parseInt(hex.substring(5, 7), 16);\r\n var a = parseInt(hex.substring(7, 9), 16);\r\n return Color4.FromInts(r, g, b, a);\r\n };\r\n /**\r\n * Creates a new Color4 object set with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @returns a new Color4 object\r\n */\r\n Color4.Lerp = function (left, right, amount) {\r\n var result = new Color4(0.0, 0.0, 0.0, 0.0);\r\n Color4.LerpToRef(left, right, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Set the given \"result\" with the linearly interpolated values of \"amount\" between the left Color4 object and the right Color4 object\r\n * @param left defines the start value\r\n * @param right defines the end value\r\n * @param amount defines the gradient factor\r\n * @param result defines the Color4 object where to store data\r\n */\r\n Color4.LerpToRef = function (left, right, amount, result) {\r\n result.r = left.r + (right.r - left.r) * amount;\r\n result.g = left.g + (right.g - left.g) * amount;\r\n result.b = left.b + (right.b - left.b) * amount;\r\n result.a = left.a + (right.a - left.a) * amount;\r\n };\r\n /**\r\n * Creates a new Color4 from a Color3 and an alpha value\r\n * @param color3 defines the source Color3 to read from\r\n * @param alpha defines the alpha component (1.0 by default)\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromColor3 = function (color3, alpha) {\r\n if (alpha === void 0) { alpha = 1.0; }\r\n return new Color4(color3.r, color3.g, color3.b, alpha);\r\n };\r\n /**\r\n * Creates a new Color4 from the starting index element of the given array\r\n * @param array defines the source array to read from\r\n * @param offset defines the offset in the source array\r\n * @returns a new Color4 object\r\n */\r\n Color4.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Creates a new Color3 from integer values (< 256)\r\n * @param r defines the red component to read from (value between 0 and 255)\r\n * @param g defines the green component to read from (value between 0 and 255)\r\n * @param b defines the blue component to read from (value between 0 and 255)\r\n * @param a defines the alpha component to read from (value between 0 and 255)\r\n * @returns a new Color3 object\r\n */\r\n Color4.FromInts = function (r, g, b, a) {\r\n return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);\r\n };\r\n /**\r\n * Check the content of a given array and convert it to an array containing RGBA data\r\n * If the original array was already containing count * 4 values then it is returned directly\r\n * @param colors defines the array to check\r\n * @param count defines the number of RGBA data to expect\r\n * @returns an array containing count * 4 values (RGBA)\r\n */\r\n Color4.CheckColors4 = function (colors, count) {\r\n // Check if color3 was used\r\n if (colors.length === count * 3) {\r\n var colors4 = [];\r\n for (var index = 0; index < colors.length; index += 3) {\r\n var newIndex = (index / 3) * 4;\r\n colors4[newIndex] = colors[index];\r\n colors4[newIndex + 1] = colors[index + 1];\r\n colors4[newIndex + 2] = colors[index + 2];\r\n colors4[newIndex + 3] = 1.0;\r\n }\r\n return colors4;\r\n }\r\n return colors;\r\n };\r\n return Color4;\r\n}());\r\nexport { Color4 };\r\n/**\r\n * @hidden\r\n */\r\nvar TmpColors = /** @class */ (function () {\r\n function TmpColors() {\r\n }\r\n TmpColors.Color3 = ArrayTools.BuildArray(3, Color3.Black);\r\n TmpColors.Color4 = ArrayTools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });\r\n return TmpColors;\r\n}());\r\nexport { TmpColors };\r\n//# 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of 6 Frustum planes computed by the given transformation matrix.\r\n */\r\n Frustum.GetPlanes = function (transform) {\r\n var frustumPlanes = [];\r\n for (var index = 0; index < 6; index++) {\r\n frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));\r\n }\r\n Frustum.GetPlanesToRef(transform, frustumPlanes);\r\n return frustumPlanes;\r\n };\r\n /**\r\n * Gets the near frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[2];\r\n frustumPlane.normal.y = m[7] + m[6];\r\n frustumPlane.normal.z = m[11] + m[10];\r\n frustumPlane.d = m[15] + m[14];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the far frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[2];\r\n frustumPlane.normal.y = m[7] - m[6];\r\n frustumPlane.normal.z = m[11] - m[10];\r\n frustumPlane.d = m[15] - m[14];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the left frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[0];\r\n frustumPlane.normal.y = m[7] + m[4];\r\n frustumPlane.normal.z = m[11] + m[8];\r\n frustumPlane.d = m[15] + m[12];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the right frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[0];\r\n frustumPlane.normal.y = m[7] - m[4];\r\n frustumPlane.normal.z = m[11] - m[8];\r\n frustumPlane.d = m[15] - m[12];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the top frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] - m[1];\r\n frustumPlane.normal.y = m[7] - m[5];\r\n frustumPlane.normal.z = m[11] - m[9];\r\n frustumPlane.d = m[15] - m[13];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Gets the bottom frustum plane transformed by the transform matrix\r\n * @param transform transformation matrix to be applied to the resulting frustum plane\r\n * @param frustumPlane the resuling frustum plane\r\n */\r\n Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {\r\n var m = transform.m;\r\n frustumPlane.normal.x = m[3] + m[1];\r\n frustumPlane.normal.y = m[7] + m[5];\r\n frustumPlane.normal.z = m[11] + m[9];\r\n frustumPlane.d = m[15] + m[13];\r\n frustumPlane.normalize();\r\n };\r\n /**\r\n * Sets the given array \"frustumPlanes\" with the 6 Frustum planes computed by the given transformation matrix.\r\n * @param transform transformation matrix to be applied to the resulting frustum planes\r\n * @param frustumPlanes the resuling frustum planes\r\n */\r\n Frustum.GetPlanesToRef = function (transform, frustumPlanes) {\r\n // Near\r\n Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);\r\n // Far\r\n Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);\r\n // Left\r\n Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);\r\n // Right\r\n Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);\r\n // Top\r\n Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);\r\n // Bottom\r\n Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);\r\n };\r\n return Frustum;\r\n}());\r\nexport { Frustum };\r\n//# sourceMappingURL=math.frustum.js.map" }, { "id": "../../.temp/packageES6Dev/core/Maths/math.functions.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Maths\\math.functions.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.functions.js", "index": 68, "index2": 65, "size": 3058, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "issuerPath": [ { 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\geometry.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "type": "harmony side effect evaluation", "userRequest": "../Maths/math.functions", "loc": "11:0-59" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/geometry.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\geometry.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "type": "harmony import specifier", "userRequest": "../Maths/math.functions", "loc": "583:23-39" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony side effect evaluation", "userRequest": "../Maths/math.functions", "loc": "6:0-66" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "type": "harmony import specifier", "userRequest": "../Maths/math.functions", "loc": "213:21-44" } ], "providedExports": [ "extractMinAndMaxIndexed", "extractMinAndMax" ], "optimizationBailout": [], "depth": 3, "source": "import { Vector3 } from './math.vector';\r\n/**\r\n * Extracts minimum and maximum values from a list of indexed positions\r\n * @param positions defines the positions to use\r\n * @param indices defines the indices to the positions\r\n * @param indexStart defines the start index\r\n * @param indexCount defines the end index\r\n * @param bias defines bias value to add to the result\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMaxIndexed(positions, indices, indexStart, indexCount, bias) {\r\n if (bias === void 0) { bias = null; }\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n for (var index = indexStart; index < indexStart + indexCount; index++) {\r\n var offset = indices[index] * 3;\r\n var x = positions[offset];\r\n var y = positions[offset + 1];\r\n var z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n/**\r\n * Extracts minimum and maximum values from a list of positions\r\n * @param positions defines the positions to use\r\n * @param start defines the start index in the positions array\r\n * @param count defines the number of positions to handle\r\n * @param bias defines bias value to add to the result\r\n * @param stride defines the stride size to use (distance between two positions in the positions array)\r\n * @return minimum and maximum values\r\n */\r\nexport function extractMinAndMax(positions, start, count, bias, stride) {\r\n if (bias === void 0) { bias = null; }\r\n var minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n var maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n if (!stride) {\r\n stride = 3;\r\n }\r\n for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {\r\n var x = positions[offset];\r\n var y = positions[offset + 1];\r\n var z = positions[offset + 2];\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n }\r\n if (bias) {\r\n minimum.x -= minimum.x * bias.x + bias.y;\r\n minimum.y -= minimum.y * bias.x + bias.y;\r\n minimum.z -= minimum.z * bias.x + bias.y;\r\n maximum.x += maximum.x * bias.x + bias.y;\r\n maximum.y += maximum.y * bias.x + bias.y;\r\n maximum.z += maximum.z * bias.x + bias.y;\r\n }\r\n return {\r\n minimum: minimum,\r\n maximum: maximum\r\n };\r\n}\r\n//# sourceMappingURL=math.functions.js.map" }, { "id": "../../.temp/packageES6Dev/core/Maths/math.plane.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Maths\\math.plane.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.plane.js", "index": 72, "index2": 68, "size": 7537, "cacheable": true, "built": true, "optional": false, 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "type": "harmony import specifier", "userRequest": "../Maths/math.plane", "loc": "682:38-43" }, { "moduleId": "../../.temp/packageES6Dev/core/Maths/math.frustum.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Maths\\math.frustum.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.frustum.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.frustum.js", "type": "harmony side effect evaluation", "userRequest": "./math.plane", "loc": "1:0-37" }, { "moduleId": "../../.temp/packageES6Dev/core/Maths/math.frustum.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Maths\\math.frustum.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.frustum.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.frustum.js", "type": "harmony import specifier", "userRequest": "./math.plane", "loc": "16:35-40" } ], "providedExports": [ "Plane" ], "optimizationBailout": [], "depth": 3, "source": "import { Vector3, Matrix } from './math.vector';\r\n/**\r\n * Represens a plane by the equation ax + by + cz + d = 0\r\n */\r\nvar Plane = /** @class */ (function () {\r\n /**\r\n * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0\r\n * @param a a component of the plane\r\n * @param b b component of the plane\r\n * @param c c component of the plane\r\n * @param d d component of the plane\r\n */\r\n function Plane(a, b, c, d) {\r\n this.normal = new Vector3(a, b, c);\r\n this.d = d;\r\n }\r\n /**\r\n * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].\r\n */\r\n Plane.prototype.asArray = function () {\r\n return [this.normal.x, this.normal.y, this.normal.z, this.d];\r\n };\r\n // Methods\r\n /**\r\n * @returns a new plane copied from the current Plane.\r\n */\r\n Plane.prototype.clone = function () {\r\n return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);\r\n };\r\n /**\r\n * @returns the string \"Plane\".\r\n */\r\n Plane.prototype.getClassName = function () {\r\n return \"Plane\";\r\n };\r\n /**\r\n * @returns the Plane hash code.\r\n */\r\n Plane.prototype.getHashCode = function () {\r\n var hash = this.normal.getHashCode();\r\n hash = (hash * 397) ^ (this.d | 0);\r\n return hash;\r\n };\r\n /**\r\n * Normalize the current Plane in place.\r\n * @returns the updated Plane.\r\n */\r\n Plane.prototype.normalize = function () {\r\n var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));\r\n var magnitude = 0.0;\r\n if (norm !== 0) {\r\n magnitude = 1.0 / norm;\r\n }\r\n this.normal.x *= magnitude;\r\n this.normal.y *= magnitude;\r\n this.normal.z *= magnitude;\r\n this.d *= magnitude;\r\n return this;\r\n };\r\n /**\r\n * Applies a transformation the plane and returns the result\r\n * @param transformation the transformation matrix to be applied to the plane\r\n * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.\r\n */\r\n Plane.prototype.transform = function (transformation) {\r\n var transposedMatrix = Plane._TmpMatrix;\r\n Matrix.TransposeToRef(transformation, transposedMatrix);\r\n var m = transposedMatrix.m;\r\n var x = this.normal.x;\r\n var y = this.normal.y;\r\n var z = this.normal.z;\r\n var d = this.d;\r\n var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];\r\n var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];\r\n var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];\r\n var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];\r\n return new Plane(normalX, normalY, normalZ, finalD);\r\n };\r\n /**\r\n * Calcualtte the dot product between the point and the plane normal\r\n * @param point point to calculate the dot product with\r\n * @returns the dot product (float) of the point coordinates and the plane normal.\r\n */\r\n Plane.prototype.dotCoordinate = function (point) {\r\n return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);\r\n };\r\n /**\r\n * Updates the current Plane from the plane defined by the three given points.\r\n * @param point1 one of the points used to contruct the plane\r\n * @param point2 one of the points used to contruct the plane\r\n * @param point3 one of the points used to contruct the plane\r\n * @returns the updated Plane.\r\n */\r\n Plane.prototype.copyFromPoints = function (point1, point2, point3) {\r\n var x1 = point2.x - point1.x;\r\n var y1 = point2.y - point1.y;\r\n var z1 = point2.z - point1.z;\r\n var x2 = point3.x - point1.x;\r\n var y2 = point3.y - point1.y;\r\n var z2 = point3.z - point1.z;\r\n var yz = (y1 * z2) - (z1 * y2);\r\n var xz = (z1 * x2) - (x1 * z2);\r\n var xy = (x1 * y2) - (y1 * x2);\r\n var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));\r\n var invPyth;\r\n if (pyth !== 0) {\r\n invPyth = 1.0 / pyth;\r\n }\r\n else {\r\n invPyth = 0.0;\r\n }\r\n this.normal.x = yz * invPyth;\r\n this.normal.y = xz * invPyth;\r\n this.normal.z = xy * invPyth;\r\n this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));\r\n return this;\r\n };\r\n /**\r\n * Checks if the plane is facing a given direction\r\n * @param direction the direction to check if the plane is facing\r\n * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)\r\n * @returns True is the vector \"direction\" is the same side than the plane normal.\r\n */\r\n Plane.prototype.isFrontFacingTo = function (direction, epsilon) {\r\n var dot = Vector3.Dot(this.normal, direction);\r\n return (dot <= epsilon);\r\n };\r\n /**\r\n * Calculates the distance to a point\r\n * @param point point to calculate distance to\r\n * @returns the signed distance (float) from the given point to the Plane.\r\n */\r\n Plane.prototype.signedDistanceTo = function (point) {\r\n return Vector3.Dot(point, this.normal) + this.d;\r\n };\r\n // Statics\r\n /**\r\n * Creates a plane from an array\r\n * @param array the array to create a plane from\r\n * @returns a new Plane from the given array.\r\n */\r\n Plane.FromArray = function (array) {\r\n return new Plane(array[0], array[1], array[2], array[3]);\r\n };\r\n /**\r\n * Creates a plane from three points\r\n * @param point1 point used to create the plane\r\n * @param point2 point used to create the plane\r\n * @param point3 point used to create the plane\r\n * @returns a new Plane defined by the three given points.\r\n */\r\n Plane.FromPoints = function (point1, point2, point3) {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n result.copyFromPoints(point1, point2, point3);\r\n return result;\r\n };\r\n /**\r\n * Creates a plane from an origin point and a normal\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @returns a new Plane the normal vector to this plane at the given origin point.\r\n * Note : the vector \"normal\" is updated because normalized.\r\n */\r\n Plane.FromPositionAndNormal = function (origin, normal) {\r\n var result = new Plane(0.0, 0.0, 0.0, 0.0);\r\n normal.normalize();\r\n result.normal = normal;\r\n result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n return result;\r\n };\r\n /**\r\n * Calculates the distance from a plane and a point\r\n * @param origin origin of the plane to be constructed\r\n * @param normal normal of the plane to be constructed\r\n * @param point point to calculate distance to\r\n * @returns the signed distance between the plane defined by the normal vector at the \"origin\"\" point and the given other point.\r\n */\r\n Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {\r\n var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);\r\n 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the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n * @param a number\r\n * @param b number\r\n * @param epsilon (default = 1.401298E-45)\r\n * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)\r\n */\r\n Scalar.WithinEpsilon = function (a, b, epsilon) {\r\n if (epsilon === void 0) { epsilon = 1.401298E-45; }\r\n var num = a - b;\r\n return -epsilon <= num && num <= epsilon;\r\n };\r\n /**\r\n * Returns a string : the upper case translation of the number i to hexadecimal.\r\n * @param i number\r\n * @returns the upper case translation of the number i to hexadecimal.\r\n */\r\n Scalar.ToHex = function (i) {\r\n var str = i.toString(16);\r\n if (i <= 15) {\r\n return (\"0\" + str).toUpperCase();\r\n }\r\n return str.toUpperCase();\r\n };\r\n /**\r\n * Returns -1 if value is negative and +1 is value is positive.\r\n * @param value the value\r\n * @returns the value itself if it's equal to zero.\r\n */\r\n Scalar.Sign = function (value) {\r\n value = +value; // convert to a number\r\n if (value === 0 || isNaN(value)) {\r\n return value;\r\n }\r\n return value > 0 ? 1 : -1;\r\n };\r\n /**\r\n * Returns the value itself if it's between min and max.\r\n * Returns min if the value is lower than min.\r\n * Returns max if the value is greater than max.\r\n * @param value the value to clmap\r\n * @param min the min value to clamp to (default: 0)\r\n * @param max the max value to clamp to (default: 1)\r\n * @returns the clamped value\r\n */\r\n Scalar.Clamp = function (value, min, max) {\r\n if (min === void 0) { min = 0; }\r\n if (max === void 0) { max = 1; }\r\n return Math.min(max, Math.max(min, value));\r\n };\r\n /**\r\n * the log2 of value.\r\n * @param value the value to compute log2 of\r\n * @returns the log2 of value.\r\n */\r\n Scalar.Log2 = function (value) {\r\n return Math.log(value) * Math.LOG2E;\r\n };\r\n /**\r\n * Loops the value, so that it is never larger than length and never smaller than 0.\r\n *\r\n * This is similar to the modulo operator but it works with floating point numbers.\r\n * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.\r\n * With t = 5 and length = 2.5, the result would be 0.0.\r\n * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator\r\n * @param value the value\r\n * @param length the length\r\n * @returns the looped value\r\n */\r\n Scalar.Repeat = function (value, length) {\r\n return value - Math.floor(value / length) * length;\r\n };\r\n /**\r\n * Normalize the value between 0.0 and 1.0 using min and max values\r\n * @param value value to normalize\r\n * @param min max to normalize between\r\n * @param max min to normalize between\r\n * @returns the normalized value\r\n */\r\n Scalar.Normalize = function (value, min, max) {\r\n return (value - min) / (max - min);\r\n };\r\n /**\r\n * Denormalize the value from 0.0 and 1.0 using min and max values\r\n * @param normalized value to denormalize\r\n * @param min max to denormalize between\r\n * @param max min to denormalize between\r\n * @returns the denormalized value\r\n */\r\n Scalar.Denormalize = function (normalized, min, max) {\r\n return (normalized * (max - min) + min);\r\n };\r\n /**\r\n * Calculates the shortest difference between two given angles given in degrees.\r\n * @param current current angle in degrees\r\n * @param target target angle in degrees\r\n * @returns the delta\r\n */\r\n Scalar.DeltaAngle = function (current, target) {\r\n var num = Scalar.Repeat(target - current, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return num;\r\n };\r\n /**\r\n * PingPongs the value t, so that it is never larger than length and never smaller than 0.\r\n * @param tx value\r\n * @param length length\r\n * @returns The returned value will move back and forth between 0 and length\r\n */\r\n Scalar.PingPong = function (tx, length) {\r\n var t = Scalar.Repeat(tx, length * 2.0);\r\n return length - Math.abs(t - length);\r\n };\r\n /**\r\n * Interpolates between min and max with smoothing at the limits.\r\n *\r\n * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up\r\n * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.\r\n * @param from from\r\n * @param to to\r\n * @param tx value\r\n * @returns the smooth stepped value\r\n */\r\n Scalar.SmoothStep = function (from, to, tx) {\r\n var t = Scalar.Clamp(tx);\r\n t = -2.0 * t * t * t + 3.0 * t * t;\r\n return to * t + from * (1.0 - t);\r\n };\r\n /**\r\n * Moves a value current towards target.\r\n *\r\n * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.\r\n * Negative values of maxDelta pushes the value away from target.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting value\r\n */\r\n Scalar.MoveTowards = function (current, target, maxDelta) {\r\n var result = 0;\r\n if (Math.abs(target - current) <= maxDelta) {\r\n result = target;\r\n }\r\n else {\r\n result = current + Scalar.Sign(target - current) * maxDelta;\r\n }\r\n return result;\r\n };\r\n /**\r\n * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n *\r\n * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta\r\n * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.\r\n * @param current current value\r\n * @param target target value\r\n * @param maxDelta max distance to move\r\n * @returns resulting angle\r\n */\r\n Scalar.MoveTowardsAngle = function (current, target, maxDelta) {\r\n var num = Scalar.DeltaAngle(current, target);\r\n var result = 0;\r\n if (-maxDelta < num && num < maxDelta) {\r\n result = target;\r\n }\r\n else {\r\n target = current + num;\r\n result = Scalar.MoveTowards(current, target, maxDelta);\r\n }\r\n return result;\r\n };\r\n /**\r\n * Creates a new scalar with values linearly interpolated of \"amount\" between the start scalar and the end scalar.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n Scalar.Lerp = function (start, end, amount) {\r\n return start + ((end - start) * amount);\r\n };\r\n /**\r\n * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.\r\n * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.\r\n * @param start start value\r\n * @param end target value\r\n * @param amount amount to lerp between\r\n * @returns the lerped value\r\n */\r\n Scalar.LerpAngle = function (start, end, amount) {\r\n var num = Scalar.Repeat(end - start, 360.0);\r\n if (num > 180.0) {\r\n num -= 360.0;\r\n }\r\n return start + num * Scalar.Clamp(amount);\r\n };\r\n /**\r\n * Calculates the linear parameter t that produces the interpolant value within the range [a, b].\r\n * @param a start value\r\n * @param b target value\r\n * @param value value between a and b\r\n * @returns the inverseLerp value\r\n */\r\n Scalar.InverseLerp = function (a, b, value) {\r\n var result = 0;\r\n if (a != b) {\r\n result = Scalar.Clamp((value - a) / (b - a));\r\n }\r\n else {\r\n result = 0.0;\r\n }\r\n return result;\r\n };\r\n /**\r\n * Returns a new scalar located for \"amount\" (float) on the Hermite spline defined by the scalars \"value1\", \"value3\", \"tangent1\", \"tangent2\".\r\n * @see http://mathworld.wolfram.com/HermitePolynomial.html\r\n * @param value1 spline value\r\n * @param tangent1 spline value\r\n * @param value2 spline value\r\n * @param tangent2 spline value\r\n * @param amount input value\r\n * @returns hermite result\r\n */\r\n Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);\r\n };\r\n /**\r\n * Returns a random float number between and min and max values\r\n * @param min min value of random\r\n * @param max max value of random\r\n * @returns random value\r\n */\r\n Scalar.RandomRange = function (min, max) {\r\n if (min === max) {\r\n return min;\r\n }\r\n return ((Math.random() * (max - min)) + min);\r\n };\r\n /**\r\n * This function returns percentage of a number in a given range.\r\n *\r\n * RangeToPercent(40,20,60) will return 0.5 (50%)\r\n * RangeToPercent(34,0,100) will return 0.34 (34%)\r\n * @param number to convert to percentage\r\n * @param min min range\r\n * @param max max range\r\n * @returns the percentage\r\n */\r\n Scalar.RangeToPercent = function (number, min, max) {\r\n return ((number - min) / (max - min));\r\n };\r\n /**\r\n * This function returns number that corresponds to the percentage in a given range.\r\n *\r\n * PercentToRange(0.34,0,100) will return 34.\r\n * @param percent to convert to number\r\n * @param min min range\r\n * @param max max range\r\n * @returns the number\r\n */\r\n Scalar.PercentToRange = function (percent, min, max) {\r\n return ((max - min) * percent + min);\r\n };\r\n /**\r\n * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.\r\n * @param angle The angle to normalize in radian.\r\n * @return The converted angle.\r\n */\r\n Scalar.NormalizeRadians = function (angle) {\r\n // More precise but slower version kept for reference.\r\n // angle = angle % Tools.TwoPi;\r\n // angle = (angle + Tools.TwoPi) % Tools.TwoPi;\r\n //if (angle > Math.PI) {\r\n //\tangle -= Tools.TwoPi;\r\n //}\r\n angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));\r\n return angle;\r\n };\r\n /**\r\n * Two pi constants convenient for computation.\r\n */\r\n Scalar.TwoPi = Math.PI * 2;\r\n return Scalar;\r\n}());\r\nexport { Scalar };\r\n//# sourceMappingURL=math.scalar.js.map" }, { "id": "../../.temp/packageES6Dev/core/Maths/math.size.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Maths\\math.size.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.size.js", "index": 111, "index2": 107, "size": 4897, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ 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};\r\n /**\r\n * Returns the Size hash code.\r\n * @returns a hash code for a unique width and height\r\n */\r\n Size.prototype.getHashCode = function () {\r\n var hash = this.width | 0;\r\n hash = (hash * 397) ^ (this.height | 0);\r\n return hash;\r\n };\r\n /**\r\n * Updates the current size from the given one.\r\n * @param src the given size\r\n */\r\n Size.prototype.copyFrom = function (src) {\r\n this.width = src.width;\r\n this.height = src.height;\r\n };\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width of the new size\r\n * @param height height of the new size\r\n * @returns the updated Size.\r\n */\r\n Size.prototype.copyFromFloats = function (width, height) {\r\n this.width = width;\r\n this.height = height;\r\n return this;\r\n };\r\n /**\r\n * Updates in place the current Size from the given floats.\r\n * @param width width to set\r\n * @param height height to set\r\n * @returns the updated Size.\r\n */\r\n Size.prototype.set = function (width, height) {\r\n return this.copyFromFloats(width, height);\r\n };\r\n /**\r\n * Multiplies the width and height by numbers\r\n * @param w factor to multiple the width by\r\n * @param h factor to multiple the height by\r\n * @returns a new Size set with the multiplication result of the current Size and the given floats.\r\n */\r\n Size.prototype.multiplyByFloats = function (w, h) {\r\n return new Size(this.width * w, this.height * h);\r\n };\r\n /**\r\n * Clones the size\r\n * @returns a new Size copied from the given one.\r\n */\r\n Size.prototype.clone = function () {\r\n return new Size(this.width, this.height);\r\n };\r\n /**\r\n * True if the current Size and the given one width and height are strictly equal.\r\n * @param other the other size to compare against\r\n * @returns True if the current Size and the given one width and height are strictly equal.\r\n */\r\n Size.prototype.equals = function (other) {\r\n if (!other) {\r\n return false;\r\n }\r\n return (this.width === other.width) && (this.height === other.height);\r\n };\r\n Object.defineProperty(Size.prototype, \"surface\", {\r\n /**\r\n * The surface of the Size : width * height (float).\r\n */\r\n get: function () {\r\n return this.width * this.height;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Create a new size of zero\r\n * @returns a new Size set to (0.0, 0.0)\r\n */\r\n Size.Zero = function () {\r\n return new Size(0.0, 0.0);\r\n };\r\n /**\r\n * Sums the width and height of two sizes\r\n * @param otherSize size to add to this size\r\n * @returns a new Size set as the addition result of the current Size and the given one.\r\n */\r\n Size.prototype.add = function (otherSize) {\r\n var r = new Size(this.width + otherSize.width, this.height + otherSize.height);\r\n return r;\r\n };\r\n /**\r\n * Subtracts the width and height of two\r\n * @param otherSize size to subtract to this size\r\n * @returns a new Size set as the subtraction result of the given one from the current Size.\r\n */\r\n Size.prototype.subtract = function (otherSize) {\r\n var r = new Size(this.width - otherSize.width, this.height - otherSize.height);\r\n return r;\r\n };\r\n /**\r\n * Creates a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n * @param start starting size to lerp between\r\n * @param end end size to lerp between\r\n * @param amount amount to lerp between the start and end values\r\n * @returns a new Size set at the linear interpolation \"amount\" between \"start\" and \"end\"\r\n */\r\n Size.Lerp = function (start, end, amount) {\r\n var w = start.width + ((end.width - start.width) * amount);\r\n var h = start.height + ((end.height - start.height) * amount);\r\n return new Size(w, h);\r\n };\r\n return Size;\r\n}());\r\nexport { Size };\r\n//# sourceMappingURL=math.size.js.map" }, { "id": "../../.temp/packageES6Dev/core/Maths/math.vector.js", "identifier": 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"userRequest": "./Maths/math.vector", "loc": "3556:12-19" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Maths/math.vector", "loc": "3:0-60" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Maths/math.vector", "loc": "14:43-50" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Maths/math.vector", "loc": "16:17-24" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Maths/math.vector", "loc": "20:47-54" } ], "providedExports": [ "Vector2", "Vector3", "Vector4", "Quaternion", "Matrix", "TmpVectors" ], "optimizationBailout": [], "depth": 1, "source": "import { Scalar } from \"./math.scalar\";\r\nimport { Epsilon } from './math.constants';\r\nimport { ArrayTools } from '../Misc/arrayTools';\r\n/**\r\n * Class representing a vector containing 2 coordinates\r\n */\r\nvar Vector2 = /** @class */ (function () {\r\n /**\r\n * Creates a new Vector2 from the given x and y coordinates\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n */\r\n function Vector2(\r\n /** defines the first coordinate */\r\n x, \r\n /** defines the second coordinate */\r\n y) {\r\n if (x === void 0) { x = 0; }\r\n if (y === void 0) { y = 0; }\r\n this.x = x;\r\n this.y = y;\r\n }\r\n /**\r\n * Gets a string with the Vector2 coordinates\r\n * @returns a string with the Vector2 coordinates\r\n */\r\n Vector2.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \"}\";\r\n };\r\n /**\r\n * Gets class name\r\n * @returns the string \"Vector2\"\r\n */\r\n Vector2.prototype.getClassName = function () {\r\n return \"Vector2\";\r\n };\r\n /**\r\n * Gets current vector hash code\r\n * @returns the Vector2 hash code as a number\r\n */\r\n Vector2.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Sets the Vector2 coordinates in the given array or Float32Array from the given index.\r\n * @param array defines the source array\r\n * @param index defines the offset in source array\r\n * @returns the current Vector2\r\n */\r\n Vector2.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n return this;\r\n };\r\n /**\r\n * Copy the current vector to an array\r\n * @returns a new array with 2 elements: the Vector2 coordinates.\r\n */\r\n Vector2.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Sets the Vector2 coordinates with the given Vector2 coordinates\r\n * @param source defines the source Vector2\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.copyFrom = function (source) {\r\n this.x = source.x;\r\n this.y = source.y;\r\n return this;\r\n };\r\n /**\r\n * Sets the Vector2 coordinates with the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.copyFromFloats = function (x, y) {\r\n this.x = x;\r\n this.y = y;\r\n return this;\r\n };\r\n /**\r\n * Sets the Vector2 coordinates with the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.set = function (x, y) {\r\n return this.copyFromFloats(x, y);\r\n };\r\n /**\r\n * Add another vector with the current one\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates\r\n */\r\n Vector2.prototype.add = function (otherVector) {\r\n return new Vector2(this.x + otherVector.x, this.y + otherVector.y);\r\n };\r\n /**\r\n * Sets the \"result\" coordinates with the addition of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.addToRef = function (otherVector, result) {\r\n result.x = this.x + otherVector.x;\r\n result.y = this.y + otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Set the Vector2 coordinates by adding the given Vector2 coordinates\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.addInPlace = function (otherVector) {\r\n this.x += otherVector.x;\r\n this.y += otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.addVector3 = function (otherVector) {\r\n return new Vector2(this.x + otherVector.x, this.y + otherVector.y);\r\n };\r\n /**\r\n * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.subtract = function (otherVector) {\r\n return new Vector2(this.x - otherVector.x, this.y - otherVector.y);\r\n };\r\n /**\r\n * Sets the \"result\" coordinates with the subtraction of the given one from the current Vector2 coordinates.\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.subtractToRef = function (otherVector, result) {\r\n result.x = this.x - otherVector.x;\r\n result.y = this.y - otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Sets the current Vector2 coordinates by subtracting from it the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Multiplies in place the current Vector2 coordinates by the given ones\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.multiply = function (otherVector) {\r\n return new Vector2(this.x * otherVector.x, this.y * otherVector.y);\r\n };\r\n /**\r\n * Sets \"result\" coordinates with the multiplication of the current Vector2 and the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.multiplyToRef = function (otherVector, result) {\r\n result.x = this.x * otherVector.x;\r\n result.y = this.y * otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats\r\n * @param x defines the first coordinate\r\n * @param y defines the second coordinate\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.multiplyByFloats = function (x, y) {\r\n return new Vector2(this.x * x, this.y * y);\r\n };\r\n /**\r\n * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.divide = function (otherVector) {\r\n return new Vector2(this.x / otherVector.x, this.y / otherVector.y);\r\n };\r\n /**\r\n * Sets the \"result\" coordinates with the Vector2 divided by the given one coordinates\r\n * @param otherVector defines the other vector\r\n * @param result defines the target vector\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.divideToRef = function (otherVector, result) {\r\n result.x = this.x / otherVector.x;\r\n result.y = this.y / otherVector.y;\r\n return this;\r\n };\r\n /**\r\n * Divides the current Vector2 coordinates by the given ones\r\n * @param otherVector defines the other vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Gets a new Vector2 with current Vector2 negated coordinates\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.negate = function () {\r\n return new Vector2(-this.x, -this.y);\r\n };\r\n /**\r\n * Multiply the Vector2 coordinates by scale\r\n * @param scale defines the scaling factor\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector2 scaled by \"scale\" from the current Vector2\r\n * @param scale defines the scaling factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.scale = function (scale) {\r\n var result = new Vector2(0, 0);\r\n this.scaleToRef(scale, result);\r\n return result;\r\n };\r\n /**\r\n * Scale the current Vector2 values by a factor to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Vector2 values by a factor and add the result to a given Vector2\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector2 object where to store the result\r\n * @returns the unmodified current Vector2\r\n */\r\n Vector2.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean if two vectors are equals\r\n * @param otherVector defines the other vector\r\n * @returns true if the given vector coordinates strictly equal the current Vector2 ones\r\n */\r\n Vector2.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y;\r\n };\r\n /**\r\n * Gets a boolean if two vectors are equals (using an epsilon value)\r\n * @param otherVector defines the other vector\r\n * @param epsilon defines the minimal distance to consider equality\r\n * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.\r\n */\r\n Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);\r\n };\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.floor = function () {\r\n return new Vector2(Math.floor(this.x), Math.floor(this.y));\r\n };\r\n /**\r\n * Gets a new Vector2 from current Vector2 floored values\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.fract = function () {\r\n return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));\r\n };\r\n // Properties\r\n /**\r\n * Gets the length of the vector\r\n * @returns the vector length (float)\r\n */\r\n Vector2.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y);\r\n };\r\n /**\r\n * Gets the vector squared length\r\n * @returns the vector squared length (float)\r\n */\r\n Vector2.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y);\r\n };\r\n // Methods\r\n /**\r\n * Normalize the vector\r\n * @returns the current updated Vector2\r\n */\r\n Vector2.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n var num = 1.0 / len;\r\n this.x *= num;\r\n this.y *= num;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector2 copied from the Vector2\r\n * @returns a new Vector2\r\n */\r\n Vector2.prototype.clone = function () {\r\n return new Vector2(this.x, this.y);\r\n };\r\n // Statics\r\n /**\r\n * Gets a new Vector2(0, 0)\r\n * @returns a new Vector2\r\n */\r\n Vector2.Zero = function () {\r\n return new Vector2(0, 0);\r\n };\r\n /**\r\n * Gets a new Vector2(1, 1)\r\n * @returns a new Vector2\r\n */\r\n Vector2.One = function () {\r\n return new Vector2(1, 1);\r\n };\r\n /**\r\n * Gets a new Vector2 set from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @returns a new Vector2\r\n */\r\n Vector2.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Vector2(array[offset], array[offset + 1]);\r\n };\r\n /**\r\n * Sets \"result\" from the given index element of the given array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the data source\r\n * @param result defines the target vector\r\n */\r\n Vector2.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n };\r\n /**\r\n * Gets a new Vector2 located for \"amount\" (float) on the CatmullRom spline defined by the given four Vector2\r\n * @param value1 defines 1st point of control\r\n * @param value2 defines 2nd point of control\r\n * @param value3 defines 3rd point of control\r\n * @param value4 defines 4th point of control\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * 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\".\r\n * If a coordinate of \"value\" is lower than \"min\" coordinates, the returned Vector2 is given this \"min\" coordinate.\r\n * If a coordinate of \"value\" is greater than \"max\" coordinates, the returned Vector2 is given this \"max\" coordinate\r\n * @param value defines the value to clamp\r\n * @param min defines the lower limit\r\n * @param max defines the upper limit\r\n * @returns a new Vector2\r\n */\r\n Vector2.Clamp = function (value, min, max) {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the Hermite spline defined by the vectors \"value1\", \"value3\", \"tangent1\", \"tangent2\"\r\n * @param value1 defines the 1st control point\r\n * @param tangent1 defines the outgoing tangent\r\n * @param value2 defines the 2nd control point\r\n * @param tangent2 defines the incoming tangent\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Returns a new Vector2 located for \"amount\" (float) on the linear interpolation between the vector \"start\" adn the vector \"end\".\r\n * @param start defines the start vector\r\n * @param end defines the end vector\r\n * @param amount defines the interpolation factor\r\n * @returns a new Vector2\r\n */\r\n Vector2.Lerp = function (start, end, amount) {\r\n var x = start.x + ((end.x - start.x) * amount);\r\n var y = start.y + ((end.y - start.y) * amount);\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets the dot product of the vector \"left\" and the vector \"right\"\r\n * @param left defines first vector\r\n * @param right defines second vector\r\n * @returns the dot product (float)\r\n */\r\n Vector2.Dot = function (left, right) {\r\n return left.x * right.x + left.y * right.y;\r\n };\r\n /**\r\n * Returns a new Vector2 equal to the normalized given vector\r\n * @param vector defines the vector to normalize\r\n * @returns a new Vector2\r\n */\r\n Vector2.Normalize = function (vector) {\r\n var newVector = vector.clone();\r\n newVector.normalize();\r\n return newVector;\r\n };\r\n /**\r\n * Gets a new Vector2 set with the minimal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Minimize = function (left, right) {\r\n var x = (left.x < right.x) ? left.x : right.x;\r\n var y = (left.y < right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets a new Vecto2 set with the maximal coordinate values from the \"left\" and \"right\" vectors\r\n * @param left defines 1st vector\r\n * @param right defines 2nd vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Maximize = function (left, right) {\r\n var x = (left.x > right.x) ? left.x : right.x;\r\n var y = (left.y > right.y) ? left.y : right.y;\r\n return new Vector2(x, y);\r\n };\r\n /**\r\n * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @returns a new Vector2\r\n */\r\n Vector2.Transform = function (vector, transformation) {\r\n var r = Vector2.Zero();\r\n Vector2.TransformToRef(vector, transformation, r);\r\n return r;\r\n };\r\n /**\r\n * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector \"result\" coordinates\r\n * @param vector defines the vector to transform\r\n * @param transformation defines the matrix to apply\r\n * @param result defines the target vector\r\n */\r\n Vector2.TransformToRef = function (vector, transformation, result) {\r\n var m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];\r\n result.x = x;\r\n result.y = y;\r\n };\r\n /**\r\n * Determines if a given vector is included in a triangle\r\n * @param p defines the vector to test\r\n * @param p0 defines 1st triangle point\r\n * @param p1 defines 2nd triangle point\r\n * @param p2 defines 3rd triangle point\r\n * @returns true if the point \"p\" is in the triangle defined by the vertors \"p0\", \"p1\", \"p2\"\r\n */\r\n Vector2.PointInTriangle = function (p, p0, p1, p2) {\r\n var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);\r\n var sign = a < 0 ? -1 : 1;\r\n var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;\r\n var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;\r\n return s > 0 && t > 0 && (s + t) < 2 * a * sign;\r\n };\r\n /**\r\n * Gets the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the distance between vectors\r\n */\r\n Vector2.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector2.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns the squared distance between vectors\r\n */\r\n Vector2.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n return (x * x) + (y * y);\r\n };\r\n /**\r\n * Gets a new Vector2 located at the center of the vectors \"value1\" and \"value2\"\r\n * @param value1 defines first vector\r\n * @param value2 defines second vector\r\n * @returns a new Vector2\r\n */\r\n Vector2.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Gets the shortest distance (float) between the point \"p\" and the segment defined by the two points \"segA\" and \"segB\".\r\n * @param p defines the middle point\r\n * @param segA defines one point of the segment\r\n * @param segB defines the other point of the segment\r\n * @returns the shortest distance\r\n */\r\n Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {\r\n var l2 = Vector2.DistanceSquared(segA, segB);\r\n if (l2 === 0.0) {\r\n return Vector2.Distance(p, segA);\r\n }\r\n var v = segB.subtract(segA);\r\n var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));\r\n var proj = segA.add(v.multiplyByFloats(t, t));\r\n return Vector2.Distance(p, proj);\r\n };\r\n return Vector2;\r\n}());\r\nexport { Vector2 };\r\n/**\r\n * Classed used to store (x,y,z) vector representation\r\n * A Vector3 is the main object used in 3D geometry\r\n * It can represent etiher the coordinates of a point the space, either a direction\r\n * Reminder: js uses a left handed forward facing system\r\n */\r\nvar Vector3 = /** @class */ (function () {\r\n /**\r\n * Creates a new Vector3 object from the given x, y, z (floats) coordinates.\r\n * @param x defines the first coordinates (on X axis)\r\n * @param y defines the second coordinates (on Y axis)\r\n * @param z defines the third coordinates (on Z axis)\r\n */\r\n function Vector3(\r\n /**\r\n * Defines the first coordinates (on X axis)\r\n */\r\n x, \r\n /**\r\n * Defines the second coordinates (on Y axis)\r\n */\r\n y, \r\n /**\r\n * Defines the third coordinates (on Z axis)\r\n */\r\n z) {\r\n if (x === void 0) { x = 0; }\r\n if (y === void 0) { y = 0; }\r\n if (z === void 0) { z = 0; }\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n }\r\n /**\r\n * Creates a string representation of the Vector3\r\n * @returns a string with the Vector3 coordinates.\r\n */\r\n Vector3.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \"}\";\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Vector3\"\r\n */\r\n Vector3.prototype.getClassName = function () {\r\n return \"Vector3\";\r\n };\r\n /**\r\n * Creates the Vector3 hash code\r\n * @returns a number which tends to be unique between Vector3 instances\r\n */\r\n Vector3.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Creates an array containing three elements : the coordinates of the Vector3\r\n * @returns a new array of numbers\r\n */\r\n Vector3.prototype.asArray = function () {\r\n var result = [];\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3\r\n * @param array defines the destination array\r\n * @param index defines the offset in the destination array\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.toArray = function (array, index) {\r\n if (index === void 0) { index = 0; }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n return this;\r\n };\r\n /**\r\n * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)\r\n * @returns a new Quaternion object, computed from the Vector3 coordinates\r\n */\r\n Vector3.prototype.toQuaternion = function () {\r\n return Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);\r\n };\r\n /**\r\n * Adds the given vector to the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.addInPlace = function (otherVector) {\r\n return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);\r\n };\r\n /**\r\n * Adds the given coordinates to the current Vector3\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {\r\n this.x += x;\r\n this.y += y;\r\n this.z += z;\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector3, result of the addition the current Vector3 and the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.add = function (otherVector) {\r\n return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n };\r\n /**\r\n * Adds the current Vector3 to the given one and stores the result in the vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.addToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);\r\n };\r\n /**\r\n * Subtract the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3\r\n * @param otherVector defines the second operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.subtract = function (otherVector) {\r\n return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);\r\n };\r\n /**\r\n * Subtracts the given vector from the current Vector3 and stores the result in the vector \"result\".\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.subtractToRef = function (otherVector, result) {\r\n return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the resulting Vector3\r\n */\r\n Vector3.prototype.subtractFromFloats = function (x, y, z) {\r\n return new Vector3(this.x - x, this.y - y, this.z - z);\r\n };\r\n /**\r\n * Subtracts the given floats from the current Vector3 coordinates and set the given vector \"result\" with this result\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {\r\n return result.copyFromFloats(this.x - x, this.y - y, this.z - z);\r\n };\r\n /**\r\n * Gets a new Vector3 set with the current Vector3 negated coordinates\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.negate = function () {\r\n return new Vector3(-this.x, -this.y, -this.z);\r\n };\r\n /**\r\n * Multiplies the Vector3 coordinates by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float \"scale\"\r\n * @param scale defines the multiplier factor\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.scale = function (scale) {\r\n return new Vector3(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Multiplies the current Vector3 coordinates by the float \"scale\" and stores the result in the given vector \"result\" coordinates\r\n * @param scale defines the multiplier factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.scaleToRef = function (scale, result) {\r\n return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Scale the current Vector3 values by a factor and add the result to a given Vector3\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the unmodified current Vector3\r\n */\r\n Vector3.prototype.scaleAndAddToRef = function (scale, result) {\r\n return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);\r\n };\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are strictly equal\r\n * @param otherVector defines the second operand\r\n * @returns true if both vectors are equals\r\n */\r\n Vector3.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;\r\n };\r\n /**\r\n * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon\r\n * @param otherVector defines the second operand\r\n * @param epsilon defines the minimal distance to define values as equals\r\n * @returns true if both vectors are distant less than epsilon\r\n */\r\n Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon) && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon);\r\n };\r\n /**\r\n * Returns true if the current Vector3 coordinates equals the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns true if both vectors are equals\r\n */\r\n Vector3.prototype.equalsToFloats = function (x, y, z) {\r\n return this.x === x && this.y === y && this.z === z;\r\n };\r\n /**\r\n * Multiplies the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.multiply = function (otherVector) {\r\n return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);\r\n };\r\n /**\r\n * Multiplies the current Vector3 by the given one and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.multiplyToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.multiplyByFloats = function (x, y, z) {\r\n return new Vector3(this.x * x, this.y * y, this.z * z);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones\r\n * @param otherVector defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.divide = function (otherVector) {\r\n return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector \"result\"\r\n * @param otherVector defines the second operand\r\n * @param result defines the Vector3 object where to store the result\r\n * @returns the current Vector3\r\n */\r\n Vector3.prototype.divideToRef = function (otherVector, result) {\r\n return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.minimizeInPlace = function (other) {\r\n return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);\r\n };\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.\r\n * @param other defines the second operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.maximizeInPlace = function (other) {\r\n return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);\r\n };\r\n /**\r\n * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {\r\n if (x < this.x) {\r\n this.x = x;\r\n }\r\n if (y < this.y) {\r\n this.y = y;\r\n }\r\n if (z < this.z) {\r\n this.z = z;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {\r\n if (x > this.x) {\r\n this.x = x;\r\n }\r\n if (y > this.y) {\r\n this.y = y;\r\n }\r\n if (z > this.z) {\r\n this.z = z;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction\r\n * Check if is non uniform within a certain amount of decimal places to account for this\r\n * @param epsilon the amount the values can differ\r\n * @returns if the the vector is non uniform to a certain number of decimal places\r\n */\r\n Vector3.prototype.isNonUniformWithinEpsilon = function (epsilon) {\r\n var absX = Math.abs(this.x);\r\n var absY = Math.abs(this.y);\r\n if (!Scalar.WithinEpsilon(absX, absY, epsilon)) {\r\n return true;\r\n }\r\n var absZ = Math.abs(this.z);\r\n if (!Scalar.WithinEpsilon(absX, absZ, epsilon)) {\r\n return true;\r\n }\r\n if (!Scalar.WithinEpsilon(absY, absZ, epsilon)) {\r\n return true;\r\n }\r\n return false;\r\n };\r\n Object.defineProperty(Vector3.prototype, \"isNonUniform\", {\r\n /**\r\n * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same\r\n */\r\n get: function () {\r\n var absX = Math.abs(this.x);\r\n var absY = Math.abs(this.y);\r\n if (absX !== absY) {\r\n return true;\r\n }\r\n var absZ = Math.abs(this.z);\r\n if (absX !== absZ) {\r\n return true;\r\n }\r\n if (absY !== absZ) {\r\n return true;\r\n }\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.floor = function () {\r\n return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));\r\n };\r\n /**\r\n * Gets a new Vector3 from current Vector3 floored values\r\n * @returns a new Vector3\r\n */\r\n Vector3.prototype.fract = function () {\r\n return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));\r\n };\r\n // Properties\r\n /**\r\n * Gets the length of the Vector3\r\n * @returns the length of the Vector3\r\n */\r\n Vector3.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\r\n };\r\n /**\r\n * Gets the squared length of the Vector3\r\n * @returns squared length of the Vector3\r\n */\r\n Vector3.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z);\r\n };\r\n /**\r\n * Normalize the current Vector3.\r\n * Please note that this is an in place operation.\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.normalize = function () {\r\n return this.normalizeFromLength(this.length());\r\n };\r\n /**\r\n * Reorders the x y z properties of the vector in place\r\n * @param order new ordering of the properties (eg. for vector 1,2,3 with \"ZYX\" will produce 3,2,1)\r\n * @returns the current updated vector\r\n */\r\n Vector3.prototype.reorderInPlace = function (order) {\r\n var _this = this;\r\n order = order.toLowerCase();\r\n if (order === \"xyz\") {\r\n return this;\r\n }\r\n MathTmp.Vector3[0].copyFrom(this);\r\n [\"x\", \"y\", \"z\"].forEach(function (val, i) {\r\n _this[val] = MathTmp.Vector3[0][order[i]];\r\n });\r\n return this;\r\n };\r\n /**\r\n * Rotates the vector around 0,0,0 by a quaternion\r\n * @param quaternion the rotation quaternion\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {\r\n quaternion.toRotationMatrix(MathTmp.Matrix[0]);\r\n Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);\r\n return result;\r\n };\r\n /**\r\n * Rotates a vector around a given point\r\n * @param quaternion the rotation quaternion\r\n * @param point the point to rotate around\r\n * @param result vector to store the result\r\n * @returns the resulting vector\r\n */\r\n Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {\r\n this.subtractToRef(point, MathTmp.Vector3[0]);\r\n MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);\r\n point.addToRef(MathTmp.Vector3[0], result);\r\n return result;\r\n };\r\n /**\r\n * Normalize the current Vector3 with the given input length.\r\n * Please note that this is an in place operation.\r\n * @param len the length of the vector\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.normalizeFromLength = function (len) {\r\n if (len === 0 || len === 1.0) {\r\n return this;\r\n }\r\n return this.scaleInPlace(1.0 / len);\r\n };\r\n /**\r\n * Normalize the current Vector3 to a new vector\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.normalizeToNew = function () {\r\n var normalized = new Vector3(0, 0, 0);\r\n this.normalizeToRef(normalized);\r\n return normalized;\r\n };\r\n /**\r\n * Normalize the current Vector3 to the reference\r\n * @param reference define the Vector3 to update\r\n * @returns the updated Vector3\r\n */\r\n Vector3.prototype.normalizeToRef = function (reference) {\r\n var len = this.length();\r\n if (len === 0 || len === 1.0) {\r\n return reference.copyFromFloats(this.x, this.y, this.z);\r\n }\r\n return this.scaleToRef(1.0 / len, reference);\r\n };\r\n /**\r\n * Creates a new Vector3 copied from the current Vector3\r\n * @returns the new Vector3\r\n */\r\n Vector3.prototype.clone = function () {\r\n return new Vector3(this.x, this.y, this.z);\r\n };\r\n /**\r\n * Copies the given vector coordinates to the current Vector3 ones\r\n * @param source defines the source Vector3\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.copyFrom = function (source) {\r\n return this.copyFromFloats(source.x, source.y, source.z);\r\n };\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.copyFromFloats = function (x, y, z) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n return this;\r\n };\r\n /**\r\n * Copies the given floats to the current Vector3 coordinates\r\n * @param x defines the x coordinate of the operand\r\n * @param y defines the y coordinate of the operand\r\n * @param z defines the z coordinate of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.set = function (x, y, z) {\r\n return this.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y and z coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector3.prototype.setAll = function (v) {\r\n this.x = this.y = this.z = v;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Get the clip factor between two vectors\r\n * @param vector0 defines the first operand\r\n * @param vector1 defines the second operand\r\n * @param axis defines the axis to use\r\n * @param size defines the size along the axis\r\n * @returns the clip factor\r\n */\r\n Vector3.GetClipFactor = function (vector0, vector1, axis, size) {\r\n var d0 = Vector3.Dot(vector0, axis) - size;\r\n var d1 = Vector3.Dot(vector1, axis) - size;\r\n var s = d0 / (d0 - d1);\r\n return s;\r\n };\r\n /**\r\n * Get angle between two vectors\r\n * @param vector0 angle between vector0 and vector1\r\n * @param vector1 angle between vector0 and vector1\r\n * @param normal direction of the normal\r\n * @return the angle between vector0 and vector1\r\n */\r\n Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {\r\n var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);\r\n var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);\r\n var dot = Vector3.Dot(v0, v1);\r\n var n = MathTmp.Vector3[3];\r\n Vector3.CrossToRef(v0, v1, n);\r\n if (Vector3.Dot(n, normal) > 0) {\r\n return Math.acos(dot);\r\n }\r\n return -Math.acos(dot);\r\n };\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n */\r\n Vector3.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n return new Vector3(array[offset], array[offset + 1], array[offset + 2]);\r\n };\r\n /**\r\n * Returns a new Vector3 set from the index \"offset\" of the given Float32Array\r\n * This function is deprecated. Use FromArray instead\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @returns the new Vector3\r\n */\r\n Vector3.FromFloatArray = function (array, offset) {\r\n return Vector3.FromArray(array, offset);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given array\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the element values from the index \"offset\" of the given Float32Array\r\n * This function is deprecated. Use FromArrayToRef instead.\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.FromFloatArrayToRef = function (array, offset, result) {\r\n return Vector3.FromArrayToRef(array, offset, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the given floats.\r\n * @param x defines the x coordinate of the source\r\n * @param y defines the y coordinate of the source\r\n * @param z defines the z coordinate of the source\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.FromFloatsToRef = function (x, y, z, result) {\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 0.0)\r\n * @returns a new empty Vector3\r\n */\r\n Vector3.Zero = function () {\r\n return new Vector3(0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (1.0, 1.0, 1.0)\r\n * @returns a new unit Vector3\r\n */\r\n Vector3.One = function () {\r\n return new Vector3(1.0, 1.0, 1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 1.0, 0.0)\r\n * @returns a new up Vector3\r\n */\r\n Vector3.Up = function () {\r\n return new Vector3(0.0, 1.0, 0.0);\r\n };\r\n Object.defineProperty(Vector3, \"UpReadOnly\", {\r\n /**\r\n * Gets a up Vector3 that must not be updated\r\n */\r\n get: function () {\r\n return Vector3._UpReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Vector3, \"ZeroReadOnly\", {\r\n /**\r\n * Gets a zero Vector3 that must not be updated\r\n */\r\n get: function () {\r\n return Vector3._ZeroReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a new Vector3 set to (0.0, -1.0, 0.0)\r\n * @returns a new down Vector3\r\n */\r\n Vector3.Down = function () {\r\n return new Vector3(0.0, -1.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, 1.0)\r\n * @returns a new forward Vector3\r\n */\r\n Vector3.Forward = function () {\r\n return new Vector3(0.0, 0.0, 1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (0.0, 0.0, -1.0)\r\n * @returns a new forward Vector3\r\n */\r\n Vector3.Backward = function () {\r\n return new Vector3(0.0, 0.0, -1.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (1.0, 0.0, 0.0)\r\n * @returns a new right Vector3\r\n */\r\n Vector3.Right = function () {\r\n return new Vector3(1.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set to (-1.0, 0.0, 0.0)\r\n * @returns a new left Vector3\r\n */\r\n Vector3.Left = function () {\r\n return new Vector3(-1.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the transformed Vector3\r\n */\r\n Vector3.TransformCoordinates = function (vector, transformation) {\r\n var result = Vector3.Zero();\r\n Vector3.TransformCoordinatesToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given vector\r\n * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {\r\n Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)\r\n * This method computes tranformed coordinates only, not transformed direction vectors\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {\r\n var m = transformation.m;\r\n var rx = x * m[0] + y * m[4] + z * m[8] + m[12];\r\n var ry = x * m[1] + y * m[5] + z * m[9] + m[13];\r\n var rz = x * m[2] + y * m[6] + z * m[10] + m[14];\r\n var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);\r\n result.x = rx * rw;\r\n result.y = ry * rw;\r\n result.z = rz * rw;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @returns the new Vector3\r\n */\r\n Vector3.TransformNormal = function (vector, transformation) {\r\n var result = Vector3.Zero();\r\n Vector3.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param vector defines the Vector3 to transform\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformNormalToRef = function (vector, transformation, result) {\r\n this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z)\r\n * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)\r\n * @param x define the x coordinate of the source vector\r\n * @param y define the y coordinate of the source vector\r\n * @param z define the z coordinate of the source vector\r\n * @param transformation defines the transformation matrix\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {\r\n var m = transformation.m;\r\n result.x = x * m[0] + y * m[4] + z * m[8];\r\n result.y = x * m[1] + y * m[5] + z * m[9];\r\n result.z = x * m[2] + y * m[6] + z * m[10];\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" on the CatmullRom interpolation spline defined by the vectors \"value1\", \"value2\", \"value3\", \"value4\"\r\n * @param value1 defines the first control point\r\n * @param value2 defines the second control point\r\n * @param value3 defines the third control point\r\n * @param value4 defines the fourth control point\r\n * @param amount defines the amount on the spline to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +\r\n (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +\r\n ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));\r\n var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +\r\n (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +\r\n ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));\r\n var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +\r\n (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +\r\n ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));\r\n return new Vector3(x, y, z);\r\n };\r\n /**\r\n * 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\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @returns the new Vector3\r\n */\r\n Vector3.Clamp = function (value, min, max) {\r\n var v = new Vector3();\r\n Vector3.ClampToRef(value, min, max, v);\r\n return v;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the coordinates of \"value\", if the vector \"value\" is in the cube defined by the vectors \"min\" and \"max\"\r\n * If a coordinate value of \"value\" is lower than one of the \"min\" coordinate, then this \"value\" coordinate is set with the \"min\" one\r\n * If a coordinate value of \"value\" is greater than one of the \"max\" coordinate, then this \"value\" coordinate is set with the \"max\" one\r\n * @param value defines the current value\r\n * @param min defines the lower range value\r\n * @param max defines the upper range value\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.ClampToRef = function (value, min, max, result) {\r\n var x = value.x;\r\n x = (x > max.x) ? max.x : x;\r\n x = (x < min.x) ? min.x : x;\r\n var y = value.y;\r\n y = (y > max.y) ? max.y : y;\r\n y = (y < min.y) ? min.y : y;\r\n var z = value.z;\r\n z = (z > max.z) ? max.z : z;\r\n z = (z < min.z) ? min.z : z;\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Checks if a given vector is inside a specific range\r\n * @param v defines the vector to test\r\n * @param min defines the minimum range\r\n * @param max defines the maximum range\r\n */\r\n Vector3.CheckExtends = function (v, min, max) {\r\n min.minimizeInPlace(v);\r\n max.maximizeInPlace(v);\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the Hermite interpolation spline defined by the vectors \"value1\", \"tangent1\", \"value2\", \"tangent2\"\r\n * @param value1 defines the first control point\r\n * @param tangent1 defines the first tangent vector\r\n * @param value2 defines the second control point\r\n * @param tangent2 defines the second tangent vector\r\n * @param amount defines the amount on the interpolation spline (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n return new Vector3(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 located for \"amount\" (float) on the linear interpolation between the vectors \"start\" and \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @returns the new Vector3\r\n */\r\n Vector3.Lerp = function (start, end, amount) {\r\n var result = new Vector3(0, 0, 0);\r\n Vector3.LerpToRef(start, end, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the linear interpolation from the vector \"start\" for \"amount\" to the vector \"end\"\r\n * @param start defines the start value\r\n * @param end defines the end value\r\n * @param amount max defines amount between both (between 0 and 1)\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.LerpToRef = function (start, end, amount, result) {\r\n result.x = start.x + ((end.x - start.x) * amount);\r\n result.y = start.y + ((end.y - start.y) * amount);\r\n result.z = start.z + ((end.z - start.z) * amount);\r\n };\r\n /**\r\n * Returns the dot product (float) between the vectors \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n Vector3.Dot = function (left, right) {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z);\r\n };\r\n /**\r\n * Returns a new Vector3 as the cross product of the vectors \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the cross product\r\n */\r\n Vector3.Cross = function (left, right) {\r\n var result = Vector3.Zero();\r\n Vector3.CrossToRef(left, right, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the cross product of \"left\" and \"right\"\r\n * The cross product is then orthogonal to both \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.CrossToRef = function (left, right, result) {\r\n var x = left.y * right.z - left.z * right.y;\r\n var y = left.z * right.x - left.x * right.z;\r\n var z = left.x * right.y - left.y * right.x;\r\n result.copyFromFloats(x, y, z);\r\n };\r\n /**\r\n * Returns a new Vector3 as the normalization of the given vector\r\n * @param vector defines the Vector3 to normalize\r\n * @returns the new Vector3\r\n */\r\n Vector3.Normalize = function (vector) {\r\n var result = Vector3.Zero();\r\n Vector3.NormalizeToRef(vector, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the normalization of the given first vector\r\n * @param vector defines the Vector3 to normalize\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.NormalizeToRef = function (vector, result) {\r\n vector.normalizeToRef(result);\r\n };\r\n /**\r\n * Project a Vector3 onto screen space\r\n * @param vector defines the Vector3 to project\r\n * @param world defines the world matrix to use\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @param viewport defines the screen viewport to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.Project = function (vector, world, transform, viewport) {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n var viewportMatrix = MathTmp.Matrix[1];\r\n 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);\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.multiplyToRef(viewportMatrix, matrix);\r\n return Vector3.TransformCoordinates(vector, matrix);\r\n };\r\n /** @hidden */\r\n Vector3._UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {\r\n Vector3.TransformCoordinatesToRef(source, matrix, result);\r\n var m = matrix.m;\r\n var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];\r\n if (Scalar.WithinEpsilon(num, 1.0)) {\r\n result.scaleInPlace(1.0 / num);\r\n }\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param transform defines the transform (view x projection) matrix to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(transform, matrix);\r\n matrix.invert();\r\n source.x = source.x / viewportWidth * 2 - 1;\r\n source.y = -(source.y / viewportHeight * 2 - 1);\r\n var vector = new Vector3();\r\n Vector3._UnprojectFromInvertedMatrixToRef(source, matrix, vector);\r\n return vector;\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @returns the new Vector3\r\n */\r\n Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {\r\n var result = Vector3.Zero();\r\n Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);\r\n return result;\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param source defines the screen space Vector3 to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {\r\n Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);\r\n };\r\n /**\r\n * Unproject from screen space to object space\r\n * @param sourceX defines the screen space x coordinate to use\r\n * @param sourceY defines the screen space y coordinate to use\r\n * @param sourceZ defines the screen space z coordinate to use\r\n * @param viewportWidth defines the current width of the viewport\r\n * @param viewportHeight defines the current height of the viewport\r\n * @param world defines the world matrix to use (can be set to Identity to go to world space)\r\n * @param view defines the view matrix to use\r\n * @param projection defines the projection matrix to use\r\n * @param result defines the Vector3 where to store the result\r\n */\r\n Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n matrix.invert();\r\n var screenSource = MathTmp.Vector3[0];\r\n screenSource.x = sourceX / viewportWidth * 2 - 1;\r\n screenSource.y = -(sourceY / viewportHeight * 2 - 1);\r\n screenSource.z = 2 * sourceZ - 1.0;\r\n Vector3._UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);\r\n };\r\n /**\r\n * Gets the minimal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Minimize = function (left, right) {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n };\r\n /**\r\n * Gets the maximal coordinate values between two Vector3\r\n * @param left defines the first operand\r\n * @param right defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Maximize = function (left, right) {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n };\r\n /**\r\n * Returns the distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the distance\r\n */\r\n Vector3.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector3.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance between the vectors \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the squared distance\r\n */\r\n Vector3.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n return (x * x) + (y * y) + (z * z);\r\n };\r\n /**\r\n * Returns a new Vector3 located at the center between \"value1\" and \"value2\"\r\n * @param value1 defines the first operand\r\n * @param value2 defines the second operand\r\n * @returns the new Vector3\r\n */\r\n Vector3.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),\r\n * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply\r\n * to something in order to rotate it from its local system to the given target system\r\n * Note: axis1, axis2 and axis3 are normalized during this operation\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns a new Vector3\r\n */\r\n Vector3.RotationFromAxis = function (axis1, axis2, axis3) {\r\n var rotation = Vector3.Zero();\r\n Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);\r\n return rotation;\r\n };\r\n /**\r\n * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the Vector3 where to store the result\r\n */\r\n Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {\r\n var quat = MathTmp.Quaternion[0];\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n quat.toEulerAnglesToRef(ref);\r\n };\r\n Vector3._UpReadOnly = Vector3.Up();\r\n Vector3._ZeroReadOnly = Vector3.Zero();\r\n return Vector3;\r\n}());\r\nexport { Vector3 };\r\n/**\r\n * Vector4 class created for EulerAngle class conversion to Quaternion\r\n */\r\nvar Vector4 = /** @class */ (function () {\r\n /**\r\n * Creates a Vector4 object from the given floats.\r\n * @param x x value of the vector\r\n * @param y y value of the vector\r\n * @param z z value of the vector\r\n * @param w w value of the vector\r\n */\r\n function Vector4(\r\n /** x value of the vector */\r\n x, \r\n /** y value of the vector */\r\n y, \r\n /** z value of the vector */\r\n z, \r\n /** w value of the vector */\r\n w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n /**\r\n * Returns the string with the Vector4 coordinates.\r\n * @returns a string containing all the vector values\r\n */\r\n Vector4.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n };\r\n /**\r\n * Returns the string \"Vector4\".\r\n * @returns \"Vector4\"\r\n */\r\n Vector4.prototype.getClassName = function () {\r\n return \"Vector4\";\r\n };\r\n /**\r\n * Returns the Vector4 hash code.\r\n * @returns a unique hash code\r\n */\r\n Vector4.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n };\r\n // Operators\r\n /**\r\n * Returns a new array populated with 4 elements : the Vector4 coordinates.\r\n * @returns the resulting array\r\n */\r\n Vector4.prototype.asArray = function () {\r\n var result = new Array();\r\n this.toArray(result, 0);\r\n return result;\r\n };\r\n /**\r\n * Populates the given array from the given index with the Vector4 coordinates.\r\n * @param array array to populate\r\n * @param index index of the array to start at (default: 0)\r\n * @returns the Vector4.\r\n */\r\n Vector4.prototype.toArray = function (array, index) {\r\n if (index === undefined) {\r\n index = 0;\r\n }\r\n array[index] = this.x;\r\n array[index + 1] = this.y;\r\n array[index + 2] = this.z;\r\n array[index + 3] = this.w;\r\n return this;\r\n };\r\n /**\r\n * Adds the given vector to the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.addInPlace = function (otherVector) {\r\n this.x += otherVector.x;\r\n this.y += otherVector.y;\r\n this.z += otherVector.z;\r\n this.w += otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @returns the resulting vector\r\n */\r\n Vector4.prototype.add = function (otherVector) {\r\n return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the result of the addition of the current Vector4 and the given one.\r\n * @param otherVector the vector to add\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.addToRef = function (otherVector, result) {\r\n result.x = this.x + otherVector.x;\r\n result.y = this.y + otherVector.y;\r\n result.z = this.z + otherVector.z;\r\n result.w = this.w + otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Subtract in place the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.subtractInPlace = function (otherVector) {\r\n this.x -= otherVector.x;\r\n this.y -= otherVector.y;\r\n this.z -= otherVector.z;\r\n this.w -= otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to add\r\n * @returns the new vector with the result\r\n */\r\n Vector4.prototype.subtract = function (otherVector) {\r\n return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the subtraction of the given vector from the current Vector4.\r\n * @param otherVector the vector to subtract\r\n * @param result the vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.subtractToRef = function (otherVector, result) {\r\n result.x = this.x - otherVector.x;\r\n result.y = this.y - otherVector.y;\r\n result.z = this.z - otherVector.z;\r\n result.w = this.w - otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n */\r\n /**\r\n * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @returns new vector containing the result\r\n */\r\n Vector4.prototype.subtractFromFloats = function (x, y, z, w) {\r\n return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);\r\n };\r\n /**\r\n * Sets the given vector \"result\" set with the result of the subtraction of the given floats from the current Vector4 coordinates.\r\n * @param x value to subtract\r\n * @param y value to subtract\r\n * @param z value to subtract\r\n * @param w value to subtract\r\n * @param result the vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {\r\n result.x = this.x - x;\r\n result.y = this.y - y;\r\n result.z = this.z - z;\r\n result.w = this.w - w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 negated coordinates.\r\n * @returns a new vector with the negated values\r\n */\r\n Vector4.prototype.negate = function () {\r\n return new Vector4(-this.x, -this.y, -this.z, -this.w);\r\n };\r\n /**\r\n * Multiplies the current Vector4 coordinates by scale (float).\r\n * @param scale the number to scale with\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.scaleInPlace = function (scale) {\r\n this.x *= scale;\r\n this.y *= scale;\r\n this.z *= scale;\r\n this.w *= scale;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @returns a new vector with the result\r\n */\r\n Vector4.prototype.scale = function (scale) {\r\n return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the current Vector4 coordinates multiplied by scale (float).\r\n * @param scale the number to scale with\r\n * @param result a vector to store the result in\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Scale the current Vector4 values by a factor and add the result to a given Vector4\r\n * @param scale defines the scale factor\r\n * @param result defines the Vector4 object where to store the result\r\n * @returns the unmodified current Vector4\r\n */\r\n Vector4.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.\r\n * @param otherVector the vector to compare against\r\n * @returns true if they are equal\r\n */\r\n Vector4.prototype.equals = function (otherVector) {\r\n return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;\r\n };\r\n /**\r\n * Boolean : True if the current Vector4 coordinates are each beneath the distance \"epsilon\" from the given vector ones.\r\n * @param otherVector vector to compare against\r\n * @param epsilon (Default: very small number)\r\n * @returns true if they are equal\r\n */\r\n Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {\r\n if (epsilon === void 0) { epsilon = Epsilon; }\r\n return otherVector\r\n && Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)\r\n && Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)\r\n && Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)\r\n && Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);\r\n };\r\n /**\r\n * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.\r\n * @param x x value to compare against\r\n * @param y y value to compare against\r\n * @param z z value to compare against\r\n * @param w w value to compare against\r\n * @returns true if equal\r\n */\r\n Vector4.prototype.equalsToFloats = function (x, y, z, w) {\r\n return this.x === x && this.y === y && this.z === z && this.w === w;\r\n };\r\n /**\r\n * Multiplies in place the current Vector4 by the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.multiplyInPlace = function (otherVector) {\r\n this.x *= otherVector.x;\r\n this.y *= otherVector.y;\r\n this.z *= otherVector.z;\r\n this.w *= otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.multiply = function (otherVector) {\r\n return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the multiplication result of the current Vector4 and the given one.\r\n * @param otherVector vector to multiple with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.multiplyToRef = function (otherVector, result) {\r\n result.x = this.x * otherVector.x;\r\n result.y = this.y * otherVector.y;\r\n result.z = this.z * otherVector.z;\r\n result.w = this.w * otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.\r\n * @param x x value multiply with\r\n * @param y y value multiply with\r\n * @param z z value multiply with\r\n * @param w w value multiply with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.multiplyByFloats = function (x, y, z, w) {\r\n return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);\r\n };\r\n /**\r\n * Returns a new Vector4 set with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @returns resulting new vector\r\n */\r\n Vector4.prototype.divide = function (otherVector) {\r\n return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);\r\n };\r\n /**\r\n * Updates the given vector \"result\" with the division result of the current Vector4 by the given one.\r\n * @param otherVector vector to devide with\r\n * @param result vector to store the result\r\n * @returns the current Vector4.\r\n */\r\n Vector4.prototype.divideToRef = function (otherVector, result) {\r\n result.x = this.x / otherVector.x;\r\n result.y = this.y / otherVector.y;\r\n result.z = this.z / otherVector.z;\r\n result.w = this.w / otherVector.w;\r\n return this;\r\n };\r\n /**\r\n * Divides the current Vector3 coordinates by the given ones.\r\n * @param otherVector vector to devide with\r\n * @returns the updated Vector3.\r\n */\r\n Vector4.prototype.divideInPlace = function (otherVector) {\r\n return this.divideToRef(otherVector, this);\r\n };\r\n /**\r\n * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n Vector4.prototype.minimizeInPlace = function (other) {\r\n if (other.x < this.x) {\r\n this.x = other.x;\r\n }\r\n if (other.y < this.y) {\r\n this.y = other.y;\r\n }\r\n if (other.z < this.z) {\r\n this.z = other.z;\r\n }\r\n if (other.w < this.w) {\r\n this.w = other.w;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones\r\n * @param other defines the second operand\r\n * @returns the current updated Vector4\r\n */\r\n Vector4.prototype.maximizeInPlace = function (other) {\r\n if (other.x > this.x) {\r\n this.x = other.x;\r\n }\r\n if (other.y > this.y) {\r\n this.y = other.y;\r\n }\r\n if (other.z > this.z) {\r\n this.z = other.z;\r\n }\r\n if (other.w > this.w) {\r\n this.w = other.w;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Gets a new Vector4 from current Vector4 floored values\r\n * @returns a new Vector4\r\n */\r\n Vector4.prototype.floor = function () {\r\n return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));\r\n };\r\n /**\r\n * Gets a new Vector4 from current Vector3 floored values\r\n * @returns a new Vector4\r\n */\r\n Vector4.prototype.fract = function () {\r\n 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));\r\n };\r\n // Properties\r\n /**\r\n * Returns the Vector4 length (float).\r\n * @returns the length\r\n */\r\n Vector4.prototype.length = function () {\r\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n };\r\n /**\r\n * Returns the Vector4 squared length (float).\r\n * @returns the length squared\r\n */\r\n Vector4.prototype.lengthSquared = function () {\r\n return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\r\n };\r\n // Methods\r\n /**\r\n * Normalizes in place the Vector4.\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n return this.scaleInPlace(1.0 / len);\r\n };\r\n /**\r\n * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.\r\n * @returns this converted to a new vector3\r\n */\r\n Vector4.prototype.toVector3 = function () {\r\n return new Vector3(this.x, this.y, this.z);\r\n };\r\n /**\r\n * Returns a new Vector4 copied from the current one.\r\n * @returns the new cloned vector\r\n */\r\n Vector4.prototype.clone = function () {\r\n return new Vector4(this.x, this.y, this.z, this.w);\r\n };\r\n /**\r\n * Updates the current Vector4 with the given one coordinates.\r\n * @param source the source vector to copy from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.copyFrom = function (source) {\r\n this.x = source.x;\r\n this.y = source.y;\r\n this.z = source.z;\r\n this.w = source.w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to copy from\r\n * @param y float to copy from\r\n * @param z float to copy from\r\n * @param w float to copy from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.copyFromFloats = function (x, y, z, w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current Vector4 coordinates with the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @returns the updated Vector4.\r\n */\r\n Vector4.prototype.set = function (x, y, z, w) {\r\n return this.copyFromFloats(x, y, z, w);\r\n };\r\n /**\r\n * Copies the given float to the current Vector3 coordinates\r\n * @param v defines the x, y, z and w coordinates of the operand\r\n * @returns the current updated Vector3\r\n */\r\n Vector4.prototype.setAll = function (v) {\r\n this.x = this.y = this.z = this.w = v;\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Returns a new Vector4 set from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @returns the new vector\r\n */\r\n Vector4.FromArray = function (array, offset) {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.FromArrayToRef = function (array, offset, result) {\r\n result.x = array[offset];\r\n result.y = array[offset + 1];\r\n result.z = array[offset + 2];\r\n result.w = array[offset + 3];\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the starting index of the given Float32Array.\r\n * @param array the array to pull values from\r\n * @param offset the offset into the array to start at\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.FromFloatArrayToRef = function (array, offset, result) {\r\n Vector4.FromArrayToRef(array, offset, result);\r\n };\r\n /**\r\n * Updates the given vector \"result\" coordinates from the given floats.\r\n * @param x float to set from\r\n * @param y float to set from\r\n * @param z float to set from\r\n * @param w float to set from\r\n * @param result the vector to the floats in\r\n */\r\n Vector4.FromFloatsToRef = function (x, y, z, w, result) {\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = w;\r\n };\r\n /**\r\n * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)\r\n * @returns the new vector\r\n */\r\n Vector4.Zero = function () {\r\n return new Vector4(0.0, 0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)\r\n * @returns the new vector\r\n */\r\n Vector4.One = function () {\r\n return new Vector4(1.0, 1.0, 1.0, 1.0);\r\n };\r\n /**\r\n * Returns a new normalized Vector4 from the given one.\r\n * @param vector the vector to normalize\r\n * @returns the vector\r\n */\r\n Vector4.Normalize = function (vector) {\r\n var result = Vector4.Zero();\r\n Vector4.NormalizeToRef(vector, result);\r\n return result;\r\n };\r\n /**\r\n * Updates the given vector \"result\" from the normalization of the given one.\r\n * @param vector the vector to normalize\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.NormalizeToRef = function (vector, result) {\r\n result.copyFrom(vector);\r\n result.normalize();\r\n };\r\n /**\r\n * Returns a vector with the minimum values from the left and right vectors\r\n * @param left left vector to minimize\r\n * @param right right vector to minimize\r\n * @returns a new vector with the minimum of the left and right vector values\r\n */\r\n Vector4.Minimize = function (left, right) {\r\n var min = left.clone();\r\n min.minimizeInPlace(right);\r\n return min;\r\n };\r\n /**\r\n * Returns a vector with the maximum values from the left and right vectors\r\n * @param left left vector to maximize\r\n * @param right right vector to maximize\r\n * @returns a new vector with the maximum of the left and right vector values\r\n */\r\n Vector4.Maximize = function (left, right) {\r\n var max = left.clone();\r\n max.maximizeInPlace(right);\r\n return max;\r\n };\r\n /**\r\n * Returns the distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors\r\n */\r\n Vector4.Distance = function (value1, value2) {\r\n return Math.sqrt(Vector4.DistanceSquared(value1, value2));\r\n };\r\n /**\r\n * Returns the squared distance (float) between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the distance between\r\n * @param value2 value to calulate the distance between\r\n * @return the distance between the two vectors squared\r\n */\r\n Vector4.DistanceSquared = function (value1, value2) {\r\n var x = value1.x - value2.x;\r\n var y = value1.y - value2.y;\r\n var z = value1.z - value2.z;\r\n var w = value1.w - value2.w;\r\n return (x * x) + (y * y) + (z * z) + (w * w);\r\n };\r\n /**\r\n * Returns a new Vector4 located at the center between the vectors \"value1\" and \"value2\".\r\n * @param value1 value to calulate the center between\r\n * @param value2 value to calulate the center between\r\n * @return the center between the two vectors\r\n */\r\n Vector4.Center = function (value1, value2) {\r\n var center = value1.add(value2);\r\n center.scaleInPlace(0.5);\r\n return center;\r\n };\r\n /**\r\n * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @returns the new vector\r\n */\r\n Vector4.TransformNormal = function (vector, transformation) {\r\n var result = Vector4.Zero();\r\n Vector4.TransformNormalToRef(vector, transformation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given vector.\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param vector the vector to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the result in\r\n */\r\n Vector4.TransformNormalToRef = function (vector, transformation, result) {\r\n var m = transformation.m;\r\n var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);\r\n var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);\r\n var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);\r\n result.x = x;\r\n result.y = y;\r\n result.z = z;\r\n result.w = vector.w;\r\n };\r\n /**\r\n * Sets the given vector \"result\" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).\r\n * This methods computes transformed normalized direction vectors only.\r\n * @param x value to transform\r\n * @param y value to transform\r\n * @param z value to transform\r\n * @param w value to transform\r\n * @param transformation the transformation matrix to apply\r\n * @param result the vector to store the results in\r\n */\r\n Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {\r\n var m = transformation.m;\r\n result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);\r\n result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);\r\n result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);\r\n result.w = w;\r\n };\r\n /**\r\n * Creates a new Vector4 from a Vector3\r\n * @param source defines the source data\r\n * @param w defines the 4th component (default is 0)\r\n * @returns a new Vector4\r\n */\r\n Vector4.FromVector3 = function (source, w) {\r\n if (w === void 0) { w = 0; }\r\n return new Vector4(source.x, source.y, source.z, w);\r\n };\r\n return Vector4;\r\n}());\r\nexport { Vector4 };\r\n/**\r\n * Class used to store quaternion data\r\n * @see https://en.wikipedia.org/wiki/Quaternion\r\n * @see http://doc.babylonjs.com/features/position,_rotation,_scaling\r\n */\r\nvar Quaternion = /** @class */ (function () {\r\n /**\r\n * Creates a new Quaternion from the given floats\r\n * @param x defines the first component (0 by default)\r\n * @param y defines the second component (0 by default)\r\n * @param z defines the third component (0 by default)\r\n * @param w defines the fourth component (1.0 by default)\r\n */\r\n function Quaternion(\r\n /** defines the first component (0 by default) */\r\n x, \r\n /** defines the second component (0 by default) */\r\n y, \r\n /** defines the third component (0 by default) */\r\n z, \r\n /** defines the fourth component (1.0 by default) */\r\n w) {\r\n if (x === void 0) { x = 0.0; }\r\n if (y === void 0) { y = 0.0; }\r\n if (z === void 0) { z = 0.0; }\r\n if (w === void 0) { w = 1.0; }\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n /**\r\n * Gets a string representation for the current quaternion\r\n * @returns a string with the Quaternion coordinates\r\n */\r\n Quaternion.prototype.toString = function () {\r\n return \"{X: \" + this.x + \" Y:\" + this.y + \" Z:\" + this.z + \" W:\" + this.w + \"}\";\r\n };\r\n /**\r\n * Gets the class name of the quaternion\r\n * @returns the string \"Quaternion\"\r\n */\r\n Quaternion.prototype.getClassName = function () {\r\n return \"Quaternion\";\r\n };\r\n /**\r\n * Gets a hash code for this quaternion\r\n * @returns the quaternion hash code\r\n */\r\n Quaternion.prototype.getHashCode = function () {\r\n var hash = this.x | 0;\r\n hash = (hash * 397) ^ (this.y | 0);\r\n hash = (hash * 397) ^ (this.z | 0);\r\n hash = (hash * 397) ^ (this.w | 0);\r\n return hash;\r\n };\r\n /**\r\n * Copy the quaternion to an array\r\n * @returns a new array populated with 4 elements from the quaternion coordinates\r\n */\r\n Quaternion.prototype.asArray = function () {\r\n return [this.x, this.y, this.z, this.w];\r\n };\r\n /**\r\n * Check if two quaternions are equals\r\n * @param otherQuaternion defines the second operand\r\n * @return true if the current quaternion and the given one coordinates are strictly equals\r\n */\r\n Quaternion.prototype.equals = function (otherQuaternion) {\r\n return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;\r\n };\r\n /**\r\n * Clone the current quaternion\r\n * @returns a new quaternion copied from the current one\r\n */\r\n Quaternion.prototype.clone = function () {\r\n return new Quaternion(this.x, this.y, this.z, this.w);\r\n };\r\n /**\r\n * Copy a quaternion to the current one\r\n * @param other defines the other quaternion\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.copyFrom = function (other) {\r\n this.x = other.x;\r\n this.y = other.y;\r\n this.z = other.z;\r\n this.w = other.w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion with the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.copyFromFloats = function (x, y, z, w) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion from the given float coordinates\r\n * @param x defines the x coordinate\r\n * @param y defines the y coordinate\r\n * @param z defines the z coordinate\r\n * @param w defines the w coordinate\r\n * @returns the updated current quaternion\r\n */\r\n Quaternion.prototype.set = function (x, y, z, w) {\r\n return this.copyFromFloats(x, y, z, w);\r\n };\r\n /**\r\n * Adds two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the addition result of the given one and the current quaternion\r\n */\r\n Quaternion.prototype.add = function (other) {\r\n return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);\r\n };\r\n /**\r\n * Add a quaternion to the current one\r\n * @param other defines the quaternion to add\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.addInPlace = function (other) {\r\n this.x += other.x;\r\n this.y += other.y;\r\n this.z += other.z;\r\n this.w += other.w;\r\n return this;\r\n };\r\n /**\r\n * Subtract two quaternions\r\n * @param other defines the second operand\r\n * @returns a new quaternion as the subtraction result of the given one from the current one\r\n */\r\n Quaternion.prototype.subtract = function (other) {\r\n return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);\r\n };\r\n /**\r\n * Multiplies the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns a new quaternion set by multiplying the current quaternion coordinates by the float \"scale\"\r\n */\r\n Quaternion.prototype.scale = function (value) {\r\n return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);\r\n };\r\n /**\r\n * Scale the current quaternion values by a factor and stores the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n Quaternion.prototype.scaleToRef = function (scale, result) {\r\n result.x = this.x * scale;\r\n result.y = this.y * scale;\r\n result.z = this.z * scale;\r\n result.w = this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Multiplies in place the current quaternion by a scale factor\r\n * @param value defines the scale factor\r\n * @returns the current modified quaternion\r\n */\r\n Quaternion.prototype.scaleInPlace = function (value) {\r\n this.x *= value;\r\n this.y *= value;\r\n this.z *= value;\r\n this.w *= value;\r\n return this;\r\n };\r\n /**\r\n * Scale the current quaternion values by a factor and add the result to a given quaternion\r\n * @param scale defines the scale factor\r\n * @param result defines the Quaternion object where to store the result\r\n * @returns the unmodified current quaternion\r\n */\r\n Quaternion.prototype.scaleAndAddToRef = function (scale, result) {\r\n result.x += this.x * scale;\r\n result.y += this.y * scale;\r\n result.z += this.z * scale;\r\n result.w += this.w * scale;\r\n return this;\r\n };\r\n /**\r\n * Multiplies two quaternions\r\n * @param q1 defines the second operand\r\n * @returns a new quaternion set as the multiplication result of the current one with the given one \"q1\"\r\n */\r\n Quaternion.prototype.multiply = function (q1) {\r\n var result = new Quaternion(0, 0, 0, 1.0);\r\n this.multiplyToRef(q1, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given \"result\" as the the multiplication result of the current one with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @param result defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.multiplyToRef = function (q1, result) {\r\n var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;\r\n var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;\r\n var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;\r\n var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;\r\n result.copyFromFloats(x, y, z, w);\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion with the multiplication of itself with the given one \"q1\"\r\n * @param q1 defines the second operand\r\n * @returns the currentupdated quaternion\r\n */\r\n Quaternion.prototype.multiplyInPlace = function (q1) {\r\n this.multiplyToRef(q1, this);\r\n return this;\r\n };\r\n /**\r\n * Conjugates (1-q) the current quaternion and stores the result in the given quaternion\r\n * @param ref defines the target quaternion\r\n * @returns the current quaternion\r\n */\r\n Quaternion.prototype.conjugateToRef = function (ref) {\r\n ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);\r\n return this;\r\n };\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.conjugateInPlace = function () {\r\n this.x *= -1;\r\n this.y *= -1;\r\n this.z *= -1;\r\n return this;\r\n };\r\n /**\r\n * Conjugates in place (1-q) the current quaternion\r\n * @returns a new quaternion\r\n */\r\n Quaternion.prototype.conjugate = function () {\r\n var result = new Quaternion(-this.x, -this.y, -this.z, this.w);\r\n return result;\r\n };\r\n /**\r\n * Gets length of current quaternion\r\n * @returns the quaternion length (float)\r\n */\r\n Quaternion.prototype.length = function () {\r\n return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));\r\n };\r\n /**\r\n * Normalize in place the current quaternion\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.normalize = function () {\r\n var len = this.length();\r\n if (len === 0) {\r\n return this;\r\n }\r\n var inv = 1.0 / len;\r\n this.x *= inv;\r\n this.y *= inv;\r\n this.z *= inv;\r\n this.w *= inv;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the Euler angles translated from the current quaternion\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns a new Vector3 containing the Euler angles\r\n */\r\n Quaternion.prototype.toEulerAngles = function (order) {\r\n if (order === void 0) { order = \"YZX\"; }\r\n var result = Vector3.Zero();\r\n this.toEulerAnglesToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given vector3 \"result\" with the Euler angles translated from the current quaternion\r\n * @param result defines the vector which will be filled with the Euler angles\r\n * @param order is a reserved parameter and is ignore for now\r\n * @returns the current unchanged quaternion\r\n */\r\n Quaternion.prototype.toEulerAnglesToRef = function (result) {\r\n var qz = this.z;\r\n var qx = this.x;\r\n var qy = this.y;\r\n var qw = this.w;\r\n var sqw = qw * qw;\r\n var sqz = qz * qz;\r\n var sqx = qx * qx;\r\n var sqy = qy * qy;\r\n var zAxisY = qy * qz - qx * qw;\r\n var limit = .4999999;\r\n if (zAxisY < -limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = Math.PI / 2;\r\n result.z = 0;\r\n }\r\n else if (zAxisY > limit) {\r\n result.y = 2 * Math.atan2(qy, qw);\r\n result.x = -Math.PI / 2;\r\n result.z = 0;\r\n }\r\n else {\r\n result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));\r\n result.x = Math.asin(-2.0 * (qz * qy - qx * qw));\r\n result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the given rotation matrix with the current quaternion values\r\n * @param result defines the target matrix\r\n * @returns the current unchanged quaternion\r\n */\r\n Quaternion.prototype.toRotationMatrix = function (result) {\r\n Matrix.FromQuaternionToRef(this, result);\r\n return this;\r\n };\r\n /**\r\n * Updates the current quaternion from the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @returns the current updated quaternion\r\n */\r\n Quaternion.prototype.fromRotationMatrix = function (matrix) {\r\n Quaternion.FromRotationMatrixToRef(matrix, this);\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Creates a new quaternion from a rotation matrix\r\n * @param matrix defines the source matrix\r\n * @returns a new quaternion created from the given rotation matrix values\r\n */\r\n Quaternion.FromRotationMatrix = function (matrix) {\r\n var result = new Quaternion();\r\n Quaternion.FromRotationMatrixToRef(matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Updates the given quaternion with the given rotation matrix values\r\n * @param matrix defines the source matrix\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.FromRotationMatrixToRef = function (matrix, result) {\r\n var data = matrix.m;\r\n var m11 = data[0], m12 = data[4], m13 = data[8];\r\n var m21 = data[1], m22 = data[5], m23 = data[9];\r\n var m31 = data[2], m32 = data[6], m33 = data[10];\r\n var trace = m11 + m22 + m33;\r\n var s;\r\n if (trace > 0) {\r\n s = 0.5 / Math.sqrt(trace + 1.0);\r\n result.w = 0.25 / s;\r\n result.x = (m32 - m23) * s;\r\n result.y = (m13 - m31) * s;\r\n result.z = (m21 - m12) * s;\r\n }\r\n else if (m11 > m22 && m11 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\r\n result.w = (m32 - m23) / s;\r\n result.x = 0.25 * s;\r\n result.y = (m12 + m21) / s;\r\n result.z = (m13 + m31) / s;\r\n }\r\n else if (m22 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\r\n result.w = (m13 - m31) / s;\r\n result.x = (m12 + m21) / s;\r\n result.y = 0.25 * s;\r\n result.z = (m23 + m32) / s;\r\n }\r\n else {\r\n s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\r\n result.w = (m21 - m12) / s;\r\n result.x = (m13 + m31) / s;\r\n result.y = (m23 + m32) / s;\r\n result.z = 0.25 * s;\r\n }\r\n };\r\n /**\r\n * Returns the dot product (float) between the quaternions \"left\" and \"right\"\r\n * @param left defines the left operand\r\n * @param right defines the right operand\r\n * @returns the dot product\r\n */\r\n Quaternion.Dot = function (left, right) {\r\n return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);\r\n };\r\n /**\r\n * Checks if the two quaternions are close to each other\r\n * @param quat0 defines the first quaternion to check\r\n * @param quat1 defines the second quaternion to check\r\n * @returns true if the two quaternions are close to each other\r\n */\r\n Quaternion.AreClose = function (quat0, quat1) {\r\n var dot = Quaternion.Dot(quat0, quat1);\r\n return dot >= 0;\r\n };\r\n /**\r\n * Creates an empty quaternion\r\n * @returns a new quaternion set to (0.0, 0.0, 0.0)\r\n */\r\n Quaternion.Zero = function () {\r\n return new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n };\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @returns a new quaternion as the inverted current quaternion\r\n */\r\n Quaternion.Inverse = function (q) {\r\n return new Quaternion(-q.x, -q.y, -q.z, q.w);\r\n };\r\n /**\r\n * Inverse a given quaternion\r\n * @param q defines the source quaternion\r\n * @param result the quaternion the result will be stored in\r\n * @returns the result quaternion\r\n */\r\n Quaternion.InverseToRef = function (q, result) {\r\n result.set(-q.x, -q.y, -q.z, q.w);\r\n return result;\r\n };\r\n /**\r\n * Creates an identity quaternion\r\n * @returns the identity quaternion\r\n */\r\n Quaternion.Identity = function () {\r\n return new Quaternion(0.0, 0.0, 0.0, 1.0);\r\n };\r\n /**\r\n * Gets a boolean indicating if the given quaternion is identity\r\n * @param quaternion defines the quaternion to check\r\n * @returns true if the quaternion is identity\r\n */\r\n Quaternion.IsIdentity = function (quaternion) {\r\n return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;\r\n };\r\n /**\r\n * Creates a quaternion from a rotation around an axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)\r\n */\r\n Quaternion.RotationAxis = function (axis, angle) {\r\n return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());\r\n };\r\n /**\r\n * Creates a rotation around an axis and stores it into the given quaternion\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle to use\r\n * @param result defines the target quaternion\r\n * @returns the target quaternion\r\n */\r\n Quaternion.RotationAxisToRef = function (axis, angle, result) {\r\n var sin = Math.sin(angle / 2);\r\n axis.normalize();\r\n result.w = Math.cos(angle / 2);\r\n result.x = axis.x * sin;\r\n result.y = axis.y * sin;\r\n result.z = axis.z * sin;\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from data stored into an array\r\n * @param array defines the data source\r\n * @param offset defines the offset in the source array where the data starts\r\n * @returns a new quaternion\r\n */\r\n Quaternion.FromArray = function (array, offset) {\r\n if (!offset) {\r\n offset = 0;\r\n }\r\n return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);\r\n };\r\n /**\r\n * Create a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @returns the new Quaternion\r\n */\r\n Quaternion.FromEulerAngles = function (x, y, z) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, q);\r\n return q;\r\n };\r\n /**\r\n * Updates a quaternion from Euler rotation angles\r\n * @param x Pitch\r\n * @param y Yaw\r\n * @param z Roll\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, result);\r\n return result;\r\n };\r\n /**\r\n * Create a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @returns the new Quaternion\r\n */\r\n Quaternion.FromEulerVector = function (vec) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);\r\n return q;\r\n };\r\n /**\r\n * Updates a quaternion from Euler rotation vector\r\n * @param vec the Euler vector (x Pitch, y Yaw, z Roll)\r\n * @param result the quaternion to store the result\r\n * @returns the updated quaternion\r\n */\r\n Quaternion.FromEulerVectorToRef = function (vec, result) {\r\n Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles (y, x, z)\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {\r\n var q = new Quaternion();\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);\r\n return q;\r\n };\r\n /**\r\n * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion\r\n * @param yaw defines the rotation around Y axis\r\n * @param pitch defines the rotation around X axis\r\n * @param roll defines the rotation around Z axis\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {\r\n // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)\r\n var halfRoll = roll * 0.5;\r\n var halfPitch = pitch * 0.5;\r\n var halfYaw = yaw * 0.5;\r\n var sinRoll = Math.sin(halfRoll);\r\n var cosRoll = Math.cos(halfRoll);\r\n var sinPitch = Math.sin(halfPitch);\r\n var cosPitch = Math.cos(halfPitch);\r\n var sinYaw = Math.sin(halfYaw);\r\n var cosYaw = Math.cos(halfYaw);\r\n result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\r\n result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\r\n result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);\r\n result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {\r\n var result = new Quaternion();\r\n Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion\r\n * @param alpha defines the rotation around first axis\r\n * @param beta defines the rotation around second axis\r\n * @param gamma defines the rotation around third axis\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {\r\n // Produces a quaternion from Euler angles in the z-x-z orientation\r\n var halfGammaPlusAlpha = (gamma + alpha) * 0.5;\r\n var halfGammaMinusAlpha = (gamma - alpha) * 0.5;\r\n var halfBeta = beta * 0.5;\r\n result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);\r\n result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);\r\n };\r\n /**\r\n * 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)\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @returns the new quaternion\r\n */\r\n Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {\r\n var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);\r\n Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);\r\n return quat;\r\n };\r\n /**\r\n * 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\r\n * @param axis1 defines the first axis\r\n * @param axis2 defines the second axis\r\n * @param axis3 defines the third axis\r\n * @param ref defines the target quaternion\r\n */\r\n Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {\r\n var rotMat = MathTmp.Matrix[0];\r\n Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);\r\n Quaternion.FromRotationMatrixToRef(rotMat, ref);\r\n };\r\n /**\r\n * Interpolates between two quaternions\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @returns the new interpolated quaternion\r\n */\r\n Quaternion.Slerp = function (left, right, amount) {\r\n var result = Quaternion.Identity();\r\n Quaternion.SlerpToRef(left, right, amount, result);\r\n return result;\r\n };\r\n /**\r\n * Interpolates between two quaternions and stores it into a target quaternion\r\n * @param left defines first quaternion\r\n * @param right defines second quaternion\r\n * @param amount defines the gradient to use\r\n * @param result defines the target quaternion\r\n */\r\n Quaternion.SlerpToRef = function (left, right, amount, result) {\r\n var num2;\r\n var num3;\r\n var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);\r\n var flag = false;\r\n if (num4 < 0) {\r\n flag = true;\r\n num4 = -num4;\r\n }\r\n if (num4 > 0.999999) {\r\n num3 = 1 - amount;\r\n num2 = flag ? -amount : amount;\r\n }\r\n else {\r\n var num5 = Math.acos(num4);\r\n var num6 = (1.0 / Math.sin(num5));\r\n num3 = (Math.sin((1.0 - amount) * num5)) * num6;\r\n num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);\r\n }\r\n result.x = (num3 * left.x) + (num2 * right.x);\r\n result.y = (num3 * left.y) + (num2 * right.y);\r\n result.z = (num3 * left.z) + (num2 * right.z);\r\n result.w = (num3 * left.w) + (num2 * right.w);\r\n };\r\n /**\r\n * Interpolate between two quaternions using Hermite interpolation\r\n * @param value1 defines first quaternion\r\n * @param tangent1 defines the incoming tangent\r\n * @param value2 defines second quaternion\r\n * @param tangent2 defines the outgoing tangent\r\n * @param amount defines the target quaternion\r\n * @returns the new interpolated quaternion\r\n */\r\n Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {\r\n var squared = amount * amount;\r\n var cubed = amount * squared;\r\n var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;\r\n var part2 = (-2.0 * cubed) + (3.0 * squared);\r\n var part3 = (cubed - (2.0 * squared)) + amount;\r\n var part4 = cubed - squared;\r\n var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);\r\n var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);\r\n var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);\r\n var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);\r\n return new Quaternion(x, y, z, w);\r\n };\r\n return Quaternion;\r\n}());\r\nexport { Quaternion };\r\n/**\r\n * Class used to store matrix data (4x4)\r\n */\r\nvar Matrix = /** @class */ (function () {\r\n /**\r\n * Creates an empty matrix (filled with zeros)\r\n */\r\n function Matrix() {\r\n this._isIdentity = false;\r\n this._isIdentityDirty = true;\r\n this._isIdentity3x2 = true;\r\n this._isIdentity3x2Dirty = true;\r\n /**\r\n * Gets the update flag of the matrix which is an unique number for the matrix.\r\n * It will be incremented every time the matrix data change.\r\n * You can use it to speed the comparison between two versions of the same matrix.\r\n */\r\n this.updateFlag = -1;\r\n this._m = new Float32Array(16);\r\n this._updateIdentityStatus(false);\r\n }\r\n Object.defineProperty(Matrix.prototype, \"m\", {\r\n /**\r\n * Gets the internal data of the matrix\r\n */\r\n get: function () { return this._m; },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Matrix.prototype._markAsUpdated = function () {\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = false;\r\n this._isIdentity3x2 = false;\r\n this._isIdentityDirty = true;\r\n this._isIdentity3x2Dirty = true;\r\n };\r\n /** @hidden */\r\n Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {\r\n if (isIdentityDirty === void 0) { isIdentityDirty = false; }\r\n if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }\r\n if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }\r\n this.updateFlag = Matrix._updateFlagSeed++;\r\n this._isIdentity = isIdentity;\r\n this._isIdentity3x2 = isIdentity || isIdentity3x2;\r\n this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;\r\n this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;\r\n };\r\n // Properties\r\n /**\r\n * Check if the current matrix is identity\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n Matrix.prototype.isIdentity = function () {\r\n if (this._isIdentityDirty) {\r\n this._isIdentityDirty = false;\r\n var m = this._m;\r\n this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&\r\n m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&\r\n m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&\r\n m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);\r\n }\r\n return this._isIdentity;\r\n };\r\n /**\r\n * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)\r\n * @returns true is the matrix is the identity matrix\r\n */\r\n Matrix.prototype.isIdentityAs3x2 = function () {\r\n if (this._isIdentity3x2Dirty) {\r\n this._isIdentity3x2Dirty = false;\r\n if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {\r\n this._isIdentity3x2 = false;\r\n }\r\n else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||\r\n this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||\r\n this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||\r\n this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {\r\n this._isIdentity3x2 = false;\r\n }\r\n else {\r\n this._isIdentity3x2 = true;\r\n }\r\n }\r\n return this._isIdentity3x2;\r\n };\r\n /**\r\n * Gets the determinant of the matrix\r\n * @returns the matrix determinant\r\n */\r\n Matrix.prototype.determinant = function () {\r\n if (this._isIdentity === true) {\r\n return 1;\r\n }\r\n var m = this._m;\r\n var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n // https://en.wikipedia.org/wiki/Laplace_expansion\r\n // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,\r\n // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant\r\n // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))\r\n // where\r\n // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1\r\n // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix\r\n //\r\n // Here we do that for the 1st row.\r\n var det_22_33 = m22 * m33 - m32 * m23;\r\n var det_21_33 = m21 * m33 - m31 * m23;\r\n var det_21_32 = m21 * m32 - m31 * m22;\r\n var det_20_33 = m20 * m33 - m30 * m23;\r\n var det_20_32 = m20 * m32 - m22 * m30;\r\n var det_20_31 = m20 * m31 - m30 * m21;\r\n var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n };\r\n // Methods\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array\r\n */\r\n Matrix.prototype.toArray = function () {\r\n return this._m;\r\n };\r\n /**\r\n * Returns the matrix as a Float32Array\r\n * @returns the matrix underlying array.\r\n */\r\n Matrix.prototype.asArray = function () {\r\n return this._m;\r\n };\r\n /**\r\n * Inverts the current matrix in place\r\n * @returns the current inverted matrix\r\n */\r\n Matrix.prototype.invert = function () {\r\n this.invertToRef(this);\r\n return this;\r\n };\r\n /**\r\n * Sets all the matrix elements to zero\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.reset = function () {\r\n Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);\r\n this._updateIdentityStatus(false);\r\n return this;\r\n };\r\n /**\r\n * Adds the current matrix with a second one\r\n * @param other defines the matrix to add\r\n * @returns a new matrix as the addition of the current matrix and the given one\r\n */\r\n Matrix.prototype.add = function (other) {\r\n var result = new Matrix();\r\n this.addToRef(other, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the given matrix \"result\" to the addition of the current matrix and the given one\r\n * @param other defines the matrix to add\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.addToRef = function (other, result) {\r\n var m = this._m;\r\n var resultM = result._m;\r\n var otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = m[index] + otherM[index];\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Adds in place the given matrix to the current matrix\r\n * @param other defines the second operand\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addToSelf = function (other) {\r\n var m = this._m;\r\n var otherM = other.m;\r\n for (var index = 0; index < 16; index++) {\r\n m[index] += otherM[index];\r\n }\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Sets the given matrix to the current inverted Matrix\r\n * @param other defines the target matrix\r\n * @returns the unmodified current matrix\r\n */\r\n Matrix.prototype.invertToRef = function (other) {\r\n if (this._isIdentity === true) {\r\n Matrix.IdentityToRef(other);\r\n return this;\r\n }\r\n // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant\r\n var m = this._m;\r\n var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];\r\n var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];\r\n var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];\r\n var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];\r\n var det_22_33 = m22 * m33 - m32 * m23;\r\n var det_21_33 = m21 * m33 - m31 * m23;\r\n var det_21_32 = m21 * m32 - m31 * m22;\r\n var det_20_33 = m20 * m33 - m30 * m23;\r\n var det_20_32 = m20 * m32 - m22 * m30;\r\n var det_20_31 = m20 * m31 - m30 * m21;\r\n var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n if (det === 0) {\r\n // not invertible\r\n other.copyFrom(this);\r\n return this;\r\n }\r\n var detInv = 1 / det;\r\n var det_12_33 = m12 * m33 - m32 * m13;\r\n var det_11_33 = m11 * m33 - m31 * m13;\r\n var det_11_32 = m11 * m32 - m31 * m12;\r\n var det_10_33 = m10 * m33 - m30 * m13;\r\n var det_10_32 = m10 * m32 - m30 * m12;\r\n var det_10_31 = m10 * m31 - m30 * m11;\r\n var det_12_23 = m12 * m23 - m22 * m13;\r\n var det_11_23 = m11 * m23 - m21 * m13;\r\n var det_11_22 = m11 * m22 - m21 * m12;\r\n var det_10_23 = m10 * m23 - m20 * m13;\r\n var det_10_22 = m10 * m22 - m20 * m12;\r\n var det_10_21 = m10 * m21 - m20 * m11;\r\n var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);\r\n return this;\r\n };\r\n /**\r\n * add a value at the specified position in the current Matrix\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addAtIndex = function (index, value) {\r\n this._m[index] += value;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * mutiply the specified position in the current Matrix by a value\r\n * @param index the index of the value within the matrix. between 0 and 15.\r\n * @param value the value to be added\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.multiplyAtIndex = function (index, value) {\r\n this._m[index] *= value;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Inserts the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.setTranslationFromFloats = function (x, y, z) {\r\n this._m[12] = x;\r\n this._m[13] = y;\r\n this._m[14] = z;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Adds the translation vector (using 3 floats) in the current matrix\r\n * @param x defines the 1st component of the translation\r\n * @param y defines the 2nd component of the translation\r\n * @param z defines the 3rd component of the translation\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.addTranslationFromFloats = function (x, y, z) {\r\n this._m[12] += x;\r\n this._m[13] += y;\r\n this._m[14] += z;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Inserts the translation vector in the current matrix\r\n * @param vector3 defines the translation to insert\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.setTranslation = function (vector3) {\r\n return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);\r\n };\r\n /**\r\n * Gets the translation value of the current matrix\r\n * @returns a new Vector3 as the extracted translation from the matrix\r\n */\r\n Matrix.prototype.getTranslation = function () {\r\n return new Vector3(this._m[12], this._m[13], this._m[14]);\r\n };\r\n /**\r\n * Fill a Vector3 with the extracted translation from the matrix\r\n * @param result defines the Vector3 where to store the translation\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.getTranslationToRef = function (result) {\r\n result.x = this._m[12];\r\n result.y = this._m[13];\r\n result.z = this._m[14];\r\n return this;\r\n };\r\n /**\r\n * Remove rotation and scaling part from the matrix\r\n * @returns the updated matrix\r\n */\r\n Matrix.prototype.removeRotationAndScaling = function () {\r\n var m = this.m;\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);\r\n this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);\r\n return this;\r\n };\r\n /**\r\n * Multiply two matrices\r\n * @param other defines the second operand\r\n * @returns a new matrix set with the multiplication result of the current Matrix and the given one\r\n */\r\n Matrix.prototype.multiply = function (other) {\r\n var result = new Matrix();\r\n this.multiplyToRef(other, result);\r\n return result;\r\n };\r\n /**\r\n * Copy the current matrix from the given one\r\n * @param other defines the source matrix\r\n * @returns the current updated matrix\r\n */\r\n Matrix.prototype.copyFrom = function (other) {\r\n other.copyToArray(this._m);\r\n var o = other;\r\n this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);\r\n return this;\r\n };\r\n /**\r\n * Populates the given array from the starting index with the current matrix values\r\n * @param array defines the target array\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.copyToArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n for (var index = 0; index < 16; index++) {\r\n array[offset + index] = this._m[index];\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets the given matrix \"result\" with the multiplication result of the current Matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the matrix where to store the multiplication\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.multiplyToRef = function (other, result) {\r\n if (this._isIdentity) {\r\n result.copyFrom(other);\r\n return this;\r\n }\r\n if (other._isIdentity) {\r\n result.copyFrom(this);\r\n return this;\r\n }\r\n this.multiplyToArray(other, result._m, 0);\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Sets the Float32Array \"result\" from the given index \"offset\" with the multiplication of the current matrix and the given one\r\n * @param other defines the second operand\r\n * @param result defines the array where to store the multiplication\r\n * @param offset defines the offset in the target array where to start storing values\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.multiplyToArray = function (other, result, offset) {\r\n var m = this._m;\r\n var otherM = other.m;\r\n var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];\r\n var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];\r\n var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];\r\n var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];\r\n var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];\r\n var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];\r\n var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];\r\n var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];\r\n result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n return this;\r\n };\r\n /**\r\n * Check equality between this matrix and a second one\r\n * @param value defines the second matrix to compare\r\n * @returns true is the current matrix and the given one values are strictly equal\r\n */\r\n Matrix.prototype.equals = function (value) {\r\n var other = value;\r\n if (!other) {\r\n return false;\r\n }\r\n if (this._isIdentity || other._isIdentity) {\r\n if (!this._isIdentityDirty && !other._isIdentityDirty) {\r\n return this._isIdentity && other._isIdentity;\r\n }\r\n }\r\n var m = this.m;\r\n var om = other.m;\r\n return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&\r\n m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&\r\n m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&\r\n m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);\r\n };\r\n /**\r\n * Clone the current matrix\r\n * @returns a new matrix from the current matrix\r\n */\r\n Matrix.prototype.clone = function () {\r\n var matrix = new Matrix();\r\n matrix.copyFrom(this);\r\n return matrix;\r\n };\r\n /**\r\n * Returns the name of the current matrix class\r\n * @returns the string \"Matrix\"\r\n */\r\n Matrix.prototype.getClassName = function () {\r\n return \"Matrix\";\r\n };\r\n /**\r\n * Gets the hash code of the current matrix\r\n * @returns the hash code\r\n */\r\n Matrix.prototype.getHashCode = function () {\r\n var hash = this._m[0] | 0;\r\n for (var i = 1; i < 16; i++) {\r\n hash = (hash * 397) ^ (this._m[i] | 0);\r\n }\r\n return hash;\r\n };\r\n /**\r\n * Decomposes the current Matrix into a translation, rotation and scaling components\r\n * @param scale defines the scale vector3 given as a reference to update\r\n * @param rotation defines the rotation quaternion given as a reference to update\r\n * @param translation defines the translation vector3 given as a reference to update\r\n * @returns true if operation was successful\r\n */\r\n Matrix.prototype.decompose = function (scale, rotation, translation) {\r\n if (this._isIdentity) {\r\n if (translation) {\r\n translation.setAll(0);\r\n }\r\n if (scale) {\r\n scale.setAll(1);\r\n }\r\n if (rotation) {\r\n rotation.copyFromFloats(0, 0, 0, 1);\r\n }\r\n return true;\r\n }\r\n var m = this._m;\r\n if (translation) {\r\n translation.copyFromFloats(m[12], m[13], m[14]);\r\n }\r\n scale = scale || MathTmp.Vector3[0];\r\n scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);\r\n scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);\r\n scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);\r\n if (this.determinant() <= 0) {\r\n scale.y *= -1;\r\n }\r\n if (scale.x === 0 || scale.y === 0 || scale.z === 0) {\r\n if (rotation) {\r\n rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);\r\n }\r\n return false;\r\n }\r\n if (rotation) {\r\n var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);\r\n Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);\r\n }\r\n return true;\r\n };\r\n /**\r\n * Gets specific row of the matrix\r\n * @param index defines the number of the row to get\r\n * @returns the index-th row of the current matrix as a new Vector4\r\n */\r\n Matrix.prototype.getRow = function (index) {\r\n if (index < 0 || index > 3) {\r\n return null;\r\n }\r\n var i = index * 4;\r\n return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);\r\n };\r\n /**\r\n * Sets the index-th row of the current matrix to the vector4 values\r\n * @param index defines the number of the row to set\r\n * @param row defines the target vector4\r\n * @returns the updated current matrix\r\n */\r\n Matrix.prototype.setRow = function (index, row) {\r\n return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);\r\n };\r\n /**\r\n * Compute the transpose of the matrix\r\n * @returns the new transposed matrix\r\n */\r\n Matrix.prototype.transpose = function () {\r\n return Matrix.Transpose(this);\r\n };\r\n /**\r\n * Compute the transpose of the matrix and store it in a given matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.transposeToRef = function (result) {\r\n Matrix.TransposeToRef(this, result);\r\n return this;\r\n };\r\n /**\r\n * Sets the index-th row of the current matrix with the given 4 x float values\r\n * @param index defines the row index\r\n * @param x defines the x component to set\r\n * @param y defines the y component to set\r\n * @param z defines the z component to set\r\n * @param w defines the w component to set\r\n * @returns the updated current matrix\r\n */\r\n Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {\r\n if (index < 0 || index > 3) {\r\n return this;\r\n }\r\n var i = index * 4;\r\n this._m[i + 0] = x;\r\n this._m[i + 1] = y;\r\n this._m[i + 2] = z;\r\n this._m[i + 3] = w;\r\n this._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Compute a new matrix set with the current matrix values multiplied by scale (float)\r\n * @param scale defines the scale factor\r\n * @returns a new matrix\r\n */\r\n Matrix.prototype.scale = function (scale) {\r\n var result = new Matrix();\r\n this.scaleToRef(scale, result);\r\n return result;\r\n };\r\n /**\r\n * Scale the current matrix values by a factor to a given result matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the matrix to store the result\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.scaleToRef = function (scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Scale the current matrix values by a factor and add the result to a given matrix\r\n * @param scale defines the scale factor\r\n * @param result defines the Matrix to store the result\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.scaleAndAddToRef = function (scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] += this._m[index] * scale;\r\n }\r\n result._markAsUpdated();\r\n return this;\r\n };\r\n /**\r\n * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).\r\n * @param ref matrix to store the result\r\n */\r\n Matrix.prototype.toNormalMatrix = function (ref) {\r\n var tmp = MathTmp.Matrix[0];\r\n this.invertToRef(tmp);\r\n tmp.transposeToRef(ref);\r\n var m = ref._m;\r\n Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);\r\n };\r\n /**\r\n * Gets only rotation part of the current matrix\r\n * @returns a new matrix sets to the extracted rotation matrix from the current one\r\n */\r\n Matrix.prototype.getRotationMatrix = function () {\r\n var result = new Matrix();\r\n this.getRotationMatrixToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Extracts the rotation matrix from the current one and sets it as the given \"result\"\r\n * @param result defines the target matrix to store data to\r\n * @returns the current matrix\r\n */\r\n Matrix.prototype.getRotationMatrixToRef = function (result) {\r\n var scale = MathTmp.Vector3[0];\r\n if (!this.decompose(scale)) {\r\n Matrix.IdentityToRef(result);\r\n return this;\r\n }\r\n var m = this._m;\r\n var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;\r\n Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n return this;\r\n };\r\n /**\r\n * Toggles model matrix from being right handed to left handed in place and vice versa\r\n */\r\n Matrix.prototype.toggleModelMatrixHandInPlace = function () {\r\n var m = this._m;\r\n m[2] *= -1;\r\n m[6] *= -1;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[14] *= -1;\r\n this._markAsUpdated();\r\n };\r\n /**\r\n * Toggles projection matrix from being right handed to left handed in place and vice versa\r\n */\r\n Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {\r\n var m = this._m;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[10] *= -1;\r\n m[11] *= -1;\r\n this._markAsUpdated();\r\n };\r\n // Statics\r\n /**\r\n * Creates a matrix from an array\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @returns a new Matrix set from the starting index of the given array\r\n */\r\n Matrix.FromArray = function (array, offset) {\r\n if (offset === void 0) { offset = 0; }\r\n var result = new Matrix();\r\n Matrix.FromArrayToRef(array, offset, result);\r\n return result;\r\n };\r\n /**\r\n * Copy the content of an array into a given matrix\r\n * @param array defines the source array\r\n * @param offset defines an offset in the source array\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromArrayToRef = function (array, offset, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset];\r\n }\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Stores an array into a matrix after having multiplied each component by a given factor\r\n * @param array defines the source array\r\n * @param offset defines the offset in the source array\r\n * @param scale defines the scaling factor\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {\r\n for (var index = 0; index < 16; index++) {\r\n result._m[index] = array[index + offset] * scale;\r\n }\r\n result._markAsUpdated();\r\n };\r\n Object.defineProperty(Matrix, \"IdentityReadOnly\", {\r\n /**\r\n * Gets an identity matrix that must not be updated\r\n */\r\n get: function () {\r\n return Matrix._identityReadOnly;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Stores a list of values (16) inside a given matrix\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {\r\n var m = result._m;\r\n m[0] = initialM11;\r\n m[1] = initialM12;\r\n m[2] = initialM13;\r\n m[3] = initialM14;\r\n m[4] = initialM21;\r\n m[5] = initialM22;\r\n m[6] = initialM23;\r\n m[7] = initialM24;\r\n m[8] = initialM31;\r\n m[9] = initialM32;\r\n m[10] = initialM33;\r\n m[11] = initialM34;\r\n m[12] = initialM41;\r\n m[13] = initialM42;\r\n m[14] = initialM43;\r\n m[15] = initialM44;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates new matrix from a list of values (16)\r\n * @param initialM11 defines 1st value of 1st row\r\n * @param initialM12 defines 2nd value of 1st row\r\n * @param initialM13 defines 3rd value of 1st row\r\n * @param initialM14 defines 4th value of 1st row\r\n * @param initialM21 defines 1st value of 2nd row\r\n * @param initialM22 defines 2nd value of 2nd row\r\n * @param initialM23 defines 3rd value of 2nd row\r\n * @param initialM24 defines 4th value of 2nd row\r\n * @param initialM31 defines 1st value of 3rd row\r\n * @param initialM32 defines 2nd value of 3rd row\r\n * @param initialM33 defines 3rd value of 3rd row\r\n * @param initialM34 defines 4th value of 3rd row\r\n * @param initialM41 defines 1st value of 4th row\r\n * @param initialM42 defines 2nd value of 4th row\r\n * @param initialM43 defines 3rd value of 4th row\r\n * @param initialM44 defines 4th value of 4th row\r\n * @returns the new matrix\r\n */\r\n Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {\r\n var result = new Matrix();\r\n var m = result._m;\r\n m[0] = initialM11;\r\n m[1] = initialM12;\r\n m[2] = initialM13;\r\n m[3] = initialM14;\r\n m[4] = initialM21;\r\n m[5] = initialM22;\r\n m[6] = initialM23;\r\n m[7] = initialM24;\r\n m[8] = initialM31;\r\n m[9] = initialM32;\r\n m[10] = initialM33;\r\n m[11] = initialM34;\r\n m[12] = initialM41;\r\n m[13] = initialM42;\r\n m[14] = initialM43;\r\n m[15] = initialM44;\r\n result._markAsUpdated();\r\n return result;\r\n };\r\n /**\r\n * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @returns a new matrix\r\n */\r\n Matrix.Compose = function (scale, rotation, translation) {\r\n var result = new Matrix();\r\n Matrix.ComposeToRef(scale, rotation, translation, result);\r\n return result;\r\n };\r\n /**\r\n * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)\r\n * @param scale defines the scale vector3\r\n * @param rotation defines the rotation quaternion\r\n * @param translation defines the translation vector3\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ComposeToRef = function (scale, rotation, translation, result) {\r\n var m = result._m;\r\n var x = rotation.x, y = rotation.y, z = rotation.z, w = rotation.w;\r\n var x2 = x + x, y2 = y + y, z2 = z + z;\r\n var xx = x * x2, xy = x * y2, xz = x * z2;\r\n var yy = y * y2, yz = y * z2, zz = z * z2;\r\n var wx = w * x2, wy = w * y2, wz = w * z2;\r\n var sx = scale.x, sy = scale.y, sz = scale.z;\r\n m[0] = (1 - (yy + zz)) * sx;\r\n m[1] = (xy + wz) * sx;\r\n m[2] = (xz - wy) * sx;\r\n m[3] = 0;\r\n m[4] = (xy - wz) * sy;\r\n m[5] = (1 - (xx + zz)) * sy;\r\n m[6] = (yz + wx) * sy;\r\n m[7] = 0;\r\n m[8] = (xz + wy) * sz;\r\n m[9] = (yz - wx) * sz;\r\n m[10] = (1 - (xx + yy)) * sz;\r\n m[11] = 0;\r\n m[12] = translation.x;\r\n m[13] = translation.y;\r\n m[14] = translation.z;\r\n m[15] = 1;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a new identity matrix\r\n * @returns a new identity matrix\r\n */\r\n Matrix.Identity = function () {\r\n var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);\r\n identity._updateIdentityStatus(true);\r\n return identity;\r\n };\r\n /**\r\n * Creates a new identity matrix and stores the result in a given matrix\r\n * @param result defines the target matrix\r\n */\r\n Matrix.IdentityToRef = function (result) {\r\n 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);\r\n result._updateIdentityStatus(true);\r\n };\r\n /**\r\n * Creates a new zero matrix\r\n * @returns a new zero matrix\r\n */\r\n Matrix.Zero = function () {\r\n var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);\r\n zero._updateIdentityStatus(false);\r\n return zero;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationX = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationXToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new matrix as the invert of a given matrix\r\n * @param source defines the source matrix\r\n * @returns the new matrix\r\n */\r\n Matrix.Invert = function (source) {\r\n var result = new Matrix();\r\n source.invertToRef(result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the X axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationXToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationY = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationYToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Y axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationYToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationZ = function (angle) {\r\n var result = new Matrix();\r\n Matrix.RotationZToRef(angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the Z axis and stores it in a given matrix\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationZToRef = function (angle, result) {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(c === 1 && s === 0);\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @return the new matrix\r\n */\r\n Matrix.RotationAxis = function (axis, angle) {\r\n var result = new Matrix();\r\n Matrix.RotationAxisToRef(axis, angle, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a new rotation matrix for \"angle\" radians around the given axis and stores it in a given matrix\r\n * @param axis defines the axis to use\r\n * @param angle defines the angle (in radians) to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationAxisToRef = function (axis, angle, result) {\r\n var s = Math.sin(-angle);\r\n var c = Math.cos(-angle);\r\n var c1 = 1 - c;\r\n axis.normalize();\r\n var m = result._m;\r\n m[0] = (axis.x * axis.x) * c1 + c;\r\n m[1] = (axis.x * axis.y) * c1 - (axis.z * s);\r\n m[2] = (axis.x * axis.z) * c1 + (axis.y * s);\r\n m[3] = 0.0;\r\n m[4] = (axis.y * axis.x) * c1 + (axis.z * s);\r\n m[5] = (axis.y * axis.y) * c1 + c;\r\n m[6] = (axis.y * axis.z) * c1 - (axis.x * s);\r\n m[7] = 0.0;\r\n m[8] = (axis.z * axis.x) * c1 - (axis.y * s);\r\n m[9] = (axis.z * axis.y) * c1 + (axis.x * s);\r\n m[10] = (axis.z * axis.z) * c1 + c;\r\n m[11] = 0.0;\r\n m[12] = 0.0;\r\n m[13] = 0.0;\r\n m[14] = 0.0;\r\n m[15] = 1.0;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Takes normalised vectors and returns a rotation matrix to align \"from\" with \"to\".\r\n * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm\r\n * @param from defines the vector to align\r\n * @param to defines the vector to align to\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationAlignToRef = function (from, to, result) {\r\n var v = Vector3.Cross(to, from);\r\n var c = Vector3.Dot(to, from);\r\n var k = 1 / (1 + c);\r\n var m = result._m;\r\n m[0] = v.x * v.x * k + c;\r\n m[1] = v.y * v.x * k - v.z;\r\n m[2] = v.z * v.x * k + v.y;\r\n m[3] = 0;\r\n m[4] = v.x * v.y * k + v.z;\r\n m[5] = v.y * v.y * k + c;\r\n m[6] = v.z * v.y * k - v.x;\r\n m[7] = 0;\r\n m[8] = v.x * v.z * k - v.y;\r\n m[9] = v.y * v.z * k + v.x;\r\n m[10] = v.z * v.z * k + c;\r\n m[11] = 0;\r\n m[12] = 0;\r\n m[13] = 0;\r\n m[14] = 0;\r\n m[15] = 1;\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a rotation matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @returns the new rotation matrix\r\n */\r\n Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {\r\n var result = new Matrix();\r\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a rotation matrix and stores it in a given matrix\r\n * @param yaw defines the yaw angle in radians (Y axis)\r\n * @param pitch defines the pitch angle in radians (X axis)\r\n * @param roll defines the roll angle in radians (X axis)\r\n * @param result defines the target matrix\r\n */\r\n Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {\r\n Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);\r\n MathTmp.Quaternion[0].toRotationMatrix(result);\r\n };\r\n /**\r\n * Creates a scaling matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @returns the new matrix\r\n */\r\n Matrix.Scaling = function (x, y, z) {\r\n var result = new Matrix();\r\n Matrix.ScalingToRef(x, y, z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a scaling matrix and stores it in a given matrix\r\n * @param x defines the scale factor on X axis\r\n * @param y defines the scale factor on Y axis\r\n * @param z defines the scale factor on Z axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ScalingToRef = function (x, y, z, result) {\r\n Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n result._updateIdentityStatus(x === 1 && y === 1 && z === 1);\r\n };\r\n /**\r\n * Creates a translation matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @returns the new matrix\r\n */\r\n Matrix.Translation = function (x, y, z) {\r\n var result = new Matrix();\r\n Matrix.TranslationToRef(x, y, z, result);\r\n return result;\r\n };\r\n /**\r\n * Creates a translation matrix and stores it in a given matrix\r\n * @param x defines the translation on X axis\r\n * @param y defines the translation on Y axis\r\n * @param z defines the translationon Z axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.TranslationToRef = function (x, y, z, result) {\r\n 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);\r\n result._updateIdentityStatus(x === 0 && y === 0 && z === 0);\r\n };\r\n /**\r\n * Returns a new Matrix whose values are the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @returns the new matrix\r\n */\r\n Matrix.Lerp = function (startValue, endValue, gradient) {\r\n var result = new Matrix();\r\n Matrix.LerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n };\r\n /**\r\n * Set the given matrix \"result\" as the interpolated values for \"gradient\" (float) between the ones of the matrices \"startValue\" and \"endValue\".\r\n * @param startValue defines the start value\r\n * @param endValue defines the end value\r\n * @param gradient defines the gradient factor\r\n * @param result defines the Matrix object where to store data\r\n */\r\n Matrix.LerpToRef = function (startValue, endValue, gradient, result) {\r\n var resultM = result._m;\r\n var startM = startValue.m;\r\n var endM = endValue.m;\r\n for (var index = 0; index < 16; index++) {\r\n resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;\r\n }\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Builds a new matrix whose values are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @returns the new matrix\r\n */\r\n Matrix.DecomposeLerp = function (startValue, endValue, gradient) {\r\n var result = new Matrix();\r\n Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);\r\n return result;\r\n };\r\n /**\r\n * Update a matrix to values which are computed by:\r\n * * decomposing the the \"startValue\" and \"endValue\" matrices into their respective scale, rotation and translation matrices\r\n * * interpolating for \"gradient\" (float) the values between each of these decomposed matrices between the start and the end\r\n * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices\r\n * @param startValue defines the first matrix\r\n * @param endValue defines the second matrix\r\n * @param gradient defines the gradient between the two matrices\r\n * @param result defines the target matrix\r\n */\r\n Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {\r\n var startScale = MathTmp.Vector3[0];\r\n var startRotation = MathTmp.Quaternion[0];\r\n var startTranslation = MathTmp.Vector3[1];\r\n startValue.decompose(startScale, startRotation, startTranslation);\r\n var endScale = MathTmp.Vector3[2];\r\n var endRotation = MathTmp.Quaternion[1];\r\n var endTranslation = MathTmp.Vector3[3];\r\n endValue.decompose(endScale, endRotation, endTranslation);\r\n var resultScale = MathTmp.Vector3[4];\r\n Vector3.LerpToRef(startScale, endScale, gradient, resultScale);\r\n var resultRotation = MathTmp.Quaternion[2];\r\n Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);\r\n var resultTranslation = MathTmp.Vector3[5];\r\n Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);\r\n Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);\r\n };\r\n /**\r\n * 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\"\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n Matrix.LookAtLH = function (eye, target, up) {\r\n var result = new Matrix();\r\n Matrix.LookAtLHToRef(eye, target, up, result);\r\n return result;\r\n };\r\n /**\r\n * 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\".\r\n * This function works in left handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n Matrix.LookAtLHToRef = function (eye, target, up, result) {\r\n var xAxis = MathTmp.Vector3[0];\r\n var yAxis = MathTmp.Vector3[1];\r\n var zAxis = MathTmp.Vector3[2];\r\n // Z axis\r\n target.subtractToRef(eye, zAxis);\r\n zAxis.normalize();\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n var xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n }\r\n else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);\r\n };\r\n /**\r\n * 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\"\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @returns the new matrix\r\n */\r\n Matrix.LookAtRH = function (eye, target, up) {\r\n var result = new Matrix();\r\n Matrix.LookAtRHToRef(eye, target, up, result);\r\n return result;\r\n };\r\n /**\r\n * 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\".\r\n * This function works in right handed mode\r\n * @param eye defines the final position of the entity\r\n * @param target defines where the entity should look at\r\n * @param up defines the up vector for the entity\r\n * @param result defines the target matrix\r\n */\r\n Matrix.LookAtRHToRef = function (eye, target, up, result) {\r\n var xAxis = MathTmp.Vector3[0];\r\n var yAxis = MathTmp.Vector3[1];\r\n var zAxis = MathTmp.Vector3[2];\r\n // Z axis\r\n eye.subtractToRef(target, zAxis);\r\n zAxis.normalize();\r\n // X axis\r\n Vector3.CrossToRef(up, zAxis, xAxis);\r\n var xSquareLength = xAxis.lengthSquared();\r\n if (xSquareLength === 0) {\r\n xAxis.x = 1.0;\r\n }\r\n else {\r\n xAxis.normalizeFromLength(Math.sqrt(xSquareLength));\r\n }\r\n // Y axis\r\n Vector3.CrossToRef(zAxis, xAxis, yAxis);\r\n yAxis.normalize();\r\n // Eye angles\r\n var ex = -Vector3.Dot(xAxis, eye);\r\n var ey = -Vector3.Dot(yAxis, eye);\r\n var ez = -Vector3.Dot(zAxis, eye);\r\n Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);\r\n };\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoLH = function (width, height, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Store a left-handed orthographic projection to a given matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 / width;\r\n var b = 2.0 / height;\r\n var c = 2.0 / (f - n);\r\n var d = -(f + n) / (f - n);\r\n 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);\r\n result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);\r\n };\r\n /**\r\n * Create a left-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a left-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 / (right - left);\r\n var b = 2.0 / (top - bottom);\r\n var c = 2.0 / (f - n);\r\n var d = -(f + n) / (f - n);\r\n var i0 = (left + right) / (left - right);\r\n var i1 = (top + bottom) / (bottom - top);\r\n 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);\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Creates a right-handed orthographic projection matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed orthographic projection matrix\r\n */\r\n Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a right-handed orthographic projection into a given matrix\r\n * @param left defines the viewport left coordinate\r\n * @param right defines the viewport right coordinate\r\n * @param bottom defines the viewport bottom coordinate\r\n * @param top defines the viewport top coordinate\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {\r\n Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);\r\n result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true\r\n };\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveLH = function (width, height, znear, zfar) {\r\n var matrix = new Matrix();\r\n var n = znear;\r\n var f = zfar;\r\n var a = 2.0 * n / width;\r\n var b = 2.0 * n / height;\r\n var c = (f + n) / (f - n);\r\n var d = -2.0 * f * n / (f - n);\r\n 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);\r\n matrix._updateIdentityStatus(false);\r\n return matrix;\r\n };\r\n /**\r\n * Creates a left-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a left-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a left-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var n = znear;\r\n var f = zfar;\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n var c = (f + n) / (f - n);\r\n var d = -2.0 * f * n / (f - n);\r\n 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);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Creates a right-handed perspective projection matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @returns a new matrix as a right-handed perspective projection matrix\r\n */\r\n Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {\r\n var matrix = new Matrix();\r\n Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Stores a right-handed perspective projection into a given matrix\r\n * @param fov defines the horizontal field of view\r\n * @param aspect defines the aspect ratio\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally\r\n */\r\n Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {\r\n //alternatively this could be expressed as:\r\n // m = PerspectiveFovLHToRef\r\n // m[10] *= -1.0;\r\n // m[11] *= -1.0;\r\n if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }\r\n var n = znear;\r\n var f = zfar;\r\n var t = 1.0 / (Math.tan(fov * 0.5));\r\n var a = isVerticalFovFixed ? (t / aspect) : t;\r\n var b = isVerticalFovFixed ? t : (t * aspect);\r\n var c = -(f + n) / (f - n);\r\n var d = -2 * f * n / (f - n);\r\n 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);\r\n result._updateIdentityStatus(false);\r\n };\r\n /**\r\n * Stores a perspective projection for WebVR info a given matrix\r\n * @param fov defines the field of view\r\n * @param znear defines the near clip plane\r\n * @param zfar defines the far clip plane\r\n * @param result defines the target matrix\r\n * @param rightHanded defines if the matrix must be in right-handed mode (false by default)\r\n */\r\n Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {\r\n if (rightHanded === void 0) { rightHanded = false; }\r\n var rightHandedFactor = rightHanded ? -1 : 1;\r\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\r\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\r\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\r\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\r\n var xScale = 2.0 / (leftTan + rightTan);\r\n var yScale = 2.0 / (upTan + downTan);\r\n var m = result._m;\r\n m[0] = xScale;\r\n m[1] = m[2] = m[3] = m[4] = 0.0;\r\n m[5] = yScale;\r\n m[6] = m[7] = 0.0;\r\n m[8] = ((leftTan - rightTan) * xScale * 0.5);\r\n m[9] = -((upTan - downTan) * yScale * 0.5);\r\n m[10] = -zfar / (znear - zfar);\r\n m[11] = 1.0 * rightHandedFactor;\r\n m[12] = m[13] = m[15] = 0.0;\r\n m[14] = -(2.0 * zfar * znear) / (zfar - znear);\r\n result._markAsUpdated();\r\n };\r\n /**\r\n * Computes a complete transformation matrix\r\n * @param viewport defines the viewport to use\r\n * @param world defines the world matrix\r\n * @param view defines the view matrix\r\n * @param projection defines the projection matrix\r\n * @param zmin defines the near clip plane\r\n * @param zmax defines the far clip plane\r\n * @returns the transformation matrix\r\n */\r\n Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {\r\n var cw = viewport.width;\r\n var ch = viewport.height;\r\n var cx = viewport.x;\r\n var cy = viewport.y;\r\n var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);\r\n var matrix = MathTmp.Matrix[0];\r\n world.multiplyToRef(view, matrix);\r\n matrix.multiplyToRef(projection, matrix);\r\n return matrix.multiply(viewportMatrix);\r\n };\r\n /**\r\n * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix\r\n */\r\n Matrix.GetAsMatrix2x2 = function (matrix) {\r\n var m = matrix.m;\r\n return new Float32Array([m[0], m[1], m[4], m[5]]);\r\n };\r\n /**\r\n * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array\r\n * @param matrix defines the matrix to use\r\n * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix\r\n */\r\n Matrix.GetAsMatrix3x3 = function (matrix) {\r\n var m = matrix.m;\r\n return new Float32Array([\r\n m[0], m[1], m[2],\r\n m[4], m[5], m[6],\r\n m[8], m[9], m[10]\r\n ]);\r\n };\r\n /**\r\n * Compute the transpose of a given matrix\r\n * @param matrix defines the matrix to transpose\r\n * @returns the new matrix\r\n */\r\n Matrix.Transpose = function (matrix) {\r\n var result = new Matrix();\r\n Matrix.TransposeToRef(matrix, result);\r\n return result;\r\n };\r\n /**\r\n * Compute the transpose of a matrix and store it in a target matrix\r\n * @param matrix defines the matrix to transpose\r\n * @param result defines the target matrix\r\n */\r\n Matrix.TransposeToRef = function (matrix, result) {\r\n var rm = result._m;\r\n var mm = matrix.m;\r\n rm[0] = mm[0];\r\n rm[1] = mm[4];\r\n rm[2] = mm[8];\r\n rm[3] = mm[12];\r\n rm[4] = mm[1];\r\n rm[5] = mm[5];\r\n rm[6] = mm[9];\r\n rm[7] = mm[13];\r\n rm[8] = mm[2];\r\n rm[9] = mm[6];\r\n rm[10] = mm[10];\r\n rm[11] = mm[14];\r\n rm[12] = mm[3];\r\n rm[13] = mm[7];\r\n rm[14] = mm[11];\r\n rm[15] = mm[15];\r\n // identity-ness does not change when transposing\r\n result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);\r\n };\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @returns a new matrix\r\n */\r\n Matrix.Reflection = function (plane) {\r\n var matrix = new Matrix();\r\n Matrix.ReflectionToRef(plane, matrix);\r\n return matrix;\r\n };\r\n /**\r\n * Computes a reflection matrix from a plane\r\n * @param plane defines the reflection plane\r\n * @param result defines the target matrix\r\n */\r\n Matrix.ReflectionToRef = function (plane, result) {\r\n plane.normalize();\r\n var x = plane.normal.x;\r\n var y = plane.normal.y;\r\n var z = plane.normal.z;\r\n var temp = -2 * x;\r\n var temp2 = -2 * y;\r\n var temp3 = -2 * z;\r\n Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);\r\n };\r\n /**\r\n * Sets the given matrix as a rotation matrix composed from the 3 left handed axes\r\n * @param xaxis defines the value of the 1st axis\r\n * @param yaxis defines the value of the 2nd axis\r\n * @param zaxis defines the value of the 3rd axis\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {\r\n Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);\r\n };\r\n /**\r\n * Creates a rotation matrix from a quaternion and stores it in a target matrix\r\n * @param quat defines the quaternion to use\r\n * @param result defines the target matrix\r\n */\r\n Matrix.FromQuaternionToRef = function (quat, result) {\r\n var xx = quat.x * quat.x;\r\n var yy = quat.y * quat.y;\r\n var zz = quat.z * quat.z;\r\n var xy = quat.x * quat.y;\r\n var zw = quat.z * quat.w;\r\n var zx = quat.z * quat.x;\r\n var yw = quat.y * quat.w;\r\n var yz = quat.y * quat.z;\r\n var xw = quat.x * quat.w;\r\n result._m[0] = 1.0 - (2.0 * (yy + zz));\r\n result._m[1] = 2.0 * (xy + zw);\r\n result._m[2] = 2.0 * (zx - yw);\r\n result._m[3] = 0.0;\r\n result._m[4] = 2.0 * (xy - zw);\r\n result._m[5] = 1.0 - (2.0 * (zz + xx));\r\n result._m[6] = 2.0 * (yz + xw);\r\n result._m[7] = 0.0;\r\n result._m[8] = 2.0 * (zx + yw);\r\n result._m[9] = 2.0 * (yz - xw);\r\n result._m[10] = 1.0 - (2.0 * (yy + xx));\r\n result._m[11] = 0.0;\r\n result._m[12] = 0.0;\r\n result._m[13] = 0.0;\r\n result._m[14] = 0.0;\r\n result._m[15] = 1.0;\r\n result._markAsUpdated();\r\n };\r\n Matrix._updateFlagSeed = 0;\r\n Matrix._identityReadOnly = Matrix.Identity();\r\n return Matrix;\r\n}());\r\nexport { Matrix };\r\n/**\r\n * @hidden\r\n * Same as Tmp but not exported to keep it only for math functions to avoid conflicts\r\n */\r\nvar MathTmp = /** @class */ (function () {\r\n function MathTmp() {\r\n }\r\n MathTmp.Vector3 = ArrayTools.BuildArray(6, Vector3.Zero);\r\n MathTmp.Matrix = ArrayTools.BuildArray(2, Matrix.Identity);\r\n MathTmp.Quaternion = ArrayTools.BuildArray(3, Quaternion.Zero);\r\n return MathTmp;\r\n}());\r\n/**\r\n * @hidden\r\n */\r\nvar TmpVectors = /** @class */ (function () {\r\n function TmpVectors() {\r\n }\r\n TmpVectors.Vector2 = ArrayTools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough\r\n TmpVectors.Vector3 = ArrayTools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough\r\n TmpVectors.Vector4 = ArrayTools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough\r\n TmpVectors.Quaternion = ArrayTools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough\r\n TmpVectors.Matrix = ArrayTools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough\r\n return TmpVectors;\r\n}());\r\nexport { TmpVectors };\r\n//# sourceMappingURL=math.vector.js.map" }, { "id": "../../.temp/packageES6Dev/core/Maths/math.viewport.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Maths\\math.viewport.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/math.viewport.js", "index": 70, "index2": 67, "size": 2112, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\camera.js", "issuerId": "../../.temp/packageES6Dev/core/Cameras/camera.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Cameras/camera.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\camera.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "profile": { "factory": 524, "building": 22, "dependencies": 183 } } ], "profile": { "factory": 187, "building": 21 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Cameras/camera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\camera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "type": "harmony side effect evaluation", "userRequest": "../Maths/math.viewport", "loc": "11:0-50" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/camera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\camera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "type": "harmony import specifier", "userRequest": "../Maths/math.viewport", "loc": "92:29-37" } ], "providedExports": [ "Viewport" ], "optimizationBailout": [], "depth": 3, "source": "/**\r\n * Class used to represent a viewport on screen\r\n */\r\nvar Viewport = /** @class */ (function () {\r\n /**\r\n * Creates a Viewport object located at (x, y) and sized (width, height)\r\n * @param x defines viewport left coordinate\r\n * @param y defines viewport top coordinate\r\n * @param width defines the viewport width\r\n * @param height defines the viewport height\r\n */\r\n function Viewport(\r\n /** viewport left coordinate */\r\n x, \r\n /** viewport top coordinate */\r\n y, \r\n /**viewport width */\r\n width, \r\n /** viewport height */\r\n height) {\r\n this.x = x;\r\n this.y = y;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n /**\r\n * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @returns a new Viewport\r\n */\r\n Viewport.prototype.toGlobal = function (renderWidth, renderHeight) {\r\n return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);\r\n };\r\n /**\r\n * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)\r\n * @param renderWidth defines the rendering width\r\n * @param renderHeight defines the rendering height\r\n * @param ref defines the target viewport\r\n * @returns the current viewport\r\n */\r\n Viewport.prototype.toGlobalToRef = function (renderWidth, renderHeight, ref) {\r\n ref.x = this.x * renderWidth;\r\n ref.y = this.y * renderHeight;\r\n ref.width = this.width * renderWidth;\r\n ref.height = this.height * renderHeight;\r\n return this;\r\n };\r\n /**\r\n * Returns a new Viewport copied from the current one\r\n * @returns a new Viewport\r\n */\r\n Viewport.prototype.clone = function () {\r\n return new Viewport(this.x, this.y, this.width, this.height);\r\n };\r\n return Viewport;\r\n}());\r\nexport { Viewport };\r\n//# sourceMappingURL=math.viewport.js.map" }, { "id": "../../.temp/packageES6Dev/core/Maths/sphericalPolynomial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Maths\\sphericalPolynomial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Maths/sphericalPolynomial.js", "index": 110, "index2": 105, "size": 15714, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\HighDynamicRange\\cubemapToSphericalPolynomial.js", "issuerId": "../../.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Materials/standardMaterial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\standardMaterial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/standardMaterial.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "profile": { "factory": 333, "building": 22, "dependencies": 63 } }, { "id": "../../.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\baseTexture.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "profile": { "factory": 64, "building": 46, "dependencies": 1 } }, { "id": "../../.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\HighDynamicRange\\cubemapToSphericalPolynomial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "profile": { "factory": 25, "building": 5, "dependencies": 1 } } ], "profile": { "factory": 4, "building": 2, "dependencies": 1 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\HighDynamicRange\\cubemapToSphericalPolynomial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "type": "harmony side effect evaluation", "userRequest": "../../Maths/sphericalPolynomial", "loc": "3:0-90" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\HighDynamicRange\\cubemapToSphericalPolynomial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "type": "harmony import specifier", "userRequest": "../../Maths/sphericalPolynomial", "loc": "79:37-55" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\HighDynamicRange\\cubemapToSphericalPolynomial.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "type": "harmony import specifier", "userRequest": "../../Maths/sphericalPolynomial", "loc": "153:15-34" } ], "providedExports": [ "SphericalHarmonics", "SphericalPolynomial" ], "optimizationBailout": [], "depth": 5, "source": "import { Vector3 } from \"../Maths/math.vector\";\r\n// https://dickyjim.wordpress.com/2013/09/04/spherical-harmonics-for-beginners/\r\n// http://silviojemma.com/public/papers/lighting/spherical-harmonic-lighting.pdf\r\n// https://www.ppsloan.org/publications/StupidSH36.pdf\r\n// http://cseweb.ucsd.edu/~ravir/papers/envmap/envmap.pdf\r\n// https://www.ppsloan.org/publications/SHJCGT.pdf\r\n// https://www.ppsloan.org/publications/shdering.pdf\r\n// https://google.github.io/filament/Filament.md.html#annex/sphericalharmonics\r\n// https://patapom.com/blog/SHPortal/\r\n// https://imdoingitwrong.wordpress.com/2011/04/14/spherical-harmonics-wtf/\r\n// Using real SH basis:\r\n// m>0 m m\r\n// y = sqrt(2) * K * P * cos(m*phi) * cos(theta)\r\n// l l l\r\n//\r\n// m<0 m |m|\r\n// y = sqrt(2) * K * P * sin(m*phi) * cos(theta)\r\n// l l l\r\n//\r\n// m=0 0 0\r\n// y = K * P * trigono terms\r\n// l l l\r\n//\r\n// m (2l + 1)(l - |m|)!\r\n// K = sqrt(------------------)\r\n// l 4pi(l + |m|)!\r\n//\r\n// and P by recursion:\r\n//\r\n// P00(x) = 1\r\n// P01(x) = x\r\n// Pll(x) = (-1^l)(2l - 1)!!(1-x*x)^(1/2)\r\n// ((2l - 1)x[Pl-1/m]-(l + m - 1)[Pl-2/m])\r\n// Plm(x) = ---------------------------------------\r\n// l - m\r\n// Leaving the trigonometric terms aside we can precompute the constants to :\r\nvar SH3ylmBasisConstants = [\r\n Math.sqrt(1 / (4 * Math.PI)),\r\n -Math.sqrt(3 / (4 * Math.PI)),\r\n Math.sqrt(3 / (4 * Math.PI)),\r\n -Math.sqrt(3 / (4 * Math.PI)),\r\n Math.sqrt(15 / (4 * Math.PI)),\r\n -Math.sqrt(15 / (4 * Math.PI)),\r\n Math.sqrt(5 / (16 * Math.PI)),\r\n -Math.sqrt(15 / (4 * Math.PI)),\r\n Math.sqrt(15 / (16 * Math.PI)),\r\n];\r\n// cm = cos(m * phi)\r\n// sm = sin(m * phi)\r\n// {x,y,z} = {cos(phi)sin(theta), sin(phi)sin(theta), cos(theta)}\r\n// By recursion on using trigo identities:\r\nvar SH3ylmBasisTrigonometricTerms = [\r\n function (direction) { return 1; },\r\n function (direction) { return direction.y; },\r\n function (direction) { return direction.z; },\r\n function (direction) { return direction.x; },\r\n function (direction) { return direction.x * direction.y; },\r\n function (direction) { return direction.y * direction.z; },\r\n function (direction) { return 3 * direction.z * direction.z - 1; },\r\n function (direction) { return direction.x * direction.z; },\r\n function (direction) { return direction.x * direction.x - direction.y * direction.y; },\r\n];\r\n// Wrap the full compute\r\nvar applySH3 = function (lm, direction) {\r\n return SH3ylmBasisConstants[lm] * SH3ylmBasisTrigonometricTerms[lm](direction);\r\n};\r\n// Derived from the integration of the a kernel convolution to SH.\r\n// Great explanation here: https://patapom.com/blog/SHPortal/#about-distant-radiance-and-irradiance-environments\r\nvar SHCosKernelConvolution = [\r\n Math.PI,\r\n 2 * Math.PI / 3,\r\n 2 * Math.PI / 3,\r\n 2 * Math.PI / 3,\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n Math.PI / 4,\r\n];\r\n/**\r\n * Class representing spherical harmonics coefficients to the 3rd degree\r\n */\r\nvar SphericalHarmonics = /** @class */ (function () {\r\n function SphericalHarmonics() {\r\n /**\r\n * Defines whether or not the harmonics have been prescaled for rendering.\r\n */\r\n this.preScaled = false;\r\n /**\r\n * The l0,0 coefficients of the spherical harmonics\r\n */\r\n this.l00 = Vector3.Zero();\r\n /**\r\n * The l1,-1 coefficients of the spherical harmonics\r\n */\r\n this.l1_1 = Vector3.Zero();\r\n /**\r\n * The l1,0 coefficients of the spherical harmonics\r\n */\r\n this.l10 = Vector3.Zero();\r\n /**\r\n * The l1,1 coefficients of the spherical harmonics\r\n */\r\n this.l11 = Vector3.Zero();\r\n /**\r\n * The l2,-2 coefficients of the spherical harmonics\r\n */\r\n this.l2_2 = Vector3.Zero();\r\n /**\r\n * The l2,-1 coefficients of the spherical harmonics\r\n */\r\n this.l2_1 = Vector3.Zero();\r\n /**\r\n * The l2,0 coefficients of the spherical harmonics\r\n */\r\n this.l20 = Vector3.Zero();\r\n /**\r\n * The l2,1 coefficients of the spherical harmonics\r\n */\r\n this.l21 = Vector3.Zero();\r\n /**\r\n * The l2,2 coefficients of the spherical harmonics\r\n */\r\n this.l22 = Vector3.Zero();\r\n }\r\n /**\r\n * Adds a light to the spherical harmonics\r\n * @param direction the direction of the light\r\n * @param color the color of the light\r\n * @param deltaSolidAngle the delta solid angle of the light\r\n */\r\n SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {\r\n var colorVector = new Vector3(color.r, color.g, color.b);\r\n var c = colorVector.scale(deltaSolidAngle);\r\n this.l00 = this.l00.add(c.scale(applySH3(0, direction)));\r\n this.l1_1 = this.l1_1.add(c.scale(applySH3(1, direction)));\r\n this.l10 = this.l10.add(c.scale(applySH3(2, direction)));\r\n this.l11 = this.l11.add(c.scale(applySH3(3, direction)));\r\n this.l2_2 = this.l2_2.add(c.scale(applySH3(4, direction)));\r\n this.l2_1 = this.l2_1.add(c.scale(applySH3(5, direction)));\r\n this.l20 = this.l20.add(c.scale(applySH3(6, direction)));\r\n this.l21 = this.l21.add(c.scale(applySH3(7, direction)));\r\n this.l22 = this.l22.add(c.scale(applySH3(8, direction)));\r\n };\r\n /**\r\n * Scales the spherical harmonics by the given amount\r\n * @param scale the amount to scale\r\n */\r\n SphericalHarmonics.prototype.scaleInPlace = function (scale) {\r\n this.l00.scaleInPlace(scale);\r\n this.l1_1.scaleInPlace(scale);\r\n this.l10.scaleInPlace(scale);\r\n this.l11.scaleInPlace(scale);\r\n this.l2_2.scaleInPlace(scale);\r\n this.l2_1.scaleInPlace(scale);\r\n this.l20.scaleInPlace(scale);\r\n this.l21.scaleInPlace(scale);\r\n this.l22.scaleInPlace(scale);\r\n };\r\n /**\r\n * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.\r\n *\r\n * ```\r\n * E_lm = A_l * L_lm\r\n * ```\r\n *\r\n * In spherical harmonics this convolution amounts to scaling factors for each frequency band.\r\n * This corresponds to equation 5 in \"An Efficient Representation for Irradiance Environment Maps\", where\r\n * the scaling factors are given in equation 9.\r\n */\r\n SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {\r\n // Constant (Band 0)\r\n this.l00.scaleInPlace(SHCosKernelConvolution[0]);\r\n // Linear (Band 1)\r\n this.l1_1.scaleInPlace(SHCosKernelConvolution[1]);\r\n this.l10.scaleInPlace(SHCosKernelConvolution[2]);\r\n this.l11.scaleInPlace(SHCosKernelConvolution[3]);\r\n // Quadratic (Band 2)\r\n this.l2_2.scaleInPlace(SHCosKernelConvolution[4]);\r\n this.l2_1.scaleInPlace(SHCosKernelConvolution[5]);\r\n this.l20.scaleInPlace(SHCosKernelConvolution[6]);\r\n this.l21.scaleInPlace(SHCosKernelConvolution[7]);\r\n this.l22.scaleInPlace(SHCosKernelConvolution[8]);\r\n };\r\n /**\r\n * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.\r\n *\r\n * ```\r\n * L = (1/pi) * E * rho\r\n * ```\r\n *\r\n * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.\r\n */\r\n SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {\r\n this.scaleInPlace(1.0 / Math.PI);\r\n // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied\r\n // (The pixel shader must apply albedo after texture fetches, etc).\r\n };\r\n /**\r\n * Integrates the reconstruction coefficients directly in to the SH preventing further\r\n * required operations at run time.\r\n *\r\n * This is simply done by scaling back the SH with Ylm constants parameter.\r\n * The trigonometric part being applied by the shader at run time.\r\n */\r\n SphericalHarmonics.prototype.preScaleForRendering = function () {\r\n this.preScaled = true;\r\n this.l00.scaleInPlace(SH3ylmBasisConstants[0]);\r\n this.l1_1.scaleInPlace(SH3ylmBasisConstants[1]);\r\n this.l10.scaleInPlace(SH3ylmBasisConstants[2]);\r\n this.l11.scaleInPlace(SH3ylmBasisConstants[3]);\r\n this.l2_2.scaleInPlace(SH3ylmBasisConstants[4]);\r\n this.l2_1.scaleInPlace(SH3ylmBasisConstants[5]);\r\n this.l20.scaleInPlace(SH3ylmBasisConstants[6]);\r\n this.l21.scaleInPlace(SH3ylmBasisConstants[7]);\r\n this.l22.scaleInPlace(SH3ylmBasisConstants[8]);\r\n };\r\n /**\r\n * Constructs a spherical harmonics from an array.\r\n * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)\r\n * @returns the spherical harmonics\r\n */\r\n SphericalHarmonics.FromArray = function (data) {\r\n var sh = new SphericalHarmonics();\r\n Vector3.FromArrayToRef(data[0], 0, sh.l00);\r\n Vector3.FromArrayToRef(data[1], 0, sh.l1_1);\r\n Vector3.FromArrayToRef(data[2], 0, sh.l10);\r\n Vector3.FromArrayToRef(data[3], 0, sh.l11);\r\n Vector3.FromArrayToRef(data[4], 0, sh.l2_2);\r\n Vector3.FromArrayToRef(data[5], 0, sh.l2_1);\r\n Vector3.FromArrayToRef(data[6], 0, sh.l20);\r\n Vector3.FromArrayToRef(data[7], 0, sh.l21);\r\n Vector3.FromArrayToRef(data[8], 0, sh.l22);\r\n return sh;\r\n };\r\n // Keep for references.\r\n /**\r\n * Gets the spherical harmonics from polynomial\r\n * @param polynomial the spherical polynomial\r\n * @returns the spherical harmonics\r\n */\r\n SphericalHarmonics.FromPolynomial = function (polynomial) {\r\n var result = new SphericalHarmonics();\r\n result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));\r\n result.l1_1 = polynomial.y.scale(0.977204);\r\n result.l10 = polynomial.z.scale(0.977204);\r\n result.l11 = polynomial.x.scale(0.977204);\r\n result.l2_2 = polynomial.xy.scale(1.16538);\r\n result.l2_1 = polynomial.yz.scale(1.16538);\r\n result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));\r\n result.l21 = polynomial.zx.scale(1.16538);\r\n result.l22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));\r\n result.l1_1.scaleInPlace(-1);\r\n result.l11.scaleInPlace(-1);\r\n result.l2_1.scaleInPlace(-1);\r\n result.l21.scaleInPlace(-1);\r\n result.scaleInPlace(Math.PI);\r\n return result;\r\n };\r\n return SphericalHarmonics;\r\n}());\r\nexport { SphericalHarmonics };\r\n/**\r\n * Class representing spherical polynomial coefficients to the 3rd degree\r\n */\r\nvar SphericalPolynomial = /** @class */ (function () {\r\n function SphericalPolynomial() {\r\n /**\r\n * The x coefficients of the spherical polynomial\r\n */\r\n this.x = Vector3.Zero();\r\n /**\r\n * The y coefficients of the spherical polynomial\r\n */\r\n this.y = Vector3.Zero();\r\n /**\r\n * The z coefficients of the spherical polynomial\r\n */\r\n this.z = Vector3.Zero();\r\n /**\r\n * The xx coefficients of the spherical polynomial\r\n */\r\n this.xx = Vector3.Zero();\r\n /**\r\n * The yy coefficients of the spherical polynomial\r\n */\r\n this.yy = Vector3.Zero();\r\n /**\r\n * The zz coefficients of the spherical polynomial\r\n */\r\n this.zz = Vector3.Zero();\r\n /**\r\n * The xy coefficients of the spherical polynomial\r\n */\r\n this.xy = Vector3.Zero();\r\n /**\r\n * The yz coefficients of the spherical polynomial\r\n */\r\n this.yz = Vector3.Zero();\r\n /**\r\n * The zx coefficients of the spherical polynomial\r\n */\r\n this.zx = Vector3.Zero();\r\n }\r\n Object.defineProperty(SphericalPolynomial.prototype, \"preScaledHarmonics\", {\r\n /**\r\n * The spherical harmonics used to create the polynomials.\r\n */\r\n get: function () {\r\n if (!this._harmonics) {\r\n this._harmonics = SphericalHarmonics.FromPolynomial(this);\r\n }\r\n if (!this._harmonics.preScaled) {\r\n this._harmonics.preScaleForRendering();\r\n }\r\n return this._harmonics;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Adds an ambient color to the spherical polynomial\r\n * @param color the color to add\r\n */\r\n SphericalPolynomial.prototype.addAmbient = function (color) {\r\n var colorVector = new Vector3(color.r, color.g, color.b);\r\n this.xx = this.xx.add(colorVector);\r\n this.yy = this.yy.add(colorVector);\r\n this.zz = this.zz.add(colorVector);\r\n };\r\n /**\r\n * Scales the spherical polynomial by the given amount\r\n * @param scale the amount to scale\r\n */\r\n SphericalPolynomial.prototype.scaleInPlace = function (scale) {\r\n this.x.scaleInPlace(scale);\r\n this.y.scaleInPlace(scale);\r\n this.z.scaleInPlace(scale);\r\n this.xx.scaleInPlace(scale);\r\n this.yy.scaleInPlace(scale);\r\n this.zz.scaleInPlace(scale);\r\n this.yz.scaleInPlace(scale);\r\n this.zx.scaleInPlace(scale);\r\n this.xy.scaleInPlace(scale);\r\n };\r\n /**\r\n * Gets the spherical polynomial from harmonics\r\n * @param harmonics the spherical harmonics\r\n * @returns the spherical polynomial\r\n */\r\n SphericalPolynomial.FromHarmonics = function (harmonics) {\r\n var result = new SphericalPolynomial();\r\n result._harmonics = harmonics;\r\n result.x = harmonics.l11.scale(1.02333).scale(-1);\r\n result.y = harmonics.l1_1.scale(1.02333).scale(-1);\r\n result.z = harmonics.l10.scale(1.02333);\r\n result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.l22.scale(0.429043));\r\n result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.l22.scale(0.429043));\r\n result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));\r\n result.yz = harmonics.l2_1.scale(0.858086).scale(-1);\r\n result.zx = harmonics.l21.scale(0.858086).scale(-1);\r\n result.xy = harmonics.l2_2.scale(0.858086);\r\n result.scaleInPlace(1.0 / Math.PI);\r\n return result;\r\n };\r\n /**\r\n * Constructs a spherical polynomial from an array.\r\n * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)\r\n * @returns the spherical polynomial\r\n */\r\n SphericalPolynomial.FromArray = function (data) {\r\n var sp = new SphericalPolynomial();\r\n Vector3.FromArrayToRef(data[0], 0, sp.x);\r\n Vector3.FromArrayToRef(data[1], 0, sp.y);\r\n Vector3.FromArrayToRef(data[2], 0, sp.z);\r\n Vector3.FromArrayToRef(data[3], 0, sp.xx);\r\n Vector3.FromArrayToRef(data[4], 0, sp.yy);\r\n Vector3.FromArrayToRef(data[5], 0, sp.zz);\r\n Vector3.FromArrayToRef(data[6], 0, sp.yz);\r\n Vector3.FromArrayToRef(data[7], 0, sp.zx);\r\n Vector3.FromArrayToRef(data[8], 0, sp.xy);\r\n return sp;\r\n };\r\n return SphericalPolynomial;\r\n}());\r\nexport { SphericalPolynomial };\r\n//# sourceMappingURL=sphericalPolynomial.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\boxBuilder.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "index": 153, "index2": 152, "size": 7315, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "issuerId": "./minStandardMaterial.ts", "issuerName": "./minStandardMaterial.ts", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } } ], "profile": { "factory": 13, "building": 301, "dependencies": 515 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Meshes/Builders/boxBuilder", "loc": "8:0-52" } ], "providedExports": [ "BoxBuilder" ], "optimizationBailout": [], "depth": 1, "source": "import { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateBox = function (options) {\r\n var nbFaces = 6;\r\n var indices = [0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23];\r\n var normals = [0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0];\r\n var uvs = [];\r\n var positions = [];\r\n var width = options.width || options.size || 1;\r\n var height = options.height || options.size || 1;\r\n var depth = options.depth || options.size || 1;\r\n var wrap = options.wrap || false;\r\n var topBaseAt = (options.topBaseAt === void 0) ? 1 : options.topBaseAt;\r\n var bottomBaseAt = (options.bottomBaseAt === void 0) ? 0 : options.bottomBaseAt;\r\n topBaseAt = (topBaseAt + 4) % 4; // places values as 0 to 3\r\n bottomBaseAt = (bottomBaseAt + 4) % 4; // places values as 0 to 3\r\n var topOrder = [2, 0, 3, 1];\r\n var bottomOrder = [2, 0, 1, 3];\r\n var topIndex = topOrder[topBaseAt];\r\n var bottomIndex = bottomOrder[bottomBaseAt];\r\n var basePositions = [1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, -1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, -1, 1, -1, 1, 1, -1, 1, 1, 1, 1, -1, 1, 1, -1, -1, -1, -1, -1, -1, -1, 1];\r\n if (wrap) {\r\n indices = [2, 3, 0, 2, 0, 1, 4, 5, 6, 4, 6, 7, 9, 10, 11, 9, 11, 8, 12, 14, 15, 12, 13, 14];\r\n basePositions = [-1, 1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1, 1, 1, 1, 1, 1, -1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1, 1, 1, -1, -1, 1, -1, -1, -1];\r\n var topFaceBase = [[1, 1, 1], [-1, 1, 1], [-1, 1, -1], [1, 1, -1]];\r\n var bottomFaceBase = [[-1, -1, 1], [1, -1, 1], [1, -1, -1], [-1, -1, -1]];\r\n var topFaceOrder = [17, 18, 19, 16];\r\n var bottomFaceOrder = [22, 23, 20, 21];\r\n while (topIndex > 0) {\r\n topFaceBase.unshift(topFaceBase.pop());\r\n topFaceOrder.unshift(topFaceOrder.pop());\r\n topIndex--;\r\n }\r\n while (bottomIndex > 0) {\r\n bottomFaceBase.unshift(bottomFaceBase.pop());\r\n bottomFaceOrder.unshift(bottomFaceOrder.pop());\r\n bottomIndex--;\r\n }\r\n topFaceBase = topFaceBase.flat();\r\n bottomFaceBase = bottomFaceBase.flat();\r\n basePositions = basePositions.concat(topFaceBase).concat(bottomFaceBase);\r\n indices.push(topFaceOrder[0], topFaceOrder[2], topFaceOrder[3], topFaceOrder[0], topFaceOrder[1], topFaceOrder[2]);\r\n indices.push(bottomFaceOrder[0], bottomFaceOrder[2], bottomFaceOrder[3], bottomFaceOrder[0], bottomFaceOrder[1], bottomFaceOrder[2]);\r\n }\r\n var scaleArray = [width / 2, height / 2, depth / 2];\r\n positions = basePositions.reduce(function (accumulator, currentValue, currentIndex) { return accumulator.concat(currentValue * scaleArray[currentIndex % 3]); }, []);\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var faceUV = options.faceUV || new Array(6);\r\n var faceColors = options.faceColors;\r\n var colors = [];\r\n // default face colors and UV if undefined\r\n for (var f = 0; f < 6; f++) {\r\n if (faceUV[f] === undefined) {\r\n faceUV[f] = new Vector4(0, 0, 1, 1);\r\n }\r\n if (faceColors && faceColors[f] === undefined) {\r\n faceColors[f] = new Color4(1, 1, 1, 1);\r\n }\r\n }\r\n // Create each face in turn.\r\n for (var index = 0; index < nbFaces; index++) {\r\n uvs.push(faceUV[index].z, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].w);\r\n uvs.push(faceUV[index].x, faceUV[index].y);\r\n uvs.push(faceUV[index].z, faceUV[index].y);\r\n if (faceColors) {\r\n for (var c = 0; c < 4; c++) {\r\n colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);\r\n }\r\n }\r\n }\r\n // sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n if (faceColors) {\r\n var totalColors = (sideOrientation === VertexData.DOUBLESIDE) ? colors.concat(colors) : colors;\r\n vertexData.colors = totalColors;\r\n }\r\n return vertexData;\r\n};\r\nMesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n var options = {\r\n size: size,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return BoxBuilder.CreateBox(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar BoxBuilder = /** @class */ (function () {\r\n function BoxBuilder() {\r\n }\r\n /**\r\n * Creates a box mesh\r\n * * The parameter `size` sets the size (float) of each box side (default 1)\r\n * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)\r\n * * 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)\r\n * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#box\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the box mesh\r\n */\r\n BoxBuilder.CreateBox = function (name, options, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var box = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n box._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateBox(options);\r\n vertexData.applyToMesh(box, options.updatable);\r\n return box;\r\n };\r\n return BoxBuilder;\r\n}());\r\nexport { BoxBuilder };\r\n//# sourceMappingURL=boxBuilder.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\sphereBuilder.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "index": 154, "index2": 153, "size": 5753, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "issuerId": "./minStandardMaterial.ts", "issuerName": "./minStandardMaterial.ts", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } } ], "profile": { "factory": 13, "building": 301, "dependencies": 515 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Meshes/Builders/sphereBuilder", "loc": "9:0-55" } ], "providedExports": [ "SphereBuilder" ], "optimizationBailout": [], "depth": 1, "source": "import { Vector3, Matrix } from \"../../Maths/math.vector\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nVertexData.CreateSphere = function (options) {\r\n var segments = options.segments || 32;\r\n var diameterX = options.diameterX || options.diameter || 1;\r\n var diameterY = options.diameterY || options.diameter || 1;\r\n var diameterZ = options.diameterZ || options.diameter || 1;\r\n var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n var radius = new Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);\r\n var totalZRotationSteps = 2 + segments;\r\n var totalYRotationSteps = 2 * totalZRotationSteps;\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {\r\n var normalizedZ = zRotationStep / totalZRotationSteps;\r\n var angleZ = normalizedZ * Math.PI * slice;\r\n for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {\r\n var normalizedY = yRotationStep / totalYRotationSteps;\r\n var angleY = normalizedY * Math.PI * 2 * arc;\r\n var rotationZ = Matrix.RotationZ(-angleZ);\r\n var rotationY = Matrix.RotationY(angleY);\r\n var afterRotZ = Vector3.TransformCoordinates(Vector3.Up(), rotationZ);\r\n var complete = Vector3.TransformCoordinates(afterRotZ, rotationY);\r\n var vertex = complete.multiply(radius);\r\n var normal = complete.divide(radius).normalize();\r\n positions.push(vertex.x, vertex.y, vertex.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(normalizedY, normalizedZ);\r\n }\r\n if (zRotationStep > 0) {\r\n var verticesCount = positions.length / 3;\r\n for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {\r\n indices.push((firstIndex));\r\n indices.push((firstIndex + 1));\r\n indices.push(firstIndex + totalYRotationSteps + 1);\r\n indices.push((firstIndex + totalYRotationSteps + 1));\r\n indices.push((firstIndex + 1));\r\n indices.push((firstIndex + totalYRotationSteps + 2));\r\n }\r\n }\r\n }\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n // Result\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n return vertexData;\r\n};\r\nMesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {\r\n var options = {\r\n segments: segments,\r\n diameterX: diameter,\r\n diameterY: diameter,\r\n diameterZ: diameter,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n return SphereBuilder.CreateSphere(name, options, scene);\r\n};\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nvar SphereBuilder = /** @class */ (function () {\r\n function SphereBuilder() {\r\n }\r\n /**\r\n * Creates a sphere mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)\r\n * * 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`)\r\n * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * * 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\r\n * * 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)\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the sphere mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#sphere\r\n */\r\n SphereBuilder.CreateSphere = function (name, options, scene) {\r\n var sphere = new Mesh(name, scene);\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n sphere._originalBuilderSideOrientation = options.sideOrientation;\r\n var vertexData = VertexData.CreateSphere(options);\r\n vertexData.applyToMesh(sphere, options.updatable);\r\n return sphere;\r\n };\r\n return SphereBuilder;\r\n}());\r\nexport { SphereBuilder };\r\n//# sourceMappingURL=sphereBuilder.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/WebGL/webGLDataBuffer.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\WebGL\\webGLDataBuffer.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/WebGL/webGLDataBuffer.js", "index": 36, "index2": 35, "size": 692, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "issuerId": "../../.temp/packageES6Dev/core/Engines/engine.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 414, "building": 22, "dependencies": 100 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony side effect evaluation", "userRequest": "../Meshes/WebGL/webGLDataBuffer", "loc": "15:0-66" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Meshes/WebGL/webGLDataBuffer", "loc": "1743:25-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Meshes/WebGL/webGLDataBuffer", "loc": "1766:25-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Meshes/WebGL/webGLDataBuffer", "loc": "1824:29-44" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Meshes/WebGL/webGLDataBuffer", "loc": "1846:25-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Meshes/WebGL/webGLDataBuffer", "loc": "1927:29-44" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "type": "harmony import specifier", "userRequest": "../Meshes/WebGL/webGLDataBuffer", "loc": "2237:25-40" } ], "providedExports": [ "WebGLDataBuffer" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { DataBuffer } from '../dataBuffer';\r\n/** @hidden */\r\nvar WebGLDataBuffer = /** @class */ (function (_super) {\r\n tslib_1.__extends(WebGLDataBuffer, _super);\r\n function WebGLDataBuffer(resource) {\r\n var _this = _super.call(this) || this;\r\n _this._buffer = resource;\r\n return _this;\r\n }\r\n Object.defineProperty(WebGLDataBuffer.prototype, \"underlyingResource\", {\r\n get: function () {\r\n return this._buffer;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n return WebGLDataBuffer;\r\n}(DataBuffer));\r\nexport { WebGLDataBuffer };\r\n//# sourceMappingURL=webGLDataBuffer.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/abstractMesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\abstractMesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/abstractMesh.js", "index": 60, "index2": 66, "size": 90232, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 524, "building": 22, "dependencies": 183 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony side effect evaluation", "userRequest": "./abstractMesh", "loc": "13:0-46" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./abstractMesh", "loc": "3625:2-14" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony side effect evaluation", "userRequest": "./Meshes/abstractMesh", "loc": "10:0-53" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Meshes/abstractMesh", "loc": "3085:58-70" }, { "moduleId": "../../.temp/packageES6Dev/core/scene.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "type": "harmony import specifier", "userRequest": "./Meshes/abstractMesh", "loc": "3105:69-81" } ], "providedExports": [ "AbstractMesh" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _MeshCollisionData } from '../Collisions/meshCollisionData';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\nimport { Color3, Color4 } from '../Maths/math.color';\r\nimport { Epsilon } from '../Maths/math.constants';\r\nimport { Axis } from '../Maths/math.axis';\r\n/** @hidden */\r\nvar _FacetDataStorage = /** @class */ (function () {\r\n function _FacetDataStorage() {\r\n this.facetNb = 0; // facet number\r\n this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space\r\n this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box\r\n this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?\r\n this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation\r\n this.bbSize = Vector3.Zero(); // bbox size approximated for facet data\r\n this.subDiv = {\r\n max: 1,\r\n X: 1,\r\n Y: 1,\r\n Z: 1\r\n };\r\n this.facetDepthSort = false; // is the facet depth sort to be computed\r\n this.facetDepthSortEnabled = false; // is the facet depth sort initialized\r\n }\r\n return _FacetDataStorage;\r\n}());\r\n/**\r\n * @hidden\r\n **/\r\nvar _InternalAbstractMeshDataInfo = /** @class */ (function () {\r\n function _InternalAbstractMeshDataInfo() {\r\n this._hasVertexAlpha = false;\r\n this._useVertexColors = true;\r\n this._numBoneInfluencers = 4;\r\n this._applyFog = true;\r\n this._receiveShadows = false;\r\n this._facetData = new _FacetDataStorage();\r\n this._visibility = 1.0;\r\n this._skeleton = null;\r\n this._layerMask = 0x0FFFFFFF;\r\n this._computeBonesUsingShaders = true;\r\n this._isActive = false;\r\n this._onlyForInstances = false;\r\n this._isActiveIntermediate = false;\r\n this._onlyForInstancesIntermediate = false;\r\n }\r\n return _InternalAbstractMeshDataInfo;\r\n}());\r\n/**\r\n * Class used to store all common mesh properties\r\n */\r\nvar AbstractMesh = /** @class */ (function (_super) {\r\n tslib_1.__extends(AbstractMesh, _super);\r\n // Constructor\r\n /**\r\n * Creates a new AbstractMesh\r\n * @param name defines the name of the mesh\r\n * @param scene defines the hosting scene\r\n */\r\n function AbstractMesh(name, scene) {\r\n if (scene === void 0) { scene = null; }\r\n var _this = _super.call(this, name, scene, false) || this;\r\n // Internal data\r\n /** @hidden */\r\n _this._internalAbstractMeshDataInfo = new _InternalAbstractMeshDataInfo();\r\n /**\r\n * The culling strategy to use to check whether the mesh must be rendered or not.\r\n * This value can be changed at any time and will be used on the next render mesh selection.\r\n * The possible values are :\r\n * - AbstractMesh.CULLINGSTRATEGY_STANDARD\r\n * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION\r\n * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY\r\n * Please read each static variable documentation to get details about the culling process.\r\n * */\r\n _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;\r\n // Events\r\n /**\r\n * An event triggered when this mesh collides with another one\r\n */\r\n _this.onCollideObservable = new Observable();\r\n /**\r\n * An event triggered when the collision's position changes\r\n */\r\n _this.onCollisionPositionChangeObservable = new Observable();\r\n /**\r\n * An event triggered when material is changed\r\n */\r\n _this.onMaterialChangedObservable = new Observable();\r\n // Properties\r\n /**\r\n * Gets or sets the orientation for POV movement & rotation\r\n */\r\n _this.definedFacingForward = true;\r\n /** @hidden */\r\n _this._occlusionQuery = null;\r\n /** @hidden */\r\n _this._renderingGroup = null;\r\n /** Gets or sets the alpha index used to sort transparent meshes\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index\r\n */\r\n _this.alphaIndex = Number.MAX_VALUE;\r\n /**\r\n * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true\r\n */\r\n _this.isVisible = true;\r\n /**\r\n * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true\r\n */\r\n _this.isPickable = true;\r\n /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */\r\n _this.showSubMeshesBoundingBox = false;\r\n /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares\r\n */\r\n _this.isBlocker = false;\r\n /**\r\n * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)\r\n */\r\n _this.enablePointerMoveEvents = false;\r\n /**\r\n * Specifies the rendering group id for this mesh (0 by default)\r\n * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups\r\n */\r\n _this.renderingGroupId = 0;\r\n _this._material = null;\r\n /** Defines color to use when rendering outline */\r\n _this.outlineColor = Color3.Red();\r\n /** Define width to use when rendering outline */\r\n _this.outlineWidth = 0.02;\r\n /** Defines color to use when rendering overlay */\r\n _this.overlayColor = Color3.Red();\r\n /** Defines alpha to use when rendering overlay */\r\n _this.overlayAlpha = 0.5;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */\r\n _this.useOctreeForRenderingSelection = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */\r\n _this.useOctreeForPicking = true;\r\n /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */\r\n _this.useOctreeForCollisions = true;\r\n /**\r\n * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)\r\n */\r\n _this.alwaysSelectAsActiveMesh = false;\r\n /**\r\n * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)\r\n */\r\n _this.doNotSyncBoundingInfo = false;\r\n /**\r\n * Gets or sets the current action manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_actions\r\n */\r\n _this.actionManager = null;\r\n // Collisions\r\n _this._meshCollisionData = new _MeshCollisionData();\r\n /**\r\n * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.ellipsoid = new Vector3(0.5, 1, 0.5);\r\n /**\r\n * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n _this.ellipsoidOffset = new Vector3(0, 0, 0);\r\n // Edges\r\n /**\r\n * Defines edge width used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n _this.edgesWidth = 1;\r\n /**\r\n * Defines edge color used when edgesRenderer is enabled\r\n * @see https://www.babylonjs-playground.com/#10OJSG#13\r\n */\r\n _this.edgesColor = new Color4(1, 0, 0, 1);\r\n /** @hidden */\r\n _this._edgesRenderer = null;\r\n /** @hidden */\r\n _this._masterMesh = null;\r\n /** @hidden */\r\n _this._boundingInfo = null;\r\n /** @hidden */\r\n _this._renderId = 0;\r\n /** @hidden */\r\n _this._intersectionsInProgress = new Array();\r\n /** @hidden */\r\n _this._unIndexed = false;\r\n /** @hidden */\r\n _this._lightSources = new Array();\r\n // Loading properties\r\n /** @hidden */\r\n _this._waitingData = {\r\n lods: null,\r\n actions: null,\r\n freezeWorldMatrix: null\r\n };\r\n /** @hidden */\r\n _this._bonesTransformMatrices = null;\r\n /** @hidden */\r\n _this._transformMatrixTexture = null;\r\n /**\r\n * An event triggered when the mesh is rebuilt.\r\n */\r\n _this.onRebuildObservable = new Observable();\r\n _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {\r\n if (collidedMesh === void 0) { collidedMesh = null; }\r\n newPosition.subtractToRef(_this._meshCollisionData._oldPositionForCollisions, _this._meshCollisionData._diffPositionForCollisions);\r\n if (_this._meshCollisionData._diffPositionForCollisions.length() > Engine.CollisionsEpsilon) {\r\n _this.position.addInPlace(_this._meshCollisionData._diffPositionForCollisions);\r\n }\r\n if (collidedMesh) {\r\n _this.onCollideObservable.notifyObservers(collidedMesh);\r\n }\r\n _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);\r\n };\r\n _this.getScene().addMesh(_this);\r\n _this._resyncLightSources();\r\n return _this;\r\n }\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_NONE\", {\r\n /**\r\n * No billboard\r\n */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_NONE;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_X\", {\r\n /** Billboard on X axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_X;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_Y\", {\r\n /** Billboard on Y axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_Y;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_Z\", {\r\n /** Billboard on Z axis */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_Z;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh, \"BILLBOARDMODE_ALL\", {\r\n /** Billboard on all axes */\r\n get: function () {\r\n return TransformNode.BILLBOARDMODE_ALL;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"facetNb\", {\r\n /**\r\n * Gets the number of facets in the mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetNb;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"partitioningSubdivisions\", {\r\n /**\r\n * Gets or set the number (integer) of subdivisions per axis in the partioning space\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions;\r\n },\r\n set: function (nb) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningSubdivisions = nb;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"partitioningBBoxRatio\", {\r\n /**\r\n * The ratio (float) to apply to the bouding box size to set to the partioning space.\r\n * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio;\r\n },\r\n set: function (ratio) {\r\n this._internalAbstractMeshDataInfo._facetData.partitioningBBoxRatio = ratio;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"mustDepthSortFacets\", {\r\n /**\r\n * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.\r\n * Works only for updatable meshes.\r\n * Doesn't work with multi-materials\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSort;\r\n },\r\n set: function (sort) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSort = sort;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"facetDepthSortFrom\", {\r\n /**\r\n * The location (Vector3) where the facet depth sort must be computed from.\r\n * By default, the active camera position.\r\n * Used only when facet depth sort is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom;\r\n },\r\n set: function (location) {\r\n this._internalAbstractMeshDataInfo._facetData.facetDepthSortFrom = location;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"isFacetDataEnabled\", {\r\n /**\r\n * gets a boolean indicating if facetData is enabled\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetDataEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n AbstractMesh.prototype._updateNonUniformScalingState = function (value) {\r\n if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {\r\n return false;\r\n }\r\n this._markSubMeshesAsMiscDirty();\r\n return true;\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"onCollide\", {\r\n /** Set a function to call when this mesh collides with another one */\r\n set: function (callback) {\r\n if (this._meshCollisionData._onCollideObserver) {\r\n this.onCollideObservable.remove(this._meshCollisionData._onCollideObserver);\r\n }\r\n this._meshCollisionData._onCollideObserver = this.onCollideObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"onCollisionPositionChange\", {\r\n /** Set a function to call when the collision's position changes */\r\n set: function (callback) {\r\n if (this._meshCollisionData._onCollisionPositionChangeObserver) {\r\n this.onCollisionPositionChangeObservable.remove(this._meshCollisionData._onCollisionPositionChangeObserver);\r\n }\r\n this._meshCollisionData._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"visibility\", {\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._visibility;\r\n },\r\n /**\r\n * Gets or sets mesh visibility between 0 and 1 (default is 1)\r\n */\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._visibility === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._visibility = value;\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"material\", {\r\n /** Gets or sets current material */\r\n get: function () {\r\n return this._material;\r\n },\r\n set: function (value) {\r\n if (this._material === value) {\r\n return;\r\n }\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n this._material = value;\r\n if (value && value.meshMap) {\r\n value.meshMap[this.uniqueId] = this;\r\n }\r\n if (this.onMaterialChangedObservable.hasObservers) {\r\n this.onMaterialChangedObservable.notifyObservers(this);\r\n }\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n this._unBindEffect();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"receiveShadows\", {\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can receive realtime shadows\r\n * @see http://doc.babylonjs.com/babylon101/shadows\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._receiveShadows;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._receiveShadows === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._receiveShadows = value;\r\n this._markSubMeshesAsLightDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"hasVertexAlpha\", {\r\n /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._hasVertexAlpha;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._hasVertexAlpha === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._hasVertexAlpha = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"useVertexColors\", {\r\n /** 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) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._useVertexColors;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._useVertexColors === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._useVertexColors = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"computeBonesUsingShaders\", {\r\n /**\r\n * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._computeBonesUsingShaders;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._computeBonesUsingShaders === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._computeBonesUsingShaders = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"numBoneInfluencers\", {\r\n /** Gets or sets the number of allowed bone influences per vertex (4 by default) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._numBoneInfluencers;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._numBoneInfluencers === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._numBoneInfluencers = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"applyFog\", {\r\n /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._applyFog;\r\n },\r\n set: function (value) {\r\n if (this._internalAbstractMeshDataInfo._applyFog === value) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._applyFog = value;\r\n this._markSubMeshesAsMiscDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"layerMask\", {\r\n /**\r\n * Gets or sets the current layer mask (default is 0x0FFFFFFF)\r\n * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures\r\n */\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._layerMask;\r\n },\r\n set: function (value) {\r\n if (value === this._internalAbstractMeshDataInfo._layerMask) {\r\n return;\r\n }\r\n this._internalAbstractMeshDataInfo._layerMask = value;\r\n this._resyncLightSources();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collisionMask\", {\r\n /**\r\n * Gets or sets a collision mask used to mask collisions (default is -1).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collisionMask;\r\n },\r\n set: function (mask) {\r\n this._meshCollisionData._collisionMask = !isNaN(mask) ? mask : -1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collisionGroup\", {\r\n /**\r\n * Gets or sets the current collision group mask (-1 by default).\r\n * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collisionGroup;\r\n },\r\n set: function (mask) {\r\n this._meshCollisionData._collisionGroup = !isNaN(mask) ? mask : -1;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"lightSources\", {\r\n /** Gets the list of lights affecting that mesh */\r\n get: function () {\r\n return this._lightSources;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"_positions\", {\r\n /** @hidden */\r\n get: function () {\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"skeleton\", {\r\n get: function () {\r\n return this._internalAbstractMeshDataInfo._skeleton;\r\n },\r\n /**\r\n * Gets or sets a skeleton to apply skining transformations\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons\r\n */\r\n set: function (value) {\r\n var skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton && skeleton.needInitialSkinMatrix) {\r\n skeleton._unregisterMeshWithPoseMatrix(this);\r\n }\r\n if (value && value.needInitialSkinMatrix) {\r\n value._registerMeshWithPoseMatrix(this);\r\n }\r\n this._internalAbstractMeshDataInfo._skeleton = value;\r\n if (!this._internalAbstractMeshDataInfo._skeleton) {\r\n this._bonesTransformMatrices = null;\r\n }\r\n this._markSubMeshesAsAttributesDirty();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the string \"AbstractMesh\"\r\n * @returns \"AbstractMesh\"\r\n */\r\n AbstractMesh.prototype.getClassName = function () {\r\n return \"AbstractMesh\";\r\n };\r\n /**\r\n * Gets a string representation of the current mesh\r\n * @param fullDetails defines a boolean indicating if full details must be included\r\n * @returns a string representation of the current mesh\r\n */\r\n AbstractMesh.prototype.toString = function (fullDetails) {\r\n var ret = \"Name: \" + this.name + \", isInstance: \" + (this.getClassName() !== \"InstancedMesh\" ? \"YES\" : \"NO\");\r\n ret += \", # of submeshes: \" + (this.subMeshes ? this.subMeshes.length : 0);\r\n var skeleton = this._internalAbstractMeshDataInfo._skeleton;\r\n if (skeleton) {\r\n ret += \", skeleton: \" + skeleton.name;\r\n }\r\n if (fullDetails) {\r\n ret += \", billboard mode: \" + ([\"NONE\", \"X\", \"Y\", null, \"Z\", null, null, \"ALL\"])[this.billboardMode];\r\n ret += \", freeze wrld mat: \" + (this._isWorldMatrixFrozen || this._waitingData.freezeWorldMatrix ? \"YES\" : \"NO\");\r\n }\r\n return ret;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n AbstractMesh.prototype._getEffectiveParent = function () {\r\n if (this._masterMesh && this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh;\r\n }\r\n return _super.prototype._getEffectiveParent.call(this);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getActionManagerForTrigger = function (trigger, initialCall) {\r\n if (initialCall === void 0) { initialCall = true; }\r\n if (this.actionManager && (initialCall || this.actionManager.isRecursive)) {\r\n if (trigger) {\r\n if (this.actionManager.hasSpecificTrigger(trigger)) {\r\n return this.actionManager;\r\n }\r\n }\r\n else {\r\n return this.actionManager;\r\n }\r\n }\r\n if (!this.parent) {\r\n return null;\r\n }\r\n return this.parent._getActionManagerForTrigger(trigger, false);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._rebuild = function () {\r\n this.onRebuildObservable.notifyObservers(this);\r\n if (this._occlusionQuery) {\r\n this._occlusionQuery = null;\r\n }\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n subMesh._rebuild();\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._resyncLightSources = function () {\r\n this._lightSources.length = 0;\r\n for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {\r\n var light = _a[_i];\r\n if (!light.isEnabled()) {\r\n continue;\r\n }\r\n if (light.canAffectMesh(this)) {\r\n this._lightSources.push(light);\r\n }\r\n }\r\n this._markSubMeshesAsLightDirty();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._resyncLighSource = function (light) {\r\n var isIn = light.isEnabled() && light.canAffectMesh(this);\r\n var index = this._lightSources.indexOf(light);\r\n if (index === -1) {\r\n if (!isIn) {\r\n return;\r\n }\r\n this._lightSources.push(light);\r\n }\r\n else {\r\n if (isIn) {\r\n return;\r\n }\r\n this._lightSources.splice(index, 1);\r\n }\r\n this._markSubMeshesAsLightDirty();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._unBindEffect = function () {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n subMesh.setEffect(null);\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._removeLightSource = function (light) {\r\n var index = this._lightSources.indexOf(light);\r\n if (index === -1) {\r\n return;\r\n }\r\n this._lightSources.splice(index, 1);\r\n this._markSubMeshesAsLightDirty();\r\n };\r\n AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n if (subMesh._materialDefines) {\r\n func(subMesh._materialDefines);\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {\r\n this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {\r\n this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var material = subMesh.getMaterial();\r\n if (material) {\r\n material.markAsDirty(Constants.MATERIAL_MiscDirtyFlag);\r\n }\r\n }\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"scaling\", {\r\n /**\r\n * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)\r\n */\r\n get: function () {\r\n return this._scaling;\r\n },\r\n set: function (newScaling) {\r\n this._scaling = newScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"isBlocked\", {\r\n // Methods\r\n /**\r\n * Returns true if the mesh is blocked. Implemented by child classes\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the mesh itself by default. Implemented by child classes\r\n * @param camera defines the camera to use to pick the right LOD level\r\n * @returns the currentAbstractMesh\r\n */\r\n AbstractMesh.prototype.getLOD = function (camera) {\r\n return this;\r\n };\r\n /**\r\n * Returns 0 by default. Implemented by child classes\r\n * @returns an integer\r\n */\r\n AbstractMesh.prototype.getTotalVertices = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n AbstractMesh.prototype.getTotalIndices = function () {\r\n return 0;\r\n };\r\n /**\r\n * Returns null by default. Implemented by child classes\r\n * @returns null\r\n */\r\n AbstractMesh.prototype.getIndices = function () {\r\n return null;\r\n };\r\n /**\r\n * Returns the array of the requested vertex data kind. Implemented by child classes\r\n * @param kind defines the vertex data kind to use\r\n * @returns null\r\n */\r\n AbstractMesh.prototype.getVerticesData = function (kind) {\r\n return null;\r\n };\r\n /**\r\n * Sets the vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.\r\n * Note that a new underlying VertexBuffer object is created each call.\r\n * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the data must be flagged as updatable (or static)\r\n * @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\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n return this;\r\n };\r\n /**\r\n * Updates the existing vertex data of the mesh geometry for the requested `kind`.\r\n * If the mesh has no geometry, it is simply returned as it is.\r\n * @param kind defines vertex data kind:\r\n * * VertexBuffer.PositionKind\r\n * * VertexBuffer.UVKind\r\n * * VertexBuffer.UV2Kind\r\n * * VertexBuffer.UV3Kind\r\n * * VertexBuffer.UV4Kind\r\n * * VertexBuffer.UV5Kind\r\n * * VertexBuffer.UV6Kind\r\n * * VertexBuffer.ColorKind\r\n * * VertexBuffer.MatricesIndicesKind\r\n * * VertexBuffer.MatricesIndicesExtraKind\r\n * * VertexBuffer.MatricesWeightsKind\r\n * * VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @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\r\n * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n return this;\r\n };\r\n /**\r\n * Sets the mesh indices,\r\n * If the mesh has no geometry, a new Geometry object is created and set to the mesh.\r\n * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)\r\n * @param totalVertices Defines the total number of vertices\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setIndices = function (indices, totalVertices) {\r\n return this;\r\n };\r\n /**\r\n * Gets a boolean indicating if specific vertex data is present\r\n * @param kind defines the vertex data kind to use\r\n * @returns true is data kind is present\r\n */\r\n AbstractMesh.prototype.isVerticesDataPresent = function (kind) {\r\n return false;\r\n };\r\n /**\r\n * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.\r\n * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).\r\n * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.\r\n * @returns a BoundingInfo\r\n */\r\n AbstractMesh.prototype.getBoundingInfo = function () {\r\n if (this._masterMesh) {\r\n return this._masterMesh.getBoundingInfo();\r\n }\r\n if (!this._boundingInfo) {\r\n // this._boundingInfo is being created here\r\n this._updateBoundingInfo();\r\n }\r\n // cannot be null.\r\n return this._boundingInfo;\r\n };\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants, ignoreRotation, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (ignoreRotation === void 0) { ignoreRotation = false; }\r\n return _super.prototype.normalizeToUnitCube.call(this, includeDescendants, ignoreRotation, predicate);\r\n };\r\n /**\r\n * Overwrite the current bounding info\r\n * @param boundingInfo defines the new bounding info\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"useBones\", {\r\n /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */\r\n get: function () {\r\n return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n AbstractMesh.prototype._preActivate = function () {\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._activate = function (renderId, intermediateRendering) {\r\n this._renderId = renderId;\r\n return true;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._postActivate = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._freeze = function () {\r\n // Do nothing\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._unFreeze = function () {\r\n // Do nothing\r\n };\r\n /**\r\n * Gets the current world matrix\r\n * @returns a Matrix\r\n */\r\n AbstractMesh.prototype.getWorldMatrix = function () {\r\n if (this._masterMesh && this.billboardMode === TransformNode.BILLBOARDMODE_NONE) {\r\n return this._masterMesh.getWorldMatrix();\r\n }\r\n return _super.prototype.getWorldMatrix.call(this);\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getWorldMatrixDeterminant = function () {\r\n if (this._masterMesh) {\r\n return this._masterMesh._getWorldMatrixDeterminant();\r\n }\r\n return _super.prototype._getWorldMatrixDeterminant.call(this);\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"isAnInstance\", {\r\n /**\r\n * Gets a boolean indicating if this mesh is an instance or a regular mesh\r\n */\r\n get: function () {\r\n return false;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // ================================== Point of View Movement =================================\r\n /**\r\n * Perform relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {\r\n this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));\r\n return this;\r\n };\r\n /**\r\n * Calculate relative position change from the point of view of behind the front of the mesh.\r\n * This is performed taking into account the meshes current rotation, so you do not have to care.\r\n * Supports definition of mesh facing forward or backward\r\n * @param amountRight defines the distance on the right axis\r\n * @param amountUp defines the distance on the up axis\r\n * @param amountForward defines the distance on the forward axis\r\n * @returns the new displacement vector\r\n */\r\n AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {\r\n var rotMatrix = new Matrix();\r\n var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n rotQuaternion.toRotationMatrix(rotMatrix);\r\n var translationDelta = Vector3.Zero();\r\n var defForwardMult = this.definedFacingForward ? -1 : 1;\r\n Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);\r\n return translationDelta;\r\n };\r\n // ================================== Point of View Rotation =================================\r\n /**\r\n * Perform relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {\r\n this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));\r\n return this;\r\n };\r\n /**\r\n * Calculate relative rotation change from the point of view of behind the front of the mesh.\r\n * Supports definition of mesh facing forward or backward.\r\n * @param flipBack defines the flip\r\n * @param twirlClockwise defines the twirl\r\n * @param tiltRight defines the tilt\r\n * @returns the new rotation vector\r\n */\r\n AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {\r\n var defForwardMult = this.definedFacingForward ? 1 : -1;\r\n return new Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);\r\n };\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {\r\n if (data) {\r\n var extend = extractMinAndMax(data, 0, this.getTotalVertices(), bias);\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n }\r\n if (this.subMeshes) {\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this.subMeshes[index].refreshBoundingInfo(data);\r\n }\r\n }\r\n this._updateBoundingInfo();\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._getPositionData = function (applySkeleton) {\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (data && applySkeleton && this.skeleton) {\r\n data = Tools.Slice(data);\r\n this._generatePointsArray();\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeightsData && matricesIndicesData) {\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n this.skeleton.prepare();\r\n var skeletonMatrices = this.skeleton.getTransformMatrices(this);\r\n var tempVector = TmpVectors.Vector3[0];\r\n var finalMatrix = TmpVectors.Matrix[0];\r\n var tempMatrix = TmpVectors.Matrix[1];\r\n var matWeightIdx = 0;\r\n for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {\r\n finalMatrix.reset();\r\n var inf;\r\n var weight;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);\r\n tempVector.toArray(data, index);\r\n if (this._positions) {\r\n this._positions[index / 3].copyFrom(tempVector);\r\n }\r\n }\r\n }\r\n }\r\n return data;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._updateBoundingInfo = function () {\r\n var effectiveMesh = this._effectiveMesh;\r\n if (this._boundingInfo) {\r\n this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);\r\n }\r\n this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {\r\n if (!this.subMeshes) {\r\n return this;\r\n }\r\n var count = this.subMeshes.length;\r\n for (var subIndex = 0; subIndex < count; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n if (count > 1 || !subMesh.IsGlobal) {\r\n subMesh.updateBoundingInfo(matrix);\r\n }\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._afterComputeWorldMatrix = function () {\r\n if (this.doNotSyncBoundingInfo) {\r\n return;\r\n }\r\n // Bounding info\r\n this._updateBoundingInfo();\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"_effectiveMesh\", {\r\n /** @hidden */\r\n get: function () {\r\n return (this.skeleton && this.skeleton.overrideMesh) || this;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);\r\n };\r\n /**\r\n * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.\r\n * A mesh is completely in the frustum if its bounding box it completely inside the frustum.\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is completely in the frustum planes\r\n */\r\n AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /**\r\n * True if the mesh intersects another mesh or a SolidParticle object\r\n * @param mesh defines a target mesh or SolidParticle to test\r\n * @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)\r\n * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes\r\n * @returns true if there is an intersection\r\n */\r\n AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {\r\n if (precise === void 0) { precise = false; }\r\n if (!this._boundingInfo || !mesh._boundingInfo) {\r\n return false;\r\n }\r\n if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {\r\n return true;\r\n }\r\n if (includeDescendants) {\r\n for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {\r\n var child = _a[_i];\r\n if (child.intersectsMesh(mesh, precise, true)) {\r\n return true;\r\n }\r\n }\r\n }\r\n return false;\r\n };\r\n /**\r\n * Returns true if the passed point (Vector3) is inside the mesh bounding box\r\n * @param point defines the point to test\r\n * @returns true if there is an intersection\r\n */\r\n AbstractMesh.prototype.intersectsPoint = function (point) {\r\n if (!this._boundingInfo) {\r\n return false;\r\n }\r\n return this._boundingInfo.intersectsPoint(point);\r\n };\r\n Object.defineProperty(AbstractMesh.prototype, \"checkCollisions\", {\r\n // Collisions\r\n /**\r\n * Gets or sets a boolean indicating that this mesh can be used in the collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n get: function () {\r\n return this._meshCollisionData._checkCollisions;\r\n },\r\n set: function (collisionEnabled) {\r\n this._meshCollisionData._checkCollisions = collisionEnabled;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(AbstractMesh.prototype, \"collider\", {\r\n /**\r\n * Gets Collider object used to compute collisions (not physics)\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n */\r\n get: function () {\r\n return this._meshCollisionData._collider;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Move the mesh using collision engine\r\n * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity\r\n * @param displacement defines the requested displacement vector\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.moveWithCollisions = function (displacement) {\r\n var globalPosition = this.getAbsolutePosition();\r\n globalPosition.addToRef(this.ellipsoidOffset, this._meshCollisionData._oldPositionForCollisions);\r\n var coordinator = this.getScene().collisionCoordinator;\r\n if (!this._meshCollisionData._collider) {\r\n this._meshCollisionData._collider = coordinator.createCollider();\r\n }\r\n this._meshCollisionData._collider._radius = this.ellipsoid;\r\n coordinator.getNewPosition(this._meshCollisionData._oldPositionForCollisions, displacement, this._meshCollisionData._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);\r\n return this;\r\n };\r\n // Collisions\r\n /** @hidden */\r\n AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {\r\n this._generatePointsArray();\r\n if (!this._positions) {\r\n return this;\r\n }\r\n // Transformation\r\n if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {\r\n subMesh._lastColliderTransformMatrix = transformMatrix.clone();\r\n subMesh._lastColliderWorldVertices = [];\r\n subMesh._trianglePlanes = [];\r\n var start = subMesh.verticesStart;\r\n var end = (subMesh.verticesStart + subMesh.verticesCount);\r\n for (var i = start; i < end; i++) {\r\n subMesh._lastColliderWorldVertices.push(Vector3.TransformCoordinates(this._positions[i], transformMatrix));\r\n }\r\n }\r\n // Collide\r\n collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial(), this);\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {\r\n var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);\r\n var len = subMeshes.length;\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n // Bounding test\r\n if (len > 1 && !subMesh._checkCollision(collider)) {\r\n continue;\r\n }\r\n this._collideForSubMesh(subMesh, transformMatrix, collider);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._checkCollision = function (collider) {\r\n // Bounding box test\r\n if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {\r\n return this;\r\n }\r\n // Transformation matrix\r\n var collisionsScalingMatrix = TmpVectors.Matrix[0];\r\n var collisionsTransformMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);\r\n this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);\r\n this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);\r\n return this;\r\n };\r\n // Picking\r\n /** @hidden */\r\n AbstractMesh.prototype._generatePointsArray = function () {\r\n return false;\r\n };\r\n /**\r\n * Checks if the passed Ray intersects with the mesh\r\n * @param ray defines the ray to use\r\n * @param fastCheck defines if fast mode (but less precise) must be used (false by default)\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns the picking info\r\n * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh\r\n */\r\n AbstractMesh.prototype.intersects = function (ray, fastCheck, trianglePredicate) {\r\n var pickingInfo = new PickingInfo();\r\n var intersectionThreshold = this.getClassName() === \"InstancedLinesMesh\" || this.getClassName() === \"LinesMesh\" ? this.intersectionThreshold : 0;\r\n var boundingInfo = this._boundingInfo;\r\n if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {\r\n return pickingInfo;\r\n }\r\n if (!this._generatePointsArray()) {\r\n return pickingInfo;\r\n }\r\n var intersectInfo = null;\r\n var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);\r\n var len = subMeshes.length;\r\n for (var index = 0; index < len; index++) {\r\n var subMesh = subMeshes.data[index];\r\n // Bounding test\r\n if (len > 1 && !subMesh.canIntersects(ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck, trianglePredicate);\r\n if (currentIntersectInfo) {\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.subMeshId = index;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n if (intersectInfo) {\r\n // Get picked point\r\n var world = this.getWorldMatrix();\r\n var worldOrigin = TmpVectors.Vector3[0];\r\n var direction = TmpVectors.Vector3[1];\r\n Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);\r\n ray.direction.scaleToRef(intersectInfo.distance, direction);\r\n var worldDirection = Vector3.TransformNormal(direction, world);\r\n var pickedPoint = worldDirection.addInPlace(worldOrigin);\r\n // Return result\r\n pickingInfo.hit = true;\r\n pickingInfo.distance = Vector3.Distance(worldOrigin, pickedPoint);\r\n pickingInfo.pickedPoint = pickedPoint;\r\n pickingInfo.pickedMesh = this;\r\n pickingInfo.bu = intersectInfo.bu || 0;\r\n pickingInfo.bv = intersectInfo.bv || 0;\r\n pickingInfo.faceId = intersectInfo.faceId;\r\n pickingInfo.subMeshId = intersectInfo.subMeshId;\r\n return pickingInfo;\r\n }\r\n return pickingInfo;\r\n };\r\n /**\r\n * Clones the current mesh\r\n * @param name defines the mesh name\r\n * @param newParent defines the new mesh parent\r\n * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)\r\n * @returns the new mesh\r\n */\r\n AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n return null;\r\n };\r\n /**\r\n * Disposes all the submeshes of the current meshnp\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.releaseSubMeshes = function () {\r\n if (this.subMeshes) {\r\n while (this.subMeshes.length) {\r\n this.subMeshes[0].dispose();\r\n }\r\n }\r\n else {\r\n this.subMeshes = new Array();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Releases resources associated with this abstract mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n var _this = this;\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n var index;\r\n // mesh map release.\r\n if (this._scene.useMaterialMeshMap) {\r\n // remove from material mesh map id needed\r\n if (this._material && this._material.meshMap) {\r\n this._material.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n // Smart Array Retainers.\r\n this.getScene().freeActiveMeshes();\r\n this.getScene().freeRenderingGroups();\r\n // Action manager\r\n if (this.actionManager !== undefined && this.actionManager !== null) {\r\n this.actionManager.dispose();\r\n this.actionManager = null;\r\n }\r\n // Skeleton\r\n this._internalAbstractMeshDataInfo._skeleton = null;\r\n if (this._transformMatrixTexture) {\r\n this._transformMatrixTexture.dispose();\r\n this._transformMatrixTexture = null;\r\n }\r\n // Intersections in progress\r\n for (index = 0; index < this._intersectionsInProgress.length; index++) {\r\n var other = this._intersectionsInProgress[index];\r\n var pos = other._intersectionsInProgress.indexOf(this);\r\n other._intersectionsInProgress.splice(pos, 1);\r\n }\r\n this._intersectionsInProgress = [];\r\n // Lights\r\n var lights = this.getScene().lights;\r\n lights.forEach(function (light) {\r\n var meshIndex = light.includedOnlyMeshes.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n light.includedOnlyMeshes.splice(meshIndex, 1);\r\n }\r\n meshIndex = light.excludedMeshes.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n light.excludedMeshes.splice(meshIndex, 1);\r\n }\r\n // Shadow generators\r\n var generator = light.getShadowGenerator();\r\n if (generator) {\r\n var shadowMap = generator.getShadowMap();\r\n if (shadowMap && shadowMap.renderList) {\r\n meshIndex = shadowMap.renderList.indexOf(_this);\r\n if (meshIndex !== -1) {\r\n shadowMap.renderList.splice(meshIndex, 1);\r\n }\r\n }\r\n }\r\n });\r\n // SubMeshes\r\n if (this.getClassName() !== \"InstancedMesh\" || this.getClassName() !== \"InstancedLinesMesh\") {\r\n this.releaseSubMeshes();\r\n }\r\n // Query\r\n var engine = this.getScene().getEngine();\r\n if (this._occlusionQuery) {\r\n this.isOcclusionQueryInProgress = false;\r\n engine.deleteQuery(this._occlusionQuery);\r\n this._occlusionQuery = null;\r\n }\r\n // Engine\r\n engine.wipeCaches();\r\n // Remove from scene\r\n this.getScene().removeMesh(this);\r\n if (disposeMaterialAndTextures) {\r\n if (this.material) {\r\n if (this.material.getClassName() === \"MultiMaterial\") {\r\n this.material.dispose(false, true, true);\r\n }\r\n else {\r\n this.material.dispose(false, true);\r\n }\r\n }\r\n }\r\n if (!doNotRecurse) {\r\n // Particles\r\n for (index = 0; index < this.getScene().particleSystems.length; index++) {\r\n if (this.getScene().particleSystems[index].emitter === this) {\r\n this.getScene().particleSystems[index].dispose();\r\n index--;\r\n }\r\n }\r\n }\r\n // facet data\r\n if (this._internalAbstractMeshDataInfo._facetData.facetDataEnabled) {\r\n this.disableFacetData();\r\n }\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n this.onCollideObservable.clear();\r\n this.onCollisionPositionChangeObservable.clear();\r\n this.onRebuildObservable.clear();\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Adds the passed mesh as a child to the current mesh\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.addChild = function (mesh) {\r\n mesh.setParent(this);\r\n return this;\r\n };\r\n /**\r\n * Removes the passed mesh from the current mesh children list\r\n * @param mesh defines the child mesh\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.removeChild = function (mesh) {\r\n mesh.setParent(null);\r\n return this;\r\n };\r\n // Facet data\r\n /** @hidden */\r\n AbstractMesh.prototype._initFacetData = function () {\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetNormals) {\r\n data.facetNormals = new Array();\r\n }\r\n if (!data.facetPositions) {\r\n data.facetPositions = new Array();\r\n }\r\n if (!data.facetPartitioning) {\r\n data.facetPartitioning = new Array();\r\n }\r\n data.facetNb = (this.getIndices().length / 3) | 0;\r\n data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10\r\n data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box\r\n for (var f = 0; f < data.facetNb; f++) {\r\n data.facetNormals[f] = Vector3.Zero();\r\n data.facetPositions[f] = Vector3.Zero();\r\n }\r\n data.facetDataEnabled = true;\r\n return this;\r\n };\r\n /**\r\n * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.\r\n * This method can be called within the render loop.\r\n * 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\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.updateFacetData = function () {\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n if (!data.facetDataEnabled) {\r\n this._initFacetData();\r\n }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var bInfo = this.getBoundingInfo();\r\n if (data.facetDepthSort && !data.facetDepthSortEnabled) {\r\n // init arrays, matrix and sort function on first call\r\n data.facetDepthSortEnabled = true;\r\n if (indices instanceof Uint16Array) {\r\n data.depthSortedIndices = new Uint16Array(indices);\r\n }\r\n else if (indices instanceof Uint32Array) {\r\n data.depthSortedIndices = new Uint32Array(indices);\r\n }\r\n else {\r\n var needs32bits = false;\r\n for (var i = 0; i < indices.length; i++) {\r\n if (indices[i] > 65535) {\r\n needs32bits = true;\r\n break;\r\n }\r\n }\r\n if (needs32bits) {\r\n data.depthSortedIndices = new Uint32Array(indices);\r\n }\r\n else {\r\n data.depthSortedIndices = new Uint16Array(indices);\r\n }\r\n }\r\n data.facetDepthSortFunction = function (f1, f2) {\r\n return (f2.sqDistance - f1.sqDistance);\r\n };\r\n if (!data.facetDepthSortFrom) {\r\n var camera = this.getScene().activeCamera;\r\n data.facetDepthSortFrom = (camera) ? camera.position : Vector3.Zero();\r\n }\r\n data.depthSortedFacets = [];\r\n for (var f = 0; f < data.facetNb; f++) {\r\n var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };\r\n data.depthSortedFacets.push(depthSortedFacet);\r\n }\r\n data.invertedMatrix = Matrix.Identity();\r\n data.facetDepthSortOrigin = Vector3.Zero();\r\n }\r\n data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : Epsilon;\r\n data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : Epsilon;\r\n data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : Epsilon;\r\n var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;\r\n bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;\r\n data.subDiv.max = data.partitioningSubdivisions;\r\n data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis\r\n data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis\r\n data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);\r\n data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision\r\n data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;\r\n data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;\r\n // set the parameters for ComputeNormals()\r\n data.facetParameters.facetNormals = this.getFacetLocalNormals();\r\n data.facetParameters.facetPositions = this.getFacetLocalPositions();\r\n data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();\r\n data.facetParameters.bInfo = bInfo;\r\n data.facetParameters.bbSize = data.bbSize;\r\n data.facetParameters.subDiv = data.subDiv;\r\n data.facetParameters.ratio = this.partitioningBBoxRatio;\r\n data.facetParameters.depthSort = data.facetDepthSort;\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n this.computeWorldMatrix(true);\r\n this._worldMatrix.invertToRef(data.invertedMatrix);\r\n Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);\r\n data.facetParameters.distanceTo = data.facetDepthSortOrigin;\r\n }\r\n data.facetParameters.depthSortedFacets = data.depthSortedFacets;\r\n VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);\r\n if (data.facetDepthSort && data.facetDepthSortEnabled) {\r\n data.depthSortedFacets.sort(data.facetDepthSortFunction);\r\n var l = (data.depthSortedIndices.length / 3) | 0;\r\n for (var f = 0; f < l; f++) {\r\n var sind = data.depthSortedFacets[f].ind;\r\n data.depthSortedIndices[f * 3] = indices[sind];\r\n data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];\r\n data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];\r\n }\r\n this.updateIndices(data.depthSortedIndices, undefined, true);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns the facetLocalNormals array.\r\n * The normals are expressed in the mesh local spac\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalNormals = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetNormals) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetNormals;\r\n };\r\n /**\r\n * Returns the facetLocalPositions array.\r\n * The facet positions are expressed in the mesh local space\r\n * @returns an array of Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalPositions = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetPositions) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPositions;\r\n };\r\n /**\r\n * Returns the facetLocalPartioning array\r\n * @returns an array of array of numbers\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetLocalPartitioning = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (!facetData.facetPartitioning) {\r\n this.updateFacetData();\r\n }\r\n return facetData.facetPartitioning;\r\n };\r\n /**\r\n * Returns the i-th facet position in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetPosition = function (i) {\r\n var pos = Vector3.Zero();\r\n this.getFacetPositionToRef(i, pos);\r\n return pos;\r\n };\r\n /**\r\n * Sets the reference Vector3 with the i-th facet position in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {\r\n var localPos = (this.getFacetLocalPositions())[i];\r\n var world = this.getWorldMatrix();\r\n Vector3.TransformCoordinatesToRef(localPos, world, ref);\r\n return this;\r\n };\r\n /**\r\n * Returns the i-th facet normal in the world system.\r\n * This method allocates a new Vector3 per call\r\n * @param i defines the facet index\r\n * @returns a new Vector3\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetNormal = function (i) {\r\n var norm = Vector3.Zero();\r\n this.getFacetNormalToRef(i, norm);\r\n return norm;\r\n };\r\n /**\r\n * Sets the reference Vector3 with the i-th facet normal in the world system\r\n * @param i defines the facet index\r\n * @param ref defines the target vector\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {\r\n var localNorm = (this.getFacetLocalNormals())[i];\r\n Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);\r\n return this;\r\n };\r\n /**\r\n * 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)\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the array of facet indexes\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {\r\n var bInfo = this.getBoundingInfo();\r\n var data = this._internalAbstractMeshDataInfo._facetData;\r\n var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);\r\n var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);\r\n var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);\r\n if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {\r\n return null;\r\n }\r\n return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];\r\n };\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found\r\n * @param projected sets as the (x,y,z) world projection on the facet\r\n * @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\r\n * @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\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {\r\n if (checkFace === void 0) { checkFace = false; }\r\n if (facing === void 0) { facing = true; }\r\n var world = this.getWorldMatrix();\r\n var invMat = TmpVectors.Matrix[5];\r\n world.invertToRef(invMat);\r\n var invVect = TmpVectors.Vector3[8];\r\n Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space\r\n var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);\r\n if (projected) {\r\n // tranform the local computed projected vector to world coordinates\r\n Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);\r\n }\r\n return closest;\r\n };\r\n /**\r\n * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found\r\n * @param projected sets as the (x,y,z) local projection on the facet\r\n * @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\r\n * @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\r\n * @param x defines x coordinate\r\n * @param y defines y coordinate\r\n * @param z defines z coordinate\r\n * @returns the face index if found (or null instead)\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {\r\n if (checkFace === void 0) { checkFace = false; }\r\n if (facing === void 0) { facing = true; }\r\n var closest = null;\r\n var tmpx = 0.0;\r\n var tmpy = 0.0;\r\n var tmpz = 0.0;\r\n var d = 0.0; // tmp dot facet normal * facet position\r\n var t0 = 0.0;\r\n var projx = 0.0;\r\n var projy = 0.0;\r\n var projz = 0.0;\r\n // Get all the facets in the same partitioning block than (x, y, z)\r\n var facetPositions = this.getFacetLocalPositions();\r\n var facetNormals = this.getFacetLocalNormals();\r\n var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);\r\n if (!facetsInBlock) {\r\n return null;\r\n }\r\n // Get the closest facet to (x, y, z)\r\n var shortest = Number.MAX_VALUE; // init distance vars\r\n var tmpDistance = shortest;\r\n var fib; // current facet in the block\r\n var norm; // current facet normal\r\n var p0; // current facet barycenter position\r\n // loop on all the facets in the current partitioning block\r\n for (var idx = 0; idx < facetsInBlock.length; idx++) {\r\n fib = facetsInBlock[idx];\r\n norm = facetNormals[fib];\r\n p0 = facetPositions[fib];\r\n d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;\r\n if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {\r\n // compute (x,y,z) projection on the facet = (projx, projy, projz)\r\n d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;\r\n t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);\r\n projx = x + norm.x * t0;\r\n projy = y + norm.y * t0;\r\n projz = z + norm.z * t0;\r\n tmpx = projx - x;\r\n tmpy = projy - y;\r\n tmpz = projz - z;\r\n tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet\r\n if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)\r\n shortest = tmpDistance;\r\n closest = fib;\r\n if (projected) {\r\n projected.x = projx;\r\n projected.y = projy;\r\n projected.z = projz;\r\n }\r\n }\r\n }\r\n }\r\n return closest;\r\n };\r\n /**\r\n * Returns the object \"parameter\" set with all the expected parameters for facetData computation by ComputeNormals()\r\n * @returns the parameters\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.getFacetDataParameters = function () {\r\n return this._internalAbstractMeshDataInfo._facetData.facetParameters;\r\n };\r\n /**\r\n * Disables the feature FacetData and frees the related memory\r\n * @returns the current mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata\r\n */\r\n AbstractMesh.prototype.disableFacetData = function () {\r\n var facetData = this._internalAbstractMeshDataInfo._facetData;\r\n if (facetData.facetDataEnabled) {\r\n facetData.facetDataEnabled = false;\r\n facetData.facetPositions = new Array();\r\n facetData.facetNormals = new Array();\r\n facetData.facetPartitioning = new Array();\r\n facetData.facetParameters = null;\r\n facetData.depthSortedIndices = new Uint32Array(0);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Updates the AbstractMesh indices array\r\n * @param indices defines the data source\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n return this;\r\n };\r\n /**\r\n * Creates new normals data for the mesh\r\n * @param updatable defines if the normal vertex buffer must be flagged as updatable\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.createNormals = function (updatable) {\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n var indices = this.getIndices();\r\n var normals;\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n }\r\n else {\r\n normals = [];\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatable);\r\n return this;\r\n };\r\n /**\r\n * Align the mesh with a normal\r\n * @param normal defines the normal to use\r\n * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)\r\n * @returns the current mesh\r\n */\r\n AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {\r\n if (!upDirection) {\r\n upDirection = Axis.Y;\r\n }\r\n var axisX = TmpVectors.Vector3[0];\r\n var axisZ = TmpVectors.Vector3[1];\r\n Vector3.CrossToRef(upDirection, normal, axisZ);\r\n Vector3.CrossToRef(normal, axisZ, axisX);\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);\r\n }\r\n else {\r\n Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n AbstractMesh.prototype._checkOcclusionQuery = function () {\r\n return false;\r\n };\r\n /**\r\n * Disables the mesh edge rendering mode\r\n * @returns the currentAbstractMesh\r\n */\r\n AbstractMesh.prototype.disableEdgesRendering = function () {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n };\r\n /**\r\n * Enables the edge rendering mode on the mesh.\r\n * This mode makes the mesh edges visible\r\n * @param epsilon defines the maximal distance between two angles to detect a face\r\n * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces\r\n * @returns the currentAbstractMesh\r\n * @see https://www.babylonjs-playground.com/#19O9TU#0\r\n */\r\n AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {\r\n throw _DevTools.WarnImport(\"EdgesRenderer\");\r\n };\r\n /** No occlusion */\r\n AbstractMesh.OCCLUSION_TYPE_NONE = 0;\r\n /** Occlusion set to optimisitic */\r\n AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;\r\n /** Occlusion set to strict */\r\n AbstractMesh.OCCLUSION_TYPE_STRICT = 2;\r\n /** Use an accurante occlusion algorithm */\r\n AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;\r\n /** Use a conservative occlusion algorithm */\r\n AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;\r\n /** Default culling strategy : this is an exclusion test and it's the more accurate.\r\n * Test order :\r\n * Is the bounding sphere outside the frustum ?\r\n * If not, are the bounding box vertices outside the frustum ?\r\n * It not, then the cullable object is in the frustum.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_STANDARD = Constants.MESHES_CULLINGSTRATEGY_STANDARD;\r\n /** Culling strategy : Bounding Sphere Only.\r\n * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.\r\n * It's also less accurate than the standard because some not visible objects can still be selected.\r\n * Test : is the bounding sphere outside the frustum ?\r\n * If not, then the cullable object is in the frustum.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = Constants.MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY;\r\n /** Culling strategy : Optimistic Inclusion.\r\n * This in an inclusion test first, then the standard exclusion test.\r\n * This can be faster when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside.\r\n * Anyway, it's as accurate as the standard strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the default culling strategy.\r\n */\r\n AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION = Constants.MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION;\r\n /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.\r\n * This in an inclusion test first, then the bounding sphere only exclusion test.\r\n * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.\r\n * This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it.\r\n * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.\r\n * Test :\r\n * Is the cullable object bounding sphere center in the frustum ?\r\n * If not, apply the Bounding Sphere Only strategy. 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Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this buffer\r\n * @param updatable whether the data is updatable\r\n * @param stride the stride (optional)\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param useBytes set to true if the stride in in bytes (optional)\r\n */\r\n function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {\r\n if (stride === void 0) { stride = 0; }\r\n if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }\r\n if (instanced === void 0) { instanced = false; }\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (engine.getScene) { // old versions of VertexBuffer accepted 'mesh' instead of 'engine'\r\n this._engine = engine.getScene().getEngine();\r\n }\r\n else {\r\n this._engine = engine;\r\n }\r\n this._updatable = updatable;\r\n this._instanced = instanced;\r\n this._data = data;\r\n this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;\r\n if (!postponeInternalCreation) { // by default\r\n this.create();\r\n }\r\n }\r\n /**\r\n * Create a new VertexBuffer based on the current buffer\r\n * @param kind defines the vertex buffer kind (position, normal, etc.)\r\n * @param offset defines offset in the buffer (0 by default)\r\n * @param size defines the size in floats of attributes (position is 3 for instance)\r\n * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)\r\n * @param instanced defines if the vertex buffer contains indexed data\r\n * @param useBytes defines if the offset and stride are in bytes\r\n * @returns the new vertex buffer\r\n */\r\n Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;\r\n var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;\r\n // a lot of these parameters are ignored as they are overriden by the buffer\r\n return new VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);\r\n };\r\n // Properties\r\n /**\r\n * Gets a boolean indicating if the Buffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n Buffer.prototype.isUpdatable = function () {\r\n return this._updatable;\r\n };\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n Buffer.prototype.getData = function () {\r\n return this._data;\r\n };\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n Buffer.prototype.getBuffer = function () {\r\n return this._buffer;\r\n };\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * DEPRECATED. Use byteStride instead.\r\n * @returns the stride in float32 units\r\n */\r\n Buffer.prototype.getStrideSize = function () {\r\n return this.byteStride / Float32Array.BYTES_PER_ELEMENT;\r\n };\r\n // Methods\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n Buffer.prototype.create = function (data) {\r\n if (data === void 0) { data = null; }\r\n if (!data && this._buffer) {\r\n return; // nothing to do\r\n }\r\n data = data || this._data;\r\n if (!data) {\r\n return;\r\n }\r\n if (!this._buffer) { // create buffer\r\n if (this._updatable) {\r\n this._buffer = this._engine.createDynamicVertexBuffer(data);\r\n this._data = data;\r\n }\r\n else {\r\n this._buffer = this._engine.createVertexBuffer(data);\r\n }\r\n }\r\n else if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data);\r\n this._data = data;\r\n }\r\n };\r\n /** @hidden */\r\n Buffer.prototype._rebuild = function () {\r\n this._buffer = null;\r\n this.create(this._data);\r\n };\r\n /**\r\n * Update current buffer data\r\n * @param data defines the data to store\r\n */\r\n Buffer.prototype.update = function (data) {\r\n this.create(data);\r\n };\r\n /**\r\n * Updates the data directly.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param vertexCount the vertex count (optional)\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._updatable) { // update buffer\r\n this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));\r\n this._data = null;\r\n }\r\n };\r\n /**\r\n * Release all resources\r\n */\r\n Buffer.prototype.dispose = function () {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n if (this._engine._releaseBuffer(this._buffer)) {\r\n this._buffer = null;\r\n }\r\n };\r\n return Buffer;\r\n}());\r\nexport { Buffer };\r\n/**\r\n * Specialized buffer used to store vertex data\r\n */\r\nvar VertexBuffer = /** @class */ (function () {\r\n /**\r\n * Constructor\r\n * @param engine the engine\r\n * @param data the data to use for this vertex buffer\r\n * @param kind the vertex buffer kind\r\n * @param updatable whether the data is updatable\r\n * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)\r\n * @param stride the stride (optional)\r\n * @param instanced whether the buffer is instanced (optional)\r\n * @param offset the offset of the data (optional)\r\n * @param size the number of components (optional)\r\n * @param type the type of the component (optional)\r\n * @param normalized whether the data contains normalized data (optional)\r\n * @param useBytes set to true if stride and offset are in bytes (optional)\r\n */\r\n function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {\r\n if (normalized === void 0) { normalized = false; }\r\n if (useBytes === void 0) { useBytes = false; }\r\n if (data instanceof Buffer) {\r\n this._buffer = data;\r\n this._ownsBuffer = false;\r\n }\r\n else {\r\n this._buffer = new Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);\r\n this._ownsBuffer = true;\r\n }\r\n this._kind = kind;\r\n if (type == undefined) {\r\n var data_1 = this.getData();\r\n this.type = VertexBuffer.FLOAT;\r\n if (data_1 instanceof Int8Array) {\r\n this.type = VertexBuffer.BYTE;\r\n }\r\n else if (data_1 instanceof Uint8Array) {\r\n this.type = VertexBuffer.UNSIGNED_BYTE;\r\n }\r\n else if (data_1 instanceof Int16Array) {\r\n this.type = VertexBuffer.SHORT;\r\n }\r\n else if (data_1 instanceof Uint16Array) {\r\n this.type = VertexBuffer.UNSIGNED_SHORT;\r\n }\r\n else if (data_1 instanceof Int32Array) {\r\n this.type = VertexBuffer.INT;\r\n }\r\n else if (data_1 instanceof Uint32Array) {\r\n this.type = VertexBuffer.UNSIGNED_INT;\r\n }\r\n }\r\n else {\r\n this.type = type;\r\n }\r\n var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);\r\n if (useBytes) {\r\n this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));\r\n this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);\r\n this.byteOffset = offset || 0;\r\n }\r\n else {\r\n this._size = size || stride || VertexBuffer.DeduceStride(kind);\r\n this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));\r\n this.byteOffset = (offset || 0) * typeByteLength;\r\n }\r\n this.normalized = normalized;\r\n this._instanced = instanced !== undefined ? instanced : false;\r\n this._instanceDivisor = instanced ? 1 : 0;\r\n }\r\n Object.defineProperty(VertexBuffer.prototype, \"instanceDivisor\", {\r\n /**\r\n * Gets or sets the instance divisor when in instanced mode\r\n */\r\n get: function () {\r\n return this._instanceDivisor;\r\n },\r\n set: function (value) {\r\n this._instanceDivisor = value;\r\n if (value == 0) {\r\n this._instanced = false;\r\n }\r\n else {\r\n this._instanced = true;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n VertexBuffer.prototype._rebuild = function () {\r\n if (!this._buffer) {\r\n return;\r\n }\r\n this._buffer._rebuild();\r\n };\r\n /**\r\n * Returns the kind of the VertexBuffer (string)\r\n * @returns a string\r\n */\r\n VertexBuffer.prototype.getKind = function () {\r\n return this._kind;\r\n };\r\n // Properties\r\n /**\r\n * Gets a boolean indicating if the VertexBuffer is updatable?\r\n * @returns true if the buffer is updatable\r\n */\r\n VertexBuffer.prototype.isUpdatable = function () {\r\n return this._buffer.isUpdatable();\r\n };\r\n /**\r\n * Gets current buffer's data\r\n * @returns a DataArray or null\r\n */\r\n VertexBuffer.prototype.getData = function () {\r\n return this._buffer.getData();\r\n };\r\n /**\r\n * Gets underlying native buffer\r\n * @returns underlying native buffer\r\n */\r\n VertexBuffer.prototype.getBuffer = function () {\r\n return this._buffer.getBuffer();\r\n };\r\n /**\r\n * Gets the stride in float32 units (i.e. byte stride / 4).\r\n * May not be an integer if the byte stride is not divisible by 4.\r\n * DEPRECATED. Use byteStride instead.\r\n * @returns the stride in float32 units\r\n */\r\n VertexBuffer.prototype.getStrideSize = function () {\r\n return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);\r\n };\r\n /**\r\n * Returns the offset as a multiple of the type byte length.\r\n * DEPRECATED. Use byteOffset instead.\r\n * @returns the offset in bytes\r\n */\r\n VertexBuffer.prototype.getOffset = function () {\r\n return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);\r\n };\r\n /**\r\n * Returns the number of components per vertex attribute (integer)\r\n * @returns the size in float\r\n */\r\n VertexBuffer.prototype.getSize = function () {\r\n return this._size;\r\n };\r\n /**\r\n * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced\r\n * @returns true if this buffer is instanced\r\n */\r\n VertexBuffer.prototype.getIsInstanced = function () {\r\n return this._instanced;\r\n };\r\n /**\r\n * Returns the instancing divisor, zero for non-instanced (integer).\r\n * @returns a number\r\n */\r\n VertexBuffer.prototype.getInstanceDivisor = function () {\r\n return this._instanceDivisor;\r\n };\r\n // Methods\r\n /**\r\n * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property\r\n * @param data defines the data to store\r\n */\r\n VertexBuffer.prototype.create = function (data) {\r\n this._buffer.create(data);\r\n };\r\n /**\r\n * Updates the underlying buffer according to the passed numeric array or Float32Array.\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param data defines the data to store\r\n */\r\n VertexBuffer.prototype.update = function (data) {\r\n this._buffer.update(data);\r\n };\r\n /**\r\n * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.\r\n * Returns the directly updated WebGLBuffer.\r\n * @param data the new data\r\n * @param offset the new offset\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n this._buffer.updateDirectly(data, offset, undefined, useBytes);\r\n };\r\n /**\r\n * Disposes the VertexBuffer and the underlying WebGLBuffer.\r\n */\r\n VertexBuffer.prototype.dispose = function () {\r\n if (this._ownsBuffer) {\r\n this._buffer.dispose();\r\n }\r\n };\r\n /**\r\n * Enumerates each value of this vertex buffer as numbers.\r\n * @param count the number of values to enumerate\r\n * @param callback the callback function called for each value\r\n */\r\n VertexBuffer.prototype.forEach = function (count, callback) {\r\n VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);\r\n };\r\n /**\r\n * Deduces the stride given a kind.\r\n * @param kind The kind string to deduce\r\n * @returns The deduced stride\r\n */\r\n VertexBuffer.DeduceStride = function (kind) {\r\n switch (kind) {\r\n case VertexBuffer.UVKind:\r\n case VertexBuffer.UV2Kind:\r\n case VertexBuffer.UV3Kind:\r\n case VertexBuffer.UV4Kind:\r\n case VertexBuffer.UV5Kind:\r\n case VertexBuffer.UV6Kind:\r\n return 2;\r\n case VertexBuffer.NormalKind:\r\n case VertexBuffer.PositionKind:\r\n return 3;\r\n case VertexBuffer.ColorKind:\r\n case VertexBuffer.MatricesIndicesKind:\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n case VertexBuffer.MatricesWeightsKind:\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n case VertexBuffer.TangentKind:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid kind '\" + kind + \"'\");\r\n }\r\n };\r\n /**\r\n * Gets the byte length of the given type.\r\n * @param type the type\r\n * @returns the number of bytes\r\n */\r\n VertexBuffer.GetTypeByteLength = function (type) {\r\n switch (type) {\r\n case VertexBuffer.BYTE:\r\n case VertexBuffer.UNSIGNED_BYTE:\r\n return 1;\r\n case VertexBuffer.SHORT:\r\n case VertexBuffer.UNSIGNED_SHORT:\r\n return 2;\r\n case VertexBuffer.INT:\r\n case VertexBuffer.FLOAT:\r\n return 4;\r\n default:\r\n throw new Error(\"Invalid type '\" + type + \"'\");\r\n }\r\n };\r\n /**\r\n * Enumerates each value of the given parameters as numbers.\r\n * @param data the data to enumerate\r\n * @param byteOffset the byte offset of the data\r\n * @param byteStride the byte stride of the data\r\n * @param componentCount the number of components per element\r\n * @param componentType the type of the component\r\n * @param count the number of values to enumerate\r\n * @param normalized whether the data is normalized\r\n * @param callback the callback function called for each value\r\n */\r\n VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {\r\n if (data instanceof Array) {\r\n var offset = byteOffset / 4;\r\n var stride = byteStride / 4;\r\n for (var index = 0; index < count; index += componentCount) {\r\n for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n callback(data[offset + componentIndex], index + componentIndex);\r\n }\r\n offset += stride;\r\n }\r\n }\r\n else {\r\n var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);\r\n var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);\r\n for (var index = 0; index < count; index += componentCount) {\r\n var componentByteOffset = byteOffset;\r\n for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {\r\n var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);\r\n callback(value, index + componentIndex);\r\n componentByteOffset += componentByteLength;\r\n }\r\n byteOffset += byteStride;\r\n }\r\n }\r\n };\r\n VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {\r\n switch (type) {\r\n case VertexBuffer.BYTE: {\r\n var value = dataView.getInt8(byteOffset);\r\n if (normalized) {\r\n value = Math.max(value / 127, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_BYTE: {\r\n var value = dataView.getUint8(byteOffset);\r\n if (normalized) {\r\n value = value / 255;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.SHORT: {\r\n var value = dataView.getInt16(byteOffset, true);\r\n if (normalized) {\r\n value = Math.max(value / 32767, -1);\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.UNSIGNED_SHORT: {\r\n var value = dataView.getUint16(byteOffset, true);\r\n if (normalized) {\r\n value = value / 65535;\r\n }\r\n return value;\r\n }\r\n case VertexBuffer.FLOAT: {\r\n return dataView.getFloat32(byteOffset, true);\r\n }\r\n default: {\r\n throw new Error(\"Invalid component type \" + type);\r\n }\r\n }\r\n };\r\n /**\r\n * The byte type.\r\n */\r\n VertexBuffer.BYTE = 5120;\r\n /**\r\n * The unsigned byte type.\r\n */\r\n VertexBuffer.UNSIGNED_BYTE = 5121;\r\n /**\r\n * The short type.\r\n */\r\n VertexBuffer.SHORT = 5122;\r\n /**\r\n * The unsigned short type.\r\n */\r\n VertexBuffer.UNSIGNED_SHORT = 5123;\r\n /**\r\n * The integer type.\r\n */\r\n VertexBuffer.INT = 5124;\r\n /**\r\n * The unsigned integer type.\r\n */\r\n VertexBuffer.UNSIGNED_INT = 5125;\r\n /**\r\n * The float type.\r\n */\r\n VertexBuffer.FLOAT = 5126;\r\n // Enums\r\n /**\r\n * Positions\r\n */\r\n VertexBuffer.PositionKind = \"position\";\r\n /**\r\n * Normals\r\n */\r\n VertexBuffer.NormalKind = \"normal\";\r\n /**\r\n * Tangents\r\n */\r\n VertexBuffer.TangentKind = \"tangent\";\r\n /**\r\n * Texture coordinates\r\n */\r\n VertexBuffer.UVKind = \"uv\";\r\n /**\r\n * Texture coordinates 2\r\n */\r\n VertexBuffer.UV2Kind = \"uv2\";\r\n /**\r\n * Texture coordinates 3\r\n */\r\n VertexBuffer.UV3Kind = \"uv3\";\r\n /**\r\n * Texture coordinates 4\r\n */\r\n VertexBuffer.UV4Kind = \"uv4\";\r\n /**\r\n * Texture coordinates 5\r\n */\r\n VertexBuffer.UV5Kind = \"uv5\";\r\n /**\r\n * Texture coordinates 6\r\n */\r\n VertexBuffer.UV6Kind = \"uv6\";\r\n /**\r\n * Colors\r\n */\r\n VertexBuffer.ColorKind = \"color\";\r\n /**\r\n * Matrix indices (for bones)\r\n */\r\n VertexBuffer.MatricesIndicesKind = \"matricesIndices\";\r\n /**\r\n * Matrix weights (for bones)\r\n */\r\n VertexBuffer.MatricesWeightsKind = \"matricesWeights\";\r\n /**\r\n * Additional matrix indices (for bones)\r\n */\r\n VertexBuffer.MatricesIndicesExtraKind = \"matricesIndicesExtra\";\r\n /**\r\n * Additional matrix weights (for bones)\r\n */\r\n VertexBuffer.MatricesWeightsExtraKind = \"matricesWeightsExtra\";\r\n return VertexBuffer;\r\n}());\r\nexport { VertexBuffer };\r\n//# sourceMappingURL=buffer.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/dataBuffer.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\dataBuffer.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/dataBuffer.js", "index": 37, "index2": 34, "size": 866, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": 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"D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\WebGL\\webGLDataBuffer.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/WebGL/webGLDataBuffer.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/WebGL/webGLDataBuffer.js", "type": "harmony import specifier", "userRequest": "../dataBuffer", "loc": "19:2-12" } ], "providedExports": [ "DataBuffer" ], "optimizationBailout": [], "depth": 3, "source": "/**\r\n * Class used to store gfx data (like WebGLBuffer)\r\n */\r\nvar DataBuffer = /** @class */ (function () {\r\n function DataBuffer() {\r\n /**\r\n * Gets or sets the number of objects referencing this buffer\r\n */\r\n this.references = 0;\r\n /** Gets or sets the size of the underlying buffer */\r\n this.capacity = 0;\r\n /**\r\n * Gets or sets a boolean indicating if the buffer contains 32bits indices\r\n */\r\n this.is32Bits = false;\r\n }\r\n Object.defineProperty(DataBuffer.prototype, \"underlyingResource\", {\r\n /**\r\n * Gets the 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"1079:16-24" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./geometry", "loc": "1079:25-33" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./geometry", "loc": "2706:41-49" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./geometry", "loc": "2712:12-20" } ], "providedExports": [ "Geometry" ], "optimizationBailout": [], "depth": 2, "source": "import { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color4 } from '../Maths/math.color';\r\nimport { VertexData } from \"../Meshes/mesh.vertexData\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { extractMinAndMax } from '../Maths/math.functions';\r\n/**\r\n * Class used to store geometry data (vertex buffers + index buffer)\r\n */\r\nvar Geometry = /** @class */ (function () {\r\n /**\r\n * Creates a new geometry\r\n * @param id defines the unique ID\r\n * @param scene defines the hosting scene\r\n * @param vertexData defines the VertexData used to get geometry data\r\n * @param updatable defines if geometry must be updatable (false by default)\r\n * @param mesh defines the mesh that will be associated with the geometry\r\n */\r\n function Geometry(id, scene, vertexData, updatable, mesh) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (mesh === void 0) { mesh = null; }\r\n /**\r\n * Gets the delay loading state of the geometry (none by default which means not delayed)\r\n */\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n this._totalVertices = 0;\r\n this._isDisposed = false;\r\n this._indexBufferIsUpdatable = false;\r\n this.id = id;\r\n this.uniqueId = scene.getUniqueId();\r\n this._engine = scene.getEngine();\r\n this._meshes = [];\r\n this._scene = scene;\r\n //Init vertex buffer cache\r\n this._vertexBuffers = {};\r\n this._indices = [];\r\n this._updatable = updatable;\r\n // vertexData\r\n if (vertexData) {\r\n this.setAllVerticesData(vertexData, updatable);\r\n }\r\n else {\r\n this._totalVertices = 0;\r\n this._indices = [];\r\n }\r\n if (this._engine.getCaps().vertexArrayObject) {\r\n this._vertexArrayObjects = {};\r\n }\r\n // applyToMesh\r\n if (mesh) {\r\n this.applyToMesh(mesh);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n Object.defineProperty(Geometry.prototype, \"boundingBias\", {\r\n /**\r\n * 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\r\n */\r\n get: function () {\r\n return this._boundingBias;\r\n },\r\n /**\r\n * 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\r\n */\r\n set: function (value) {\r\n if (this._boundingBias) {\r\n this._boundingBias.copyFrom(value);\r\n }\r\n else {\r\n this._boundingBias = value.clone();\r\n }\r\n this._updateBoundingInfo(true, null);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Static function used to attach a new empty geometry to a mesh\r\n * @param mesh defines the mesh to attach the geometry to\r\n * @returns the new Geometry\r\n */\r\n Geometry.CreateGeometryForMesh = function (mesh) {\r\n var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());\r\n geometry.applyToMesh(mesh);\r\n return geometry;\r\n };\r\n Object.defineProperty(Geometry.prototype, \"extend\", {\r\n /**\r\n * Gets the current extend of the geometry\r\n */\r\n get: function () {\r\n return this._extend;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the hosting scene\r\n * @returns the hosting Scene\r\n */\r\n Geometry.prototype.getScene = function () {\r\n return this._scene;\r\n };\r\n /**\r\n * Gets the hosting engine\r\n * @returns the hosting Engine\r\n */\r\n Geometry.prototype.getEngine = function () {\r\n return this._engine;\r\n };\r\n /**\r\n * Defines if the geometry is ready to use\r\n * @returns true if the geometry is ready to be used\r\n */\r\n Geometry.prototype.isReady = function () {\r\n return this.delayLoadState === Constants.DELAYLOADSTATE_LOADED || this.delayLoadState === Constants.DELAYLOADSTATE_NONE;\r\n };\r\n Object.defineProperty(Geometry.prototype, \"doNotSerialize\", {\r\n /**\r\n * Gets a value indicating that the geometry should not be serialized\r\n */\r\n get: function () {\r\n for (var index = 0; index < this._meshes.length; index++) {\r\n if (!this._meshes[index].doNotSerialize) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Geometry.prototype._rebuild = function () {\r\n if (this._vertexArrayObjects) {\r\n this._vertexArrayObjects = {};\r\n }\r\n // Index buffer\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n // Vertex buffers\r\n for (var key in this._vertexBuffers) {\r\n var vertexBuffer = this._vertexBuffers[key];\r\n vertexBuffer._rebuild();\r\n }\r\n };\r\n /**\r\n * Affects all geometry data in one call\r\n * @param vertexData defines the geometry data\r\n * @param updatable defines if the geometry must be flagged as updatable (false as default)\r\n */\r\n Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {\r\n vertexData.applyToGeometry(this, updatable);\r\n this.notifyUpdate();\r\n };\r\n /**\r\n * Set specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the vertex data to use\r\n * @param updatable defines if the vertex must be flagged as updatable (false as default)\r\n * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified\r\n */\r\n Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (updatable === void 0) { updatable = false; }\r\n var buffer = new VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);\r\n this.setVerticesBuffer(buffer);\r\n };\r\n /**\r\n * Removes a specific vertex data\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n */\r\n Geometry.prototype.removeVerticesData = function (kind) {\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n delete this._vertexBuffers[kind];\r\n }\r\n };\r\n /**\r\n * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data\r\n * @param buffer defines the vertex buffer to use\r\n * @param totalVertices defines the total number of vertices for position kind (could be null)\r\n */\r\n Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n var kind = buffer.getKind();\r\n if (this._vertexBuffers[kind]) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n this._vertexBuffers[kind] = buffer;\r\n if (kind === VertexBuffer.PositionKind) {\r\n var data = buffer.getData();\r\n if (totalVertices != null) {\r\n this._totalVertices = totalVertices;\r\n }\r\n else {\r\n if (data != null) {\r\n this._totalVertices = data.length / (buffer.byteStride / 4);\r\n }\r\n }\r\n this._updateExtend(data);\r\n this._resetPointsArrayCache();\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n var mesh = meshes[index];\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n mesh._createGlobalSubMesh(false);\r\n mesh.computeWorldMatrix(true);\r\n }\r\n }\r\n this.notifyUpdate(kind);\r\n if (this._vertexArrayObjects) {\r\n this._disposeVertexArrayObjects();\r\n this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported\r\n }\r\n };\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array\r\n * It will do nothing if the buffer is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param useBytes set to true if the offset is in bytes\r\n */\r\n Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {\r\n if (useBytes === void 0) { useBytes = false; }\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n vertexBuffer.updateDirectly(data, offset, useBytes);\r\n this.notifyUpdate(kind);\r\n };\r\n /**\r\n * Update a specific vertex buffer\r\n * This function will create a new buffer if the current one is not updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param data defines the data to use\r\n * @param updateExtends defines if the geometry extends must be recomputed (false by default)\r\n */\r\n Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {\r\n if (updateExtends === void 0) { updateExtends = false; }\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return;\r\n }\r\n vertexBuffer.update(data);\r\n if (kind === VertexBuffer.PositionKind) {\r\n this._updateBoundingInfo(updateExtends, data);\r\n }\r\n this.notifyUpdate(kind);\r\n };\r\n Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {\r\n if (updateExtends) {\r\n this._updateExtend(data);\r\n }\r\n this._resetPointsArrayCache();\r\n if (updateExtends) {\r\n var meshes = this._meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var mesh = meshes_1[_i];\r\n if (mesh._boundingInfo) {\r\n mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);\r\n }\r\n else {\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n }\r\n var subMeshes = mesh.subMeshes;\r\n for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {\r\n var subMesh = subMeshes_1[_a];\r\n subMesh.refreshBoundingInfo();\r\n }\r\n }\r\n }\r\n };\r\n /** @hidden */\r\n Geometry.prototype._bind = function (effect, indexToBind) {\r\n if (!effect) {\r\n return;\r\n }\r\n if (indexToBind === undefined) {\r\n indexToBind = this._indexBuffer;\r\n }\r\n var vbs = this.getVertexBuffers();\r\n if (!vbs) {\r\n return;\r\n }\r\n if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {\r\n this._engine.bindBuffers(vbs, indexToBind, effect);\r\n return;\r\n }\r\n // Using VAO\r\n if (!this._vertexArrayObjects[effect.key]) {\r\n this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);\r\n }\r\n this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);\r\n };\r\n /**\r\n * Gets total number of vertices\r\n * @returns the total number of vertices\r\n */\r\n Geometry.prototype.getTotalVertices = function () {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n return this._totalVertices;\r\n };\r\n /**\r\n * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns a float array containing vertex data\r\n */\r\n Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (!vertexBuffer) {\r\n return null;\r\n }\r\n var data = vertexBuffer.getData();\r\n if (!data) {\r\n return null;\r\n }\r\n var tightlyPackedByteStride = vertexBuffer.getSize() * VertexBuffer.GetTypeByteLength(vertexBuffer.type);\r\n var count = this._totalVertices * vertexBuffer.getSize();\r\n if (vertexBuffer.type !== VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {\r\n var copy_1 = [];\r\n vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });\r\n return copy_1;\r\n }\r\n if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {\r\n if (data instanceof Array) {\r\n var offset = vertexBuffer.byteOffset / 4;\r\n return Tools.Slice(data, offset, offset + count);\r\n }\r\n else if (data instanceof ArrayBuffer) {\r\n return new Float32Array(data, vertexBuffer.byteOffset, count);\r\n }\r\n else {\r\n var offset = data.byteOffset + vertexBuffer.byteOffset;\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n var result = new Float32Array(count);\r\n var source = new Float32Array(data.buffer, offset, count);\r\n result.set(source);\r\n return result;\r\n }\r\n return new Float32Array(data.buffer, offset, count);\r\n }\r\n }\r\n if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {\r\n return Tools.Slice(data);\r\n }\r\n return data;\r\n };\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if the vertex buffer with the specified kind is updatable\r\n */\r\n Geometry.prototype.isVertexBufferUpdatable = function (kind) {\r\n var vb = this._vertexBuffers[kind];\r\n if (!vb) {\r\n return false;\r\n }\r\n return vb.isUpdatable();\r\n };\r\n /**\r\n * Gets a specific vertex buffer\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns a VertexBuffer\r\n */\r\n Geometry.prototype.getVertexBuffer = function (kind) {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers[kind];\r\n };\r\n /**\r\n * Returns all vertex buffers\r\n * @return an object holding all vertex buffers indexed by kind\r\n */\r\n Geometry.prototype.getVertexBuffers = function () {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._vertexBuffers;\r\n };\r\n /**\r\n * Gets a boolean indicating if specific vertex buffer is present\r\n * @param kind defines the data kind (Position, normal, etc...)\r\n * @returns true if data is present\r\n */\r\n Geometry.prototype.isVerticesDataPresent = function (kind) {\r\n if (!this._vertexBuffers) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._vertexBuffers[kind] !== undefined;\r\n };\r\n /**\r\n * Gets a list of all attached data kinds (Position, normal, etc...)\r\n * @returns a list of string containing all kinds\r\n */\r\n Geometry.prototype.getVerticesDataKinds = function () {\r\n var result = [];\r\n var kind;\r\n if (!this._vertexBuffers && this._delayInfo) {\r\n for (kind in this._delayInfo) {\r\n result.push(kind);\r\n }\r\n }\r\n else {\r\n for (kind in this._vertexBuffers) {\r\n result.push(kind);\r\n }\r\n }\r\n return result;\r\n };\r\n /**\r\n * Update index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param offset defines the offset in the target buffer where to store the data\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n */\r\n Geometry.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n if (!this._indexBuffer) {\r\n return;\r\n }\r\n if (!this._indexBufferIsUpdatable) {\r\n this.setIndices(indices, null, true);\r\n }\r\n else {\r\n var needToUpdateSubMeshes = indices.length !== this._indices.length;\r\n if (!gpuMemoryOnly) {\r\n this._indices = indices.slice();\r\n }\r\n this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);\r\n if (needToUpdateSubMeshes) {\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Creates a new index buffer\r\n * @param indices defines the indices to store in the index buffer\r\n * @param totalVertices defines the total number of vertices (could be null)\r\n * @param updatable defines if the index buffer must be flagged as updatable (false by default)\r\n */\r\n Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n this._disposeVertexArrayObjects();\r\n this._indices = indices;\r\n this._indexBufferIsUpdatable = updatable;\r\n if (this._meshes.length !== 0 && this._indices) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);\r\n }\r\n if (totalVertices != undefined) { // including null and undefined\r\n this._totalVertices = totalVertices;\r\n }\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._createGlobalSubMesh(true);\r\n }\r\n this.notifyUpdate();\r\n };\r\n /**\r\n * Return the total number of indices\r\n * @returns the total number of indices\r\n */\r\n Geometry.prototype.getTotalIndices = function () {\r\n if (!this.isReady()) {\r\n return 0;\r\n }\r\n return this._indices.length;\r\n };\r\n /**\r\n * Gets the index buffer array\r\n * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the index buffer array\r\n */\r\n Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n var orig = this._indices;\r\n if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {\r\n return orig;\r\n }\r\n else {\r\n var len = orig.length;\r\n var copy = [];\r\n for (var i = 0; i < len; i++) {\r\n copy.push(orig[i]);\r\n }\r\n return copy;\r\n }\r\n };\r\n /**\r\n * Gets the index buffer\r\n * @return the index buffer\r\n */\r\n Geometry.prototype.getIndexBuffer = function () {\r\n if (!this.isReady()) {\r\n return null;\r\n }\r\n return this._indexBuffer;\r\n };\r\n /** @hidden */\r\n Geometry.prototype._releaseVertexArrayObject = function (effect) {\r\n if (effect === void 0) { effect = null; }\r\n if (!effect || !this._vertexArrayObjects) {\r\n return;\r\n }\r\n if (this._vertexArrayObjects[effect.key]) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);\r\n delete this._vertexArrayObjects[effect.key];\r\n }\r\n };\r\n /**\r\n * Release the associated resources for a specific mesh\r\n * @param mesh defines the source mesh\r\n * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it\r\n */\r\n Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {\r\n var meshes = this._meshes;\r\n var index = meshes.indexOf(mesh);\r\n if (index === -1) {\r\n return;\r\n }\r\n meshes.splice(index, 1);\r\n mesh._geometry = null;\r\n if (meshes.length === 0 && shouldDispose) {\r\n this.dispose();\r\n }\r\n };\r\n /**\r\n * Apply current geometry to a given mesh\r\n * @param mesh defines the mesh to apply geometry to\r\n */\r\n Geometry.prototype.applyToMesh = function (mesh) {\r\n if (mesh._geometry === this) {\r\n return;\r\n }\r\n var previousGeometry = mesh._geometry;\r\n if (previousGeometry) {\r\n previousGeometry.releaseForMesh(mesh);\r\n }\r\n var meshes = this._meshes;\r\n // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()\r\n mesh._geometry = this;\r\n this._scene.pushGeometry(this);\r\n meshes.push(mesh);\r\n if (this.isReady()) {\r\n this._applyToMesh(mesh);\r\n }\r\n else {\r\n mesh._boundingInfo = this._boundingInfo;\r\n }\r\n };\r\n Geometry.prototype._updateExtend = function (data) {\r\n if (data === void 0) { data = null; }\r\n if (!data) {\r\n data = this.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n this._extend = extractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);\r\n };\r\n Geometry.prototype._applyToMesh = function (mesh) {\r\n var numOfMeshes = this._meshes.length;\r\n // vertexBuffers\r\n for (var kind in this._vertexBuffers) {\r\n if (numOfMeshes === 1) {\r\n this._vertexBuffers[kind].create();\r\n }\r\n var buffer = this._vertexBuffers[kind].getBuffer();\r\n if (buffer) {\r\n buffer.references = numOfMeshes;\r\n }\r\n if (kind === VertexBuffer.PositionKind) {\r\n if (!this._extend) {\r\n this._updateExtend();\r\n }\r\n mesh._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n mesh._createGlobalSubMesh(false);\r\n //bounding info was just created again, world matrix should be applied again.\r\n mesh._updateBoundingInfo();\r\n }\r\n }\r\n // indexBuffer\r\n if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {\r\n this._indexBuffer = this._engine.createIndexBuffer(this._indices);\r\n }\r\n if (this._indexBuffer) {\r\n this._indexBuffer.references = numOfMeshes;\r\n }\r\n // morphTargets\r\n mesh._syncGeometryWithMorphTargetManager();\r\n // instances\r\n mesh.synchronizeInstances();\r\n };\r\n Geometry.prototype.notifyUpdate = function (kind) {\r\n if (this.onGeometryUpdated) {\r\n this.onGeometryUpdated(this, kind);\r\n }\r\n for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {\r\n var mesh = _a[_i];\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n };\r\n /**\r\n * Load the geometry if it was flagged as delay loaded\r\n * @param scene defines the hosting scene\r\n * @param onLoaded defines a callback called when the geometry is loaded\r\n */\r\n Geometry.prototype.load = function (scene, onLoaded) {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {\r\n return;\r\n }\r\n if (this.isReady()) {\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n return;\r\n }\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADING;\r\n this._queueLoad(scene, onLoaded);\r\n };\r\n Geometry.prototype._queueLoad = function (scene, onLoaded) {\r\n var _this = this;\r\n if (!this.delayLoadingFile) {\r\n return;\r\n }\r\n scene._addPendingData(this);\r\n scene._loadFile(this.delayLoadingFile, function (data) {\r\n if (!_this._delayLoadingFunction) {\r\n return;\r\n }\r\n _this._delayLoadingFunction(JSON.parse(data), _this);\r\n _this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n _this._delayInfo = [];\r\n scene._removePendingData(_this);\r\n var meshes = _this._meshes;\r\n var numOfMeshes = meshes.length;\r\n for (var index = 0; index < numOfMeshes; index++) {\r\n _this._applyToMesh(meshes[index]);\r\n }\r\n if (onLoaded) {\r\n onLoaded();\r\n }\r\n }, undefined, true);\r\n };\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n */\r\n Geometry.prototype.toLeftHanded = function () {\r\n // Flip faces\r\n var tIndices = this.getIndices(false);\r\n if (tIndices != null && tIndices.length > 0) {\r\n for (var i = 0; i < tIndices.length; i += 3) {\r\n var tTemp = tIndices[i + 0];\r\n tIndices[i + 0] = tIndices[i + 2];\r\n tIndices[i + 2] = tTemp;\r\n }\r\n this.setIndices(tIndices);\r\n }\r\n // Negate position.z\r\n var tPositions = this.getVerticesData(VertexBuffer.PositionKind, false);\r\n if (tPositions != null && tPositions.length > 0) {\r\n for (var i = 0; i < tPositions.length; i += 3) {\r\n tPositions[i + 2] = -tPositions[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.PositionKind, tPositions, false);\r\n }\r\n // Negate normal.z\r\n var tNormals = this.getVerticesData(VertexBuffer.NormalKind, false);\r\n if (tNormals != null && tNormals.length > 0) {\r\n for (var i = 0; i < tNormals.length; i += 3) {\r\n tNormals[i + 2] = -tNormals[i + 2];\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, tNormals, false);\r\n }\r\n };\r\n // Cache\r\n /** @hidden */\r\n Geometry.prototype._resetPointsArrayCache = function () {\r\n this._positions = null;\r\n };\r\n /** @hidden */\r\n Geometry.prototype._generatePointsArray = function () {\r\n if (this._positions) {\r\n return true;\r\n }\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!data || data.length === 0) {\r\n return false;\r\n }\r\n this._positions = [];\r\n for (var index = 0; index < data.length; index += 3) {\r\n this._positions.push(Vector3.FromArray(data, index));\r\n }\r\n return true;\r\n };\r\n /**\r\n * Gets a value indicating if the geometry is disposed\r\n * @returns true if the geometry was disposed\r\n */\r\n Geometry.prototype.isDisposed = function () {\r\n return this._isDisposed;\r\n };\r\n Geometry.prototype._disposeVertexArrayObjects = function () {\r\n if (this._vertexArrayObjects) {\r\n for (var kind in this._vertexArrayObjects) {\r\n this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);\r\n }\r\n this._vertexArrayObjects = {};\r\n }\r\n };\r\n /**\r\n * Free all associated resources\r\n */\r\n Geometry.prototype.dispose = function () {\r\n var meshes = this._meshes;\r\n var numOfMeshes = meshes.length;\r\n var index;\r\n for (index = 0; index < numOfMeshes; index++) {\r\n this.releaseForMesh(meshes[index]);\r\n }\r\n this._meshes = [];\r\n this._disposeVertexArrayObjects();\r\n for (var kind in this._vertexBuffers) {\r\n this._vertexBuffers[kind].dispose();\r\n }\r\n this._vertexBuffers = {};\r\n this._totalVertices = 0;\r\n if (this._indexBuffer) {\r\n this._engine._releaseBuffer(this._indexBuffer);\r\n }\r\n this._indexBuffer = null;\r\n this._indices = [];\r\n this.delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n this.delayLoadingFile = null;\r\n this._delayLoadingFunction = null;\r\n this._delayInfo = [];\r\n this._boundingInfo = null;\r\n this._scene.removeGeometry(this);\r\n this._isDisposed = true;\r\n };\r\n /**\r\n * Clone the current geometry into a new geometry\r\n * @param id defines the unique ID of the new geometry\r\n * @returns a new geometry object\r\n */\r\n Geometry.prototype.copy = function (id) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = [];\r\n var indices = this.getIndices();\r\n if (indices) {\r\n for (var index = 0; index < indices.length; index++) {\r\n vertexData.indices.push(indices[index]);\r\n }\r\n }\r\n var updatable = false;\r\n var stopChecking = false;\r\n var kind;\r\n for (kind in this._vertexBuffers) {\r\n // using slice() to make a copy of the array and not just reference it\r\n var data = this.getVerticesData(kind);\r\n if (data) {\r\n if (data instanceof Float32Array) {\r\n vertexData.set(new Float32Array(data), kind);\r\n }\r\n else {\r\n vertexData.set(data.slice(0), kind);\r\n }\r\n if (!stopChecking) {\r\n var vb = this.getVertexBuffer(kind);\r\n if (vb) {\r\n updatable = vb.isUpdatable();\r\n stopChecking = !updatable;\r\n }\r\n }\r\n }\r\n }\r\n var geometry = new Geometry(id, this._scene, vertexData, updatable);\r\n geometry.delayLoadState = this.delayLoadState;\r\n geometry.delayLoadingFile = this.delayLoadingFile;\r\n geometry._delayLoadingFunction = this._delayLoadingFunction;\r\n for (kind in this._delayInfo) {\r\n geometry._delayInfo = geometry._delayInfo || [];\r\n geometry._delayInfo.push(kind);\r\n }\r\n // Bounding info\r\n geometry._boundingInfo = new BoundingInfo(this._extend.minimum, this._extend.maximum);\r\n return geometry;\r\n };\r\n /**\r\n * Serialize the current geometry info (and not the vertices data) into a JSON object\r\n * @return a JSON representation of the current geometry data (without the vertices data)\r\n */\r\n Geometry.prototype.serialize = function () {\r\n var serializationObject = {};\r\n serializationObject.id = this.id;\r\n serializationObject.updatable = this._updatable;\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n return serializationObject;\r\n };\r\n Geometry.prototype.toNumberArray = function (origin) {\r\n if (Array.isArray(origin)) {\r\n return origin;\r\n }\r\n else {\r\n return Array.prototype.slice.call(origin);\r\n }\r\n };\r\n /**\r\n * Serialize all vertices data into a JSON oject\r\n * @returns a JSON representation of the current geometry data\r\n */\r\n Geometry.prototype.serializeVerticeData = function () {\r\n var serializationObject = this.serialize();\r\n if (this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n serializationObject.positions = this.toNumberArray(this.getVerticesData(VertexBuffer.PositionKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n serializationObject.positions._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n serializationObject.normals = this.toNumberArray(this.getVerticesData(VertexBuffer.NormalKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n serializationObject.normals._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets = this.toNumberArray(this.getVerticesData(VertexBuffer.TangentKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.TangentKind)) {\r\n serializationObject.tangets._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n serializationObject.uvs = this.toNumberArray(this.getVerticesData(VertexBuffer.UVKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UVKind)) {\r\n serializationObject.uvs._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV2Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV2Kind)) {\r\n serializationObject.uv2s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV3Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV3Kind)) {\r\n serializationObject.uv3s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV4Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV4Kind)) {\r\n serializationObject.uv4s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV5Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV5Kind)) {\r\n serializationObject.uv5s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s = this.toNumberArray(this.getVerticesData(VertexBuffer.UV6Kind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.UV6Kind)) {\r\n serializationObject.uv6s._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n serializationObject.colors = this.toNumberArray(this.getVerticesData(VertexBuffer.ColorKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.ColorKind)) {\r\n serializationObject.colors._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesIndicesKind));\r\n serializationObject.matricesIndices._isExpanded = true;\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesIndicesKind)) {\r\n serializationObject.matricesIndices._updatable = true;\r\n }\r\n }\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(VertexBuffer.MatricesWeightsKind));\r\n if (this.isVertexBufferUpdatable(VertexBuffer.MatricesWeightsKind)) {\r\n serializationObject.matricesWeights._updatable = true;\r\n }\r\n }\r\n serializationObject.indices = this.toNumberArray(this.getIndices());\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Extracts a clone of a mesh geometry\r\n * @param mesh defines the source mesh\r\n * @param id defines the unique ID of the new geometry object\r\n * @returns the new geometry object\r\n */\r\n Geometry.ExtractFromMesh = function (mesh, id) {\r\n var geometry = mesh._geometry;\r\n if (!geometry) {\r\n return null;\r\n }\r\n return geometry.copy(id);\r\n };\r\n /**\r\n * You should now use Tools.RandomId(), this method is still here for legacy reasons.\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"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\"\r\n * @returns a string containing a new GUID\r\n */\r\n Geometry.RandomId = function () {\r\n return Tools.RandomId();\r\n };\r\n /** @hidden */\r\n Geometry._ImportGeometry = function (parsedGeometry, mesh) {\r\n var scene = mesh.getScene();\r\n // Geometry\r\n var geometryId = parsedGeometry.geometryId;\r\n if (geometryId) {\r\n var geometry = scene.getGeometryByID(geometryId);\r\n if (geometry) {\r\n geometry.applyToMesh(mesh);\r\n }\r\n }\r\n else if (parsedGeometry instanceof ArrayBuffer) {\r\n var binaryInfo = mesh._binaryInfo;\r\n if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {\r\n var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.PositionKind, positionsData, false);\r\n }\r\n if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {\r\n var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, normalsData, false);\r\n }\r\n if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {\r\n var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.TangentKind, tangentsData, false);\r\n }\r\n if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {\r\n var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UVKind, uvsData, false);\r\n }\r\n if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {\r\n var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, uvs2Data, false);\r\n }\r\n if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {\r\n var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, uvs3Data, false);\r\n }\r\n if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {\r\n var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, uvs4Data, false);\r\n }\r\n if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {\r\n var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, uvs5Data, false);\r\n }\r\n if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {\r\n var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, uvs6Data, false);\r\n }\r\n if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {\r\n var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);\r\n }\r\n if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {\r\n var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);\r\n var floatIndices = [];\r\n for (var i = 0; i < matricesIndicesData.length; i++) {\r\n var index = matricesIndicesData[i];\r\n floatIndices.push(index & 0x000000FF);\r\n floatIndices.push((index & 0x0000FF00) >> 8);\r\n floatIndices.push((index & 0x00FF0000) >> 16);\r\n floatIndices.push(index >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, false);\r\n }\r\n if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {\r\n var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);\r\n }\r\n if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {\r\n var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);\r\n mesh.setIndices(indicesData, null);\r\n }\r\n if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {\r\n var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);\r\n mesh.subMeshes = [];\r\n for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {\r\n var materialIndex = subMeshesData[(i * 5) + 0];\r\n var verticesStart = subMeshesData[(i * 5) + 1];\r\n var verticesCount = subMeshesData[(i * 5) + 2];\r\n var indexStart = subMeshesData[(i * 5) + 3];\r\n var indexCount = subMeshesData[(i * 5) + 4];\r\n SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);\r\n }\r\n }\r\n }\r\n else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {\r\n mesh.setVerticesData(VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);\r\n mesh.setVerticesData(VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);\r\n if (parsedGeometry.tangents) {\r\n mesh.setVerticesData(VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);\r\n }\r\n if (parsedGeometry.uvs) {\r\n mesh.setVerticesData(VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);\r\n }\r\n if (parsedGeometry.uvs2) {\r\n mesh.setVerticesData(VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);\r\n }\r\n if (parsedGeometry.uvs3) {\r\n mesh.setVerticesData(VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);\r\n }\r\n if (parsedGeometry.uvs4) {\r\n mesh.setVerticesData(VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);\r\n }\r\n if (parsedGeometry.uvs5) {\r\n mesh.setVerticesData(VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);\r\n }\r\n if (parsedGeometry.uvs6) {\r\n mesh.setVerticesData(VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);\r\n }\r\n if (parsedGeometry.colors) {\r\n mesh.setVerticesData(VertexBuffer.ColorKind, Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);\r\n }\r\n if (parsedGeometry.matricesIndices) {\r\n if (!parsedGeometry.matricesIndices._isExpanded) {\r\n var floatIndices = [];\r\n for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndices[i];\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);\r\n }\r\n else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);\r\n }\r\n }\r\n if (parsedGeometry.matricesIndicesExtra) {\r\n if (!parsedGeometry.matricesIndicesExtra._isExpanded) {\r\n var floatIndices = [];\r\n for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {\r\n var matricesIndex = parsedGeometry.matricesIndicesExtra[i];\r\n floatIndices.push(matricesIndex & 0x000000FF);\r\n floatIndices.push((matricesIndex & 0x0000FF00) >> 8);\r\n floatIndices.push((matricesIndex & 0x00FF0000) >> 16);\r\n floatIndices.push(matricesIndex >> 24);\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);\r\n }\r\n else {\r\n delete parsedGeometry.matricesIndices._isExpanded;\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);\r\n }\r\n }\r\n if (parsedGeometry.matricesWeights) {\r\n Geometry._CleanMatricesWeights(parsedGeometry, mesh);\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);\r\n }\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);\r\n }\r\n mesh.setIndices(parsedGeometry.indices, null);\r\n }\r\n // SubMeshes\r\n if (parsedGeometry.subMeshes) {\r\n mesh.subMeshes = [];\r\n for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {\r\n var parsedSubMesh = parsedGeometry.subMeshes[subIndex];\r\n SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);\r\n }\r\n }\r\n // Flat shading\r\n if (mesh._shouldGenerateFlatShading) {\r\n mesh.convertToFlatShadedMesh();\r\n delete mesh._shouldGenerateFlatShading;\r\n }\r\n // Update\r\n mesh.computeWorldMatrix(true);\r\n scene.onMeshImportedObservable.notifyObservers(mesh);\r\n };\r\n Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {\r\n var epsilon = 1e-3;\r\n if (!SceneLoaderFlags.CleanBoneMatrixWeights) {\r\n return;\r\n }\r\n var noInfluenceBoneIndex = 0.0;\r\n if (parsedGeometry.skeletonId > -1) {\r\n var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);\r\n if (!skeleton) {\r\n return;\r\n }\r\n noInfluenceBoneIndex = skeleton.bones.length;\r\n }\r\n else {\r\n return;\r\n }\r\n var matricesIndices = mesh.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesIndicesExtra = mesh.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n var matricesWeights = parsedGeometry.matricesWeights;\r\n var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;\r\n var influencers = parsedGeometry.numBoneInfluencer;\r\n var size = matricesWeights.length;\r\n for (var i = 0; i < size; i += 4) {\r\n var weight = 0.0;\r\n var firstZeroWeight = -1;\r\n for (var j = 0; j < 4; j++) {\r\n var w = matricesWeights[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j;\r\n }\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n var w = matricesWeightsExtra[i + j];\r\n weight += w;\r\n if (w < epsilon && firstZeroWeight < 0) {\r\n firstZeroWeight = j + 4;\r\n }\r\n }\r\n }\r\n if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {\r\n firstZeroWeight = influencers - 1;\r\n }\r\n if (weight > epsilon) {\r\n var mweight = 1.0 / weight;\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeights[i + j] *= mweight;\r\n }\r\n if (matricesWeightsExtra) {\r\n for (var j = 0; j < 4; j++) {\r\n matricesWeightsExtra[i + j] *= mweight;\r\n }\r\n }\r\n }\r\n else {\r\n if (firstZeroWeight >= 4) {\r\n matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;\r\n matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;\r\n }\r\n else {\r\n matricesWeights[i + firstZeroWeight] = 1.0 - weight;\r\n matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;\r\n }\r\n }\r\n }\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesKind, matricesIndices);\r\n if (parsedGeometry.matricesWeightsExtra) {\r\n mesh.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);\r\n }\r\n };\r\n /**\r\n * Create a new geometry from persisted data (Using .babylon file format)\r\n * @param parsedVertexData defines the persisted data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url to use to load assets (like delayed data)\r\n * @returns the new geometry object\r\n */\r\n Geometry.Parse = function (parsedVertexData, scene, rootUrl) {\r\n if (scene.getGeometryByID(parsedVertexData.id)) {\r\n return null; // null since geometry could be something else than a box...\r\n }\r\n var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);\r\n if (Tags) {\r\n Tags.AddTagsTo(geometry, parsedVertexData.tags);\r\n }\r\n if (parsedVertexData.delayLoadingFile) {\r\n geometry.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;\r\n geometry._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedVertexData.boundingBoxMinimum), Vector3.FromArray(parsedVertexData.boundingBoxMaximum));\r\n geometry._delayInfo = [];\r\n if (parsedVertexData.hasUVs) {\r\n geometry._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n if (parsedVertexData.hasUVs2) {\r\n geometry._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n if (parsedVertexData.hasUVs3) {\r\n geometry._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n if (parsedVertexData.hasUVs4) {\r\n geometry._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n if (parsedVertexData.hasUVs5) {\r\n geometry._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n if (parsedVertexData.hasUVs6) {\r\n geometry._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n if (parsedVertexData.hasColors) {\r\n geometry._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n if (parsedVertexData.hasMatricesIndices) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n if (parsedVertexData.hasMatricesWeights) {\r\n geometry._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n geometry._delayLoadingFunction = VertexData.ImportVertexData;\r\n }\r\n else {\r\n VertexData.ImportVertexData(parsedVertexData, geometry);\r\n }\r\n scene.pushGeometry(geometry, true);\r\n return geometry;\r\n };\r\n return Geometry;\r\n}());\r\nexport { Geometry };\r\n//# sourceMappingURL=geometry.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "index": 99, "index2": 102, "size": 176408, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "issuerId": "./minStandardMaterial.ts", "issuerName": "./minStandardMaterial.ts", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } } ], "profile": { "factory": 13, "building": 301, "dependencies": 515 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\boxBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "type": "harmony side effect evaluation", "userRequest": "../mesh", "loc": "3:0-31" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\boxBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "type": "harmony import specifier", "userRequest": "../mesh", "loc": "88:0-4" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\boxBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "type": "harmony import specifier", "userRequest": "../mesh", "loc": "120:22-26" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\boxBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/boxBuilder.js", "type": "harmony import specifier", "userRequest": "../mesh", "loc": "121:34-38" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\sphereBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "type": "harmony side effect evaluation", "userRequest": "../mesh", "loc": "2:0-31" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\sphereBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "type": "harmony import specifier", "userRequest": "../mesh", "loc": "57:0-4" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\sphereBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "type": "harmony import specifier", "userRequest": "../mesh", "loc": "91:25-29" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\Builders\\sphereBuilder.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/Builders/sphereBuilder.js", "type": "harmony import specifier", "userRequest": "../mesh", "loc": "92:34-38" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony side effect evaluation", "userRequest": "@babylonjs/core/Meshes/mesh", "loc": "6:0-51" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Meshes/mesh", "loc": "24:13-17" }, { "moduleId": "./minStandardMaterial.ts", "moduleIdentifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "module": "./minStandardMaterial.ts", "moduleName": "./minStandardMaterial.ts", "type": "harmony import specifier", "userRequest": "@babylonjs/core/Meshes/mesh", "loc": "28:13-17" } ], "providedExports": [ "_CreationDataStorage", "_InstancesBatch", "Mesh" ], "optimizationBailout": [], "depth": 1, "source": "import * as tslib_1 from \"tslib\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Tools, AsyncLoop } from \"../Misc/tools\";\r\nimport { DeepCopier } from \"../Misc/deepCopier\";\r\nimport { Tags } from \"../Misc/tags\";\r\nimport { Quaternion, Matrix, Vector3, Vector2 } from \"../Maths/math.vector\";\r\nimport { Color3 } from '../Maths/math.color';\r\nimport { Node } from \"../node\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { VertexData } from \"./mesh.vertexData\";\r\nimport { Buffer } from \"./buffer\";\r\nimport { Geometry } from \"./geometry\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { SubMesh } from \"./subMesh\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Material } from \"../Materials/material\";\r\nimport { MultiMaterial } from \"../Materials/multiMaterial\";\r\nimport { SceneLoaderFlags } from \"../Loading/sceneLoaderFlags\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { SerializationHelper } from \"../Misc/decorators\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { _TypeStore } from '../Misc/typeStore';\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport { MeshLODLevel } from './meshLODLevel';\r\n/**\r\n * @hidden\r\n **/\r\nvar _CreationDataStorage = /** @class */ (function () {\r\n function _CreationDataStorage() {\r\n }\r\n return _CreationDataStorage;\r\n}());\r\nexport { _CreationDataStorage };\r\n/**\r\n * @hidden\r\n **/\r\nvar _InstanceDataStorage = /** @class */ (function () {\r\n function _InstanceDataStorage() {\r\n this.visibleInstances = {};\r\n this.batchCache = new _InstancesBatch();\r\n this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances\r\n }\r\n return _InstanceDataStorage;\r\n}());\r\n/**\r\n * @hidden\r\n **/\r\nvar _InstancesBatch = /** @class */ (function () {\r\n function _InstancesBatch() {\r\n this.mustReturn = false;\r\n this.visibleInstances = new Array();\r\n this.renderSelf = new Array();\r\n this.hardwareInstancedRendering = new Array();\r\n }\r\n return _InstancesBatch;\r\n}());\r\nexport { _InstancesBatch };\r\n/**\r\n * @hidden\r\n **/\r\nvar _InternalMeshDataInfo = /** @class */ (function () {\r\n function _InternalMeshDataInfo() {\r\n this._areNormalsFrozen = false; // Will be used by ribbons mainly\r\n // Will be used to save a source mesh reference, If any\r\n this._source = null;\r\n // Will be used to for fast cloned mesh lookup\r\n this.meshMap = null;\r\n this._preActivateId = -1;\r\n this._LODLevels = new Array();\r\n // Morph\r\n this._morphTargetManager = null;\r\n }\r\n return _InternalMeshDataInfo;\r\n}());\r\n/**\r\n * Class used to represent renderable models\r\n */\r\nvar Mesh = /** @class */ (function (_super) {\r\n tslib_1.__extends(Mesh, _super);\r\n /**\r\n * @constructor\r\n * @param name The value used by scene.getMeshByName() to do a lookup.\r\n * @param scene The scene to add this mesh to.\r\n * @param parent The parent of this mesh, if it has one\r\n * @param source An optional Mesh from which geometry is shared, cloned.\r\n * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.\r\n * When false, achieved by calling a clone(), also passing False.\r\n * This will make creation of children, recursive.\r\n * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.\r\n */\r\n function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {\r\n if (scene === void 0) { scene = null; }\r\n if (parent === void 0) { parent = null; }\r\n if (source === void 0) { source = null; }\r\n if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n // Internal data\r\n _this._internalMeshDataInfo = new _InternalMeshDataInfo();\r\n // Members\r\n /**\r\n * Gets the delay loading state of the mesh (when delay loading is turned on)\r\n * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system\r\n */\r\n _this.delayLoadState = Constants.DELAYLOADSTATE_NONE;\r\n /**\r\n * Gets the list of instances created from this mesh\r\n * it is not supposed to be modified manually.\r\n * Note also that the order of the InstancedMesh wihin the array is not significant and might change.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n */\r\n _this.instances = new Array();\r\n // Private\r\n /** @hidden */\r\n _this._creationDataStorage = null;\r\n /** @hidden */\r\n _this._geometry = null;\r\n /** @hidden */\r\n _this._instanceDataStorage = new _InstanceDataStorage();\r\n _this._effectiveMaterial = null;\r\n /** @hidden */\r\n _this._shouldGenerateFlatShading = false;\r\n // Use by builder only to know what orientation were the mesh build in.\r\n /** @hidden */\r\n _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;\r\n /**\r\n * Use this property to change the original side orientation defined at construction time\r\n */\r\n _this.overrideMaterialSideOrientation = null;\r\n scene = _this.getScene();\r\n if (source) {\r\n // Geometry\r\n if (source._geometry) {\r\n source._geometry.applyToMesh(_this);\r\n }\r\n // Deep copy\r\n DeepCopier.DeepCopy(source, _this, [\"name\", \"material\", \"skeleton\", \"instances\", \"parent\", \"uniqueId\",\r\n \"source\", \"metadata\", \"hasLODLevels\", \"geometry\", \"isBlocked\", \"areNormalsFrozen\",\r\n \"onBeforeDrawObservable\", \"onBeforeRenderObservable\", \"onAfterRenderObservable\", \"onBeforeDraw\",\r\n \"onAfterWorldMatrixUpdateObservable\", \"onCollideObservable\", \"onCollisionPositionChangeObservable\", \"onRebuildObservable\",\r\n \"onDisposeObservable\", \"lightSources\"\r\n ], [\"_poseMatrix\"]);\r\n // Source mesh\r\n _this._internalMeshDataInfo._source = source;\r\n if (scene.useClonedMeshhMap) {\r\n if (!source._internalMeshDataInfo.meshMap) {\r\n source._internalMeshDataInfo.meshMap = {};\r\n }\r\n source._internalMeshDataInfo.meshMap[_this.uniqueId] = _this;\r\n }\r\n // Construction Params\r\n // Clone parameters allowing mesh to be updated in case of parametric shapes.\r\n _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;\r\n _this._creationDataStorage = source._creationDataStorage;\r\n // Animation ranges\r\n if (source._ranges) {\r\n var ranges = source._ranges;\r\n for (var name in ranges) {\r\n if (!ranges.hasOwnProperty(name)) {\r\n continue;\r\n }\r\n if (!ranges[name]) {\r\n continue;\r\n }\r\n _this.createAnimationRange(name, ranges[name].from, ranges[name].to);\r\n }\r\n }\r\n // Metadata\r\n if (source.metadata && source.metadata.clone) {\r\n _this.metadata = source.metadata.clone();\r\n }\r\n else {\r\n _this.metadata = source.metadata;\r\n }\r\n // Tags\r\n if (Tags && Tags.HasTags(source)) {\r\n Tags.AddTagsTo(_this, Tags.GetTags(source, true));\r\n }\r\n // Parent\r\n _this.parent = source.parent;\r\n // Pivot\r\n _this.setPivotMatrix(source.getPivotMatrix());\r\n _this.id = name + \".\" + source.id;\r\n // Material\r\n _this.material = source.material;\r\n var index;\r\n if (!doNotCloneChildren) {\r\n // Children\r\n var directDescendants = source.getDescendants(true);\r\n for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {\r\n var child = directDescendants[index_1];\r\n if (child.clone) {\r\n child.clone(name + \".\" + child.name, _this);\r\n }\r\n }\r\n }\r\n // Physics clone\r\n if (scene.getPhysicsEngine) {\r\n var physicsEngine = scene.getPhysicsEngine();\r\n if (clonePhysicsImpostor && physicsEngine) {\r\n var impostor = physicsEngine.getImpostorForPhysicsObject(source);\r\n if (impostor) {\r\n _this.physicsImpostor = impostor.clone(_this);\r\n }\r\n }\r\n }\r\n // Particles\r\n for (index = 0; index < scene.particleSystems.length; index++) {\r\n var system = scene.particleSystems[index];\r\n if (system.emitter === source) {\r\n system.clone(system.name, _this);\r\n }\r\n }\r\n _this.refreshBoundingInfo();\r\n _this.computeWorldMatrix(true);\r\n }\r\n // Parent\r\n if (parent !== null) {\r\n _this.parent = parent;\r\n }\r\n _this._instanceDataStorage.hardwareInstancedRendering = _this.getEngine().getCaps().instancedArrays;\r\n return _this;\r\n }\r\n /**\r\n * Gets the default side orientation.\r\n * @param orientation the orientation to value to attempt to get\r\n * @returns the default orientation\r\n * @hidden\r\n */\r\n Mesh._GetDefaultSideOrientation = function (orientation) {\r\n return orientation || Mesh.FRONTSIDE; // works as Mesh.FRONTSIDE is 0\r\n };\r\n Object.defineProperty(Mesh.prototype, \"onBeforeRenderObservable\", {\r\n /**\r\n * An event triggered before rendering the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeRenderObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeBindObservable\", {\r\n /**\r\n * An event triggered before binding the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeBindObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onAfterRenderObservable\", {\r\n /**\r\n * An event triggered after rendering the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onAfterRenderObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeDrawObservable\", {\r\n /**\r\n * An event triggered before drawing the mesh\r\n */\r\n get: function () {\r\n if (!this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable = new Observable();\r\n }\r\n return this._internalMeshDataInfo._onBeforeDrawObservable;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"onBeforeDraw\", {\r\n /**\r\n * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead\r\n */\r\n set: function (callback) {\r\n if (this._onBeforeDrawObserver) {\r\n this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);\r\n }\r\n this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"morphTargetManager\", {\r\n /**\r\n * Gets or sets the morph target manager\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._morphTargetManager;\r\n },\r\n set: function (value) {\r\n if (this._internalMeshDataInfo._morphTargetManager === value) {\r\n return;\r\n }\r\n this._internalMeshDataInfo._morphTargetManager = value;\r\n this._syncGeometryWithMorphTargetManager();\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"source\", {\r\n /**\r\n * Gets the source mesh (the one used to clone this one from)\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._source;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(Mesh.prototype, \"isUnIndexed\", {\r\n /**\r\n * Gets or sets a boolean indicating that this mesh does not use index buffer\r\n */\r\n get: function () {\r\n return this._unIndexed;\r\n },\r\n set: function (value) {\r\n if (this._unIndexed !== value) {\r\n this._unIndexed = value;\r\n this._markSubMeshesAsAttributesDirty();\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /**\r\n * Gets the class name\r\n * @returns the string \"Mesh\".\r\n */\r\n Mesh.prototype.getClassName = function () {\r\n return \"Mesh\";\r\n };\r\n Object.defineProperty(Mesh.prototype, \"_isMesh\", {\r\n /** @hidden */\r\n get: function () {\r\n return true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns a description of this mesh\r\n * @param fullDetails define if full details about this mesh must be used\r\n * @returns a descriptive string representing this mesh\r\n */\r\n Mesh.prototype.toString = function (fullDetails) {\r\n var ret = _super.prototype.toString.call(this, fullDetails);\r\n ret += \", n vertices: \" + this.getTotalVertices();\r\n ret += \", parent: \" + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : \"NONE\"));\r\n if (this.animations) {\r\n for (var i = 0; i < this.animations.length; i++) {\r\n ret += \", animation[0]: \" + this.animations[i].toString(fullDetails);\r\n }\r\n }\r\n if (fullDetails) {\r\n if (this._geometry) {\r\n var ib = this.getIndices();\r\n var vb = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (vb && ib) {\r\n ret += \", flat shading: \" + (vb.length / 3 === ib.length ? \"YES\" : \"NO\");\r\n }\r\n }\r\n else {\r\n ret += \", flat shading: UNKNOWN\";\r\n }\r\n }\r\n return ret;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._unBindEffect = function () {\r\n _super.prototype._unBindEffect.call(this);\r\n for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {\r\n var instance = _a[_i];\r\n instance._unBindEffect();\r\n }\r\n };\r\n Object.defineProperty(Mesh.prototype, \"hasLODLevels\", {\r\n /**\r\n * Gets a boolean indicating if this mesh has LOD\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._LODLevels.length > 0;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets the list of MeshLODLevel associated with the current mesh\r\n * @returns an array of MeshLODLevel\r\n */\r\n Mesh.prototype.getLODLevels = function () {\r\n return this._internalMeshDataInfo._LODLevels;\r\n };\r\n Mesh.prototype._sortLODLevels = function () {\r\n this._internalMeshDataInfo._LODLevels.sort(function (a, b) {\r\n if (a.distance < b.distance) {\r\n return 1;\r\n }\r\n if (a.distance > b.distance) {\r\n return -1;\r\n }\r\n return 0;\r\n });\r\n };\r\n /**\r\n * Add a mesh as LOD level triggered at the given distance.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @param mesh The mesh to be added as LOD level (can be null)\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.addLODLevel = function (distance, mesh) {\r\n if (mesh && mesh._masterMesh) {\r\n Logger.Warn(\"You cannot use a mesh as LOD level twice\");\r\n return this;\r\n }\r\n var level = new MeshLODLevel(distance, mesh);\r\n this._internalMeshDataInfo._LODLevels.push(level);\r\n if (mesh) {\r\n mesh._masterMesh = this;\r\n }\r\n this._sortLODLevels();\r\n return this;\r\n };\r\n /**\r\n * Returns the LOD level mesh at the passed distance or null if not found.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param distance The distance from the center of the object to show this level\r\n * @returns a Mesh or `null`\r\n */\r\n Mesh.prototype.getLODLevelAtDistance = function (distance) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n if (level.distance === distance) {\r\n return level.mesh;\r\n }\r\n }\r\n return null;\r\n };\r\n /**\r\n * Remove a mesh from the LOD array\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param mesh defines the mesh to be removed\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.removeLODLevel = function (mesh) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n if (internalDataInfo._LODLevels[index].mesh === mesh) {\r\n internalDataInfo._LODLevels.splice(index, 1);\r\n if (mesh) {\r\n mesh._masterMesh = null;\r\n }\r\n }\r\n }\r\n this._sortLODLevels();\r\n return this;\r\n };\r\n /**\r\n * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.\r\n * @see https://doc.babylonjs.com/how_to/how_to_use_lod\r\n * @param camera defines the camera to use to compute distance\r\n * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh\r\n * @return This mesh (for chaining)\r\n */\r\n Mesh.prototype.getLOD = function (camera, boundingSphere) {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._LODLevels || internalDataInfo._LODLevels.length === 0) {\r\n return this;\r\n }\r\n var bSphere;\r\n if (boundingSphere) {\r\n bSphere = boundingSphere;\r\n }\r\n else {\r\n var boundingInfo = this.getBoundingInfo();\r\n bSphere = boundingInfo.boundingSphere;\r\n }\r\n var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();\r\n if (internalDataInfo._LODLevels[internalDataInfo._LODLevels.length - 1].distance > distanceToCamera) {\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, internalDataInfo._LODLevels[internalDataInfo._LODLevels.length - 1].mesh);\r\n }\r\n return this;\r\n }\r\n for (var index = 0; index < internalDataInfo._LODLevels.length; index++) {\r\n var level = internalDataInfo._LODLevels[index];\r\n if (level.distance < distanceToCamera) {\r\n if (level.mesh) {\r\n level.mesh._preActivate();\r\n level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);\r\n }\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, level.mesh);\r\n }\r\n return level.mesh;\r\n }\r\n }\r\n if (this.onLODLevelSelection) {\r\n this.onLODLevelSelection(distanceToCamera, this, this);\r\n }\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"geometry\", {\r\n /**\r\n * Gets the mesh internal Geometry object\r\n */\r\n get: function () {\r\n return this._geometry;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.\r\n * @returns the total number of vertices\r\n */\r\n Mesh.prototype.getTotalVertices = function () {\r\n if (this._geometry === null || this._geometry === undefined) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalVertices();\r\n };\r\n /**\r\n * Returns the content of an associated vertex buffer\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @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\r\n * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is\r\n * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.\r\n */\r\n Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);\r\n };\r\n /**\r\n * Returns the mesh VertexBuffer object from the requested `kind`\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.\r\n */\r\n Mesh.prototype.getVertexBuffer = function (kind) {\r\n if (!this._geometry) {\r\n return null;\r\n }\r\n return this._geometry.getVertexBuffer(kind);\r\n };\r\n /**\r\n * Tests if a specific vertex buffer is associated with this mesh\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n Mesh.prototype.isVerticesDataPresent = function (kind) {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVerticesDataPresent(kind);\r\n };\r\n /**\r\n * Returns a boolean defining if the vertex data for the requested `kind` is updatable.\r\n * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns a boolean\r\n */\r\n Mesh.prototype.isVertexBufferUpdatable = function (kind) {\r\n if (!this._geometry) {\r\n if (this._delayInfo) {\r\n return this._delayInfo.indexOf(kind) !== -1;\r\n }\r\n return false;\r\n }\r\n return this._geometry.isVertexBufferUpdatable(kind);\r\n };\r\n /**\r\n * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.\r\n * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.NormalKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @returns an array of strings\r\n */\r\n Mesh.prototype.getVerticesDataKinds = function () {\r\n if (!this._geometry) {\r\n var result = new Array();\r\n if (this._delayInfo) {\r\n this._delayInfo.forEach(function (kind) {\r\n result.push(kind);\r\n });\r\n }\r\n return result;\r\n }\r\n return this._geometry.getVerticesDataKinds();\r\n };\r\n /**\r\n * Returns a positive integer : the total number of indices in this mesh geometry.\r\n * @returns the numner of indices or zero if the mesh has no geometry.\r\n */\r\n Mesh.prototype.getTotalIndices = function () {\r\n if (!this._geometry) {\r\n return 0;\r\n }\r\n return this._geometry.getTotalIndices();\r\n };\r\n /**\r\n * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.\r\n * @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.\r\n * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it\r\n * @returns the indices array or an empty array if the mesh has no geometry\r\n */\r\n Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {\r\n if (!this._geometry) {\r\n return [];\r\n }\r\n return this._geometry.getIndices(copyWhenShared, forceCopy);\r\n };\r\n Object.defineProperty(Mesh.prototype, \"isBlocked\", {\r\n get: function () {\r\n return this._masterMesh !== null && this._masterMesh !== undefined;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Determine if the current mesh is ready to be rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)\r\n * @returns true if all associated assets are ready (material, textures, shaders)\r\n */\r\n Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {\r\n if (completeCheck === void 0) { completeCheck = false; }\r\n if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {\r\n return false;\r\n }\r\n if (!_super.prototype.isReady.call(this, completeCheck)) {\r\n return false;\r\n }\r\n if (!this.subMeshes || this.subMeshes.length === 0) {\r\n return true;\r\n }\r\n if (!completeCheck) {\r\n return true;\r\n }\r\n var engine = this.getEngine();\r\n var scene = this.getScene();\r\n var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;\r\n this.computeWorldMatrix();\r\n var mat = this.material || scene.defaultMaterial;\r\n if (mat) {\r\n if (mat._storeEffectOnSubMeshes) {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var subMesh = _a[_i];\r\n var effectiveMaterial = subMesh.getMaterial();\r\n if (effectiveMaterial) {\r\n if (effectiveMaterial._storeEffectOnSubMeshes) {\r\n if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n else {\r\n if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n else {\r\n if (!mat.isReady(this, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n // Shadows\r\n for (var _b = 0, _c = this.lightSources; _b < _c.length; _b++) {\r\n var light = _c[_b];\r\n var generator = light.getShadowGenerator();\r\n if (generator) {\r\n for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {\r\n var subMesh = _e[_d];\r\n if (!generator.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n }\r\n // LOD\r\n for (var _f = 0, _g = this._internalMeshDataInfo._LODLevels; _f < _g.length; _f++) {\r\n var lod = _g[_f];\r\n if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n return true;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"areNormalsFrozen\", {\r\n /**\r\n * 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.\r\n */\r\n get: function () {\r\n return this._internalMeshDataInfo._areNormalsFrozen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * 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.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.freezeNormals = function () {\r\n this._internalMeshDataInfo._areNormalsFrozen = true;\r\n return this;\r\n };\r\n /**\r\n * 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\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unfreezeNormals = function () {\r\n this._internalMeshDataInfo._areNormalsFrozen = false;\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"overridenInstanceCount\", {\r\n /**\r\n * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs\r\n */\r\n set: function (count) {\r\n this._instanceDataStorage.overridenInstanceCount = count;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n // Methods\r\n /** @hidden */\r\n Mesh.prototype._preActivate = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n var sceneRenderId = this.getScene().getRenderId();\r\n if (internalDataInfo._preActivateId === sceneRenderId) {\r\n return this;\r\n }\r\n internalDataInfo._preActivateId = sceneRenderId;\r\n this._instanceDataStorage.visibleInstances = null;\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {\r\n if (this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {\r\n if (!this._instanceDataStorage.visibleInstances) {\r\n this._instanceDataStorage.visibleInstances = {\r\n defaultRenderId: renderId,\r\n selfDefaultRenderId: this._renderId\r\n };\r\n }\r\n if (!this._instanceDataStorage.visibleInstances[renderId]) {\r\n this._instanceDataStorage.visibleInstances[renderId] = new Array();\r\n }\r\n this._instanceDataStorage.visibleInstances[renderId].push(instance);\r\n return this;\r\n };\r\n /**\r\n * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.\r\n * This means the mesh underlying bounding box and sphere are recomputed.\r\n * @param applySkeleton defines whether to apply the skeleton before computing the bounding info\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {\r\n if (applySkeleton === void 0) { applySkeleton = false; }\r\n if (this._boundingInfo && this._boundingInfo.isLocked) {\r\n return this;\r\n }\r\n var bias = this.geometry ? this.geometry.boundingBias : null;\r\n this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._createGlobalSubMesh = function (force) {\r\n var totalVertices = this.getTotalVertices();\r\n if (!totalVertices || !this.getIndices()) {\r\n return null;\r\n }\r\n // Check if we need to recreate the submeshes\r\n if (this.subMeshes && this.subMeshes.length > 0) {\r\n var ib = this.getIndices();\r\n if (!ib) {\r\n return null;\r\n }\r\n var totalIndices = ib.length;\r\n var needToRecreate = false;\r\n if (force) {\r\n needToRecreate = true;\r\n }\r\n else {\r\n for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {\r\n var submesh = _a[_i];\r\n if (submesh.indexStart + submesh.indexCount >= totalIndices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {\r\n needToRecreate = true;\r\n break;\r\n }\r\n }\r\n }\r\n if (!needToRecreate) {\r\n return this.subMeshes[0];\r\n }\r\n }\r\n this.releaseSubMeshes();\r\n return new SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);\r\n };\r\n /**\r\n * This function will subdivide the mesh into multiple submeshes\r\n * @param count defines the expected number of submeshes\r\n */\r\n Mesh.prototype.subdivide = function (count) {\r\n if (count < 1) {\r\n return;\r\n }\r\n var totalIndices = this.getTotalIndices();\r\n var subdivisionSize = (totalIndices / count) | 0;\r\n var offset = 0;\r\n // Ensure that subdivisionSize is a multiple of 3\r\n while (subdivisionSize % 3 !== 0) {\r\n subdivisionSize++;\r\n }\r\n this.releaseSubMeshes();\r\n for (var index = 0; index < count; index++) {\r\n if (offset >= totalIndices) {\r\n break;\r\n }\r\n SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);\r\n offset += subdivisionSize;\r\n }\r\n this.synchronizeInstances();\r\n };\r\n /**\r\n * Copy a FloatArray into a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n * @param stride defines the data stride size (can be null)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.set(data, kind);\r\n var scene = this.getScene();\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setVerticesData(kind, data, updatable, stride);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Flags an associated vertex buffer as updatable\r\n * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param updatable defines if the updated vertex buffer must be flagged as updatable\r\n */\r\n Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {\r\n if (updatable === void 0) { updatable = true; }\r\n var vb = this.getVertexBuffer(kind);\r\n if (!vb || vb.isUpdatable() === updatable) {\r\n return;\r\n }\r\n this.setVerticesData(kind, this.getVerticesData(kind), updatable);\r\n };\r\n /**\r\n * Sets the mesh global Vertex Buffer\r\n * @param buffer defines the buffer to use\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setVerticesBuffer = function (buffer) {\r\n if (!this._geometry) {\r\n this._geometry = Geometry.CreateGeometryForMesh(this);\r\n }\r\n this._geometry.setVerticesBuffer(buffer);\r\n return this;\r\n };\r\n /**\r\n * Update a specific associated vertex buffer\r\n * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :\r\n * - VertexBuffer.PositionKind\r\n * - VertexBuffer.UVKind\r\n * - VertexBuffer.UV2Kind\r\n * - VertexBuffer.UV3Kind\r\n * - VertexBuffer.UV4Kind\r\n * - VertexBuffer.UV5Kind\r\n * - VertexBuffer.UV6Kind\r\n * - VertexBuffer.ColorKind\r\n * - VertexBuffer.MatricesIndicesKind\r\n * - VertexBuffer.MatricesIndicesExtraKind\r\n * - VertexBuffer.MatricesWeightsKind\r\n * - VertexBuffer.MatricesWeightsExtraKind\r\n * @param data defines the data source\r\n * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for \"position\" kind\r\n * @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)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n if (!makeItUnique) {\r\n this._geometry.updateVerticesData(kind, data, updateExtends);\r\n }\r\n else {\r\n this.makeGeometryUnique();\r\n this.updateVerticesData(kind, data, updateExtends, false);\r\n }\r\n return this;\r\n };\r\n /**\r\n * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.\r\n * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions\r\n * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything\r\n * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {\r\n if (computeNormals === void 0) { computeNormals = true; }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions) {\r\n return this;\r\n }\r\n positionFunction(positions);\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions, false, false);\r\n if (computeNormals) {\r\n var indices = this.getIndices();\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!normals) {\r\n return this;\r\n }\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals, false, false);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Creates a un-shared specific occurence of the geometry for the mesh.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.makeGeometryUnique = function () {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var oldGeometry = this._geometry;\r\n var geometry = this._geometry.copy(Geometry.RandomId());\r\n oldGeometry.releaseForMesh(this, true);\r\n geometry.applyToMesh(this);\r\n return this;\r\n };\r\n /**\r\n * Set the index buffer of this mesh\r\n * @param indices defines the source data\r\n * @param totalVertices defines the total number of vertices referenced by this index data (can be null)\r\n * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {\r\n if (totalVertices === void 0) { totalVertices = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (!this._geometry) {\r\n var vertexData = new VertexData();\r\n vertexData.indices = indices;\r\n var scene = this.getScene();\r\n new Geometry(Geometry.RandomId(), scene, vertexData, updatable, this);\r\n }\r\n else {\r\n this._geometry.setIndices(indices, totalVertices, updatable);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Update the current index buffer\r\n * @param indices defines the source data\r\n * @param offset defines the offset in the index buffer where to store the new data (can be null)\r\n * @param gpuMemoryOnly defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.updateIndices = function (indices, offset, gpuMemoryOnly) {\r\n if (gpuMemoryOnly === void 0) { gpuMemoryOnly = false; }\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.updateIndices(indices, offset, gpuMemoryOnly);\r\n return this;\r\n };\r\n /**\r\n * Invert the geometry to move from a right handed system to a left handed one.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.toLeftHanded = function () {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n this._geometry.toLeftHanded();\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._bind = function (subMesh, effect, fillMode) {\r\n if (!this._geometry) {\r\n return this;\r\n }\r\n var engine = this.getScene().getEngine();\r\n // Wireframe\r\n var indexToBind;\r\n if (this._unIndexed) {\r\n indexToBind = null;\r\n }\r\n else {\r\n switch (fillMode) {\r\n case Material.PointFillMode:\r\n indexToBind = null;\r\n break;\r\n case Material.WireFrameFillMode:\r\n indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);\r\n break;\r\n default:\r\n case Material.TriangleFillMode:\r\n indexToBind = this._geometry.getIndexBuffer();\r\n break;\r\n }\r\n }\r\n // VBOs\r\n this._geometry._bind(effect, indexToBind);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n if (this._internalMeshDataInfo._onBeforeDrawObservable) {\r\n this._internalMeshDataInfo._onBeforeDrawObservable.notifyObservers(this);\r\n }\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (this._unIndexed || fillMode == Material.PointFillMode) {\r\n // or triangles as points\r\n engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);\r\n }\r\n else if (fillMode == Material.WireFrameFillMode) {\r\n // Triangles as wireframe\r\n engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);\r\n }\r\n else {\r\n engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Registers for this mesh a javascript function called just before the rendering process\r\n * @param func defines the function to call before rendering this mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.registerBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Disposes a previously registered javascript function called before the rendering\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unregisterBeforeRender = function (func) {\r\n this.onBeforeRenderObservable.removeCallback(func);\r\n return this;\r\n };\r\n /**\r\n * Registers for this mesh a javascript function called just after the rendering is complete\r\n * @param func defines the function to call after rendering this mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.registerAfterRender = function (func) {\r\n this.onAfterRenderObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Disposes a previously registered javascript function called after the rendering.\r\n * @param func defines the function to remove\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.unregisterAfterRender = function (func) {\r\n this.onAfterRenderObservable.removeCallback(func);\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._getInstancesRenderList = function (subMeshId) {\r\n if (this._instanceDataStorage.isFrozen && this._instanceDataStorage.previousBatch) {\r\n return this._instanceDataStorage.previousBatch;\r\n }\r\n var scene = this.getScene();\r\n var isInIntermediateRendering = scene._isInIntermediateRendering();\r\n var onlyForInstances = isInIntermediateRendering ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate : this._internalAbstractMeshDataInfo._onlyForInstances;\r\n var batchCache = this._instanceDataStorage.batchCache;\r\n batchCache.mustReturn = false;\r\n batchCache.renderSelf[subMeshId] = !onlyForInstances && this.isEnabled() && this.isVisible;\r\n batchCache.visibleInstances[subMeshId] = null;\r\n if (this._instanceDataStorage.visibleInstances) {\r\n var visibleInstances = this._instanceDataStorage.visibleInstances;\r\n var currentRenderId = scene.getRenderId();\r\n var defaultRenderId = (isInIntermediateRendering ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];\r\n if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {\r\n batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];\r\n }\r\n }\r\n batchCache.hardwareInstancedRendering[subMeshId] = this._instanceDataStorage.hardwareInstancedRendering && (batchCache.visibleInstances[subMeshId] !== null) && (batchCache.visibleInstances[subMeshId] !== undefined);\r\n this._instanceDataStorage.previousBatch = batchCache;\r\n return batchCache;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {\r\n var visibleInstances = batch.visibleInstances[subMesh._id];\r\n if (!visibleInstances) {\r\n return this;\r\n }\r\n var instanceStorage = this._instanceDataStorage;\r\n var currentInstancesBufferSize = instanceStorage.instancesBufferSize;\r\n var instancesBuffer = instanceStorage.instancesBuffer;\r\n var matricesCount = visibleInstances.length + 1;\r\n var bufferSize = matricesCount * 16 * 4;\r\n while (instanceStorage.instancesBufferSize < bufferSize) {\r\n instanceStorage.instancesBufferSize *= 2;\r\n }\r\n if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);\r\n }\r\n var offset = 0;\r\n var instancesCount = 0;\r\n var world = this._effectiveMesh.getWorldMatrix();\r\n if (batch.renderSelf[subMesh._id]) {\r\n world.copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n if (visibleInstances) {\r\n for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {\r\n var instance = visibleInstances[instanceIndex];\r\n instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);\r\n offset += 16;\r\n instancesCount++;\r\n }\r\n }\r\n if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {\r\n if (instancesBuffer) {\r\n instancesBuffer.dispose();\r\n }\r\n instancesBuffer = new Buffer(engine, instanceStorage.instancesData, true, 16, false, true);\r\n instanceStorage.instancesBuffer = instancesBuffer;\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world0\", 0, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world1\", 4, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world2\", 8, 4));\r\n this.setVerticesBuffer(instancesBuffer.createVertexBuffer(\"world3\", 12, 4));\r\n }\r\n else {\r\n instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);\r\n }\r\n this._bind(subMesh, effect, fillMode);\r\n this._draw(subMesh, fillMode, instancesCount);\r\n engine.unbindInstanceAttributes();\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {\r\n var scene = this.getScene();\r\n var engine = scene.getEngine();\r\n if (hardwareInstancedRendering) {\r\n this._renderWithInstances(subMesh, fillMode, batch, effect, engine);\r\n }\r\n else {\r\n if (batch.renderSelf[subMesh._id]) {\r\n // Draw\r\n if (onBeforeDraw) {\r\n onBeforeDraw(false, this._effectiveMesh.getWorldMatrix(), effectiveMaterial);\r\n }\r\n this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);\r\n }\r\n var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];\r\n if (visibleInstancesForSubMesh) {\r\n for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {\r\n var instance = visibleInstancesForSubMesh[instanceIndex];\r\n // World\r\n var world = instance.getWorldMatrix();\r\n if (onBeforeDraw) {\r\n onBeforeDraw(true, world, effectiveMaterial);\r\n }\r\n // Draw\r\n this._draw(subMesh, fillMode);\r\n }\r\n }\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._rebuild = function () {\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n // Dispose instance buffer to be recreated in _renderWithInstances when rendered\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n _super.prototype._rebuild.call(this);\r\n };\r\n /** @hidden */\r\n Mesh.prototype._freeze = function () {\r\n if (!this.subMeshes) {\r\n return;\r\n }\r\n // Prepare batches\r\n for (var index = 0; index < this.subMeshes.length; index++) {\r\n this._getInstancesRenderList(index);\r\n }\r\n this._effectiveMaterial = null;\r\n this._instanceDataStorage.isFrozen = true;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._unFreeze = function () {\r\n this._instanceDataStorage.isFrozen = false;\r\n this._instanceDataStorage.previousBatch = null;\r\n };\r\n /**\r\n * 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\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.render = function (subMesh, enableAlphaMode) {\r\n var scene = this.getScene();\r\n if (scene._isInIntermediateRendering()) {\r\n this._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n }\r\n else {\r\n this._internalAbstractMeshDataInfo._isActive = false;\r\n }\r\n if (this._checkOcclusionQuery()) {\r\n return this;\r\n }\r\n // Managing instances\r\n var batch = this._getInstancesRenderList(subMesh._id);\r\n if (batch.mustReturn) {\r\n return this;\r\n }\r\n // Checking geometry state\r\n if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {\r\n return this;\r\n }\r\n if (this._internalMeshDataInfo._onBeforeRenderObservable) {\r\n this._internalMeshDataInfo._onBeforeRenderObservable.notifyObservers(this);\r\n }\r\n var engine = scene.getEngine();\r\n var hardwareInstancedRendering = batch.hardwareInstancedRendering[subMesh._id];\r\n var instanceDataStorage = this._instanceDataStorage;\r\n var material = subMesh.getMaterial();\r\n if (!material) {\r\n return this;\r\n }\r\n // Material\r\n if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) {\r\n this._effectiveMaterial = material;\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n }\r\n else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {\r\n return this;\r\n }\r\n }\r\n // Alpha mode\r\n if (enableAlphaMode) {\r\n engine.setAlphaMode(this._effectiveMaterial.alphaMode);\r\n }\r\n for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {\r\n var step = _a[_i];\r\n step.action(this, subMesh, batch);\r\n }\r\n var effect;\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n effect = subMesh.effect;\r\n }\r\n else {\r\n effect = this._effectiveMaterial.getEffect();\r\n }\r\n if (!effect) {\r\n return this;\r\n }\r\n var effectiveMesh = this._effectiveMesh;\r\n var sideOrientation;\r\n if (!instanceDataStorage.isFrozen) {\r\n sideOrientation = this.overrideMaterialSideOrientation;\r\n if (sideOrientation == null) {\r\n sideOrientation = this._effectiveMaterial.sideOrientation;\r\n if (effectiveMesh._getWorldMatrixDeterminant() < 0) {\r\n sideOrientation = (sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation);\r\n }\r\n }\r\n instanceDataStorage.sideOrientation = sideOrientation;\r\n }\r\n else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);\r\n if (this._effectiveMaterial.forceDepthWrite) {\r\n engine.setDepthWrite(true);\r\n }\r\n // Bind\r\n var fillMode = scene.forcePointsCloud ? Material.PointFillMode : (scene.forceWireframe ? Material.WireFrameFillMode : this._effectiveMaterial.fillMode);\r\n if (this._internalMeshDataInfo._onBeforeBindObservable) {\r\n this._internalMeshDataInfo._onBeforeBindObservable.notifyObservers(this);\r\n }\r\n if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB\r\n this._bind(subMesh, effect, fillMode);\r\n }\r\n var world = effectiveMesh.getWorldMatrix();\r\n if (this._effectiveMaterial._storeEffectOnSubMeshes) {\r\n this._effectiveMaterial.bindForSubMesh(world, this, subMesh);\r\n }\r\n else {\r\n this._effectiveMaterial.bind(world, this);\r\n }\r\n if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);\r\n this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);\r\n }\r\n // Draw\r\n this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);\r\n // Unbind\r\n this._effectiveMaterial.unbind();\r\n for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {\r\n var step = _c[_b];\r\n step.action(this, subMesh, batch);\r\n }\r\n if (this._internalMeshDataInfo._onAfterRenderObservable) {\r\n this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);\r\n }\r\n return this;\r\n };\r\n Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {\r\n if (isInstance && effectiveMaterial) {\r\n effectiveMaterial.bindOnlyWorldMatrix(world);\r\n }\r\n };\r\n /**\r\n * Renormalize the mesh and patch it up if there are no weights\r\n * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.\r\n * However in the case of zero weights then we set just a single influence to 1.\r\n * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.\r\n */\r\n Mesh.prototype.cleanMatrixWeights = function () {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n if (this.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n this.normalizeSkinWeightsAndExtra();\r\n }\r\n else {\r\n this.normalizeSkinFourWeights();\r\n }\r\n }\r\n };\r\n // faster 4 weight version.\r\n Mesh.prototype.normalizeSkinFourWeights = function () {\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n var numWeights = matricesWeights.length;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n };\r\n // handle special case of extra verts. (in theory gltf can handle 12 influences)\r\n Mesh.prototype.normalizeSkinWeightsAndExtra = function () {\r\n var matricesWeightsExtra = this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n var numWeights = matricesWeights.length;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n // accumulate weights\r\n var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];\r\n t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n matricesWeights[a] = 1;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n matricesWeights[a] *= recip;\r\n matricesWeights[a + 1] *= recip;\r\n matricesWeights[a + 2] *= recip;\r\n matricesWeights[a + 3] *= recip;\r\n // same goes for extras\r\n matricesWeightsExtra[a] *= recip;\r\n matricesWeightsExtra[a + 1] *= recip;\r\n matricesWeightsExtra[a + 2] *= recip;\r\n matricesWeightsExtra[a + 3] *= recip;\r\n }\r\n }\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeights);\r\n this.setVerticesData(VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);\r\n };\r\n /**\r\n * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,\r\n * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let\r\n * the user know there was an issue with importing the mesh\r\n * @returns a validation object with skinned, valid and report string\r\n */\r\n Mesh.prototype.validateSkinning = function () {\r\n var matricesWeightsExtra = this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind);\r\n var matricesWeights = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (matricesWeights === null || this.skeleton == null) {\r\n return { skinned: false, valid: true, report: \"not skinned\" };\r\n }\r\n var numWeights = matricesWeights.length;\r\n var numberNotSorted = 0;\r\n var missingWeights = 0;\r\n var maxUsedWeights = 0;\r\n var numberNotNormalized = 0;\r\n var numInfluences = matricesWeightsExtra === null ? 4 : 8;\r\n var usedWeightCounts = new Array();\r\n for (var a = 0; a <= numInfluences; a++) {\r\n usedWeightCounts[a] = 0;\r\n }\r\n var toleranceEpsilon = 0.001;\r\n for (var a = 0; a < numWeights; a += 4) {\r\n var lastWeight = matricesWeights[a];\r\n var t = lastWeight;\r\n var usedWeights = t === 0 ? 0 : 1;\r\n for (var b = 1; b < numInfluences; b++) {\r\n var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];\r\n if (d > lastWeight) {\r\n numberNotSorted++;\r\n }\r\n if (d !== 0) {\r\n usedWeights++;\r\n }\r\n t += d;\r\n lastWeight = d;\r\n }\r\n // count the buffer weights usage\r\n usedWeightCounts[usedWeights]++;\r\n // max influences\r\n if (usedWeights > maxUsedWeights) {\r\n maxUsedWeights = usedWeights;\r\n }\r\n // check for invalid weight and just set it to 1.\r\n if (t === 0) {\r\n missingWeights++;\r\n }\r\n else {\r\n // renormalize so everything adds to 1 use reciprical\r\n var recip = 1 / t;\r\n var tolerance = 0;\r\n for (b = 0; b < numInfluences; b++) {\r\n if (b < 4) {\r\n tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));\r\n }\r\n else {\r\n tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));\r\n }\r\n }\r\n // arbitary epsilon value for dicdating not normalized\r\n if (tolerance > toleranceEpsilon) {\r\n numberNotNormalized++;\r\n }\r\n }\r\n }\r\n // validate bone indices are in range of the skeleton\r\n var numBones = this.skeleton.bones.length;\r\n var matricesIndices = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesIndicesExtra = this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind);\r\n var numBadBoneIndices = 0;\r\n for (var a = 0; a < numWeights; a++) {\r\n for (var b = 0; b < numInfluences; b++) {\r\n var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];\r\n if (index >= numBones || index < 0) {\r\n numBadBoneIndices++;\r\n }\r\n }\r\n }\r\n // log mesh stats\r\n var output = \"Number of Weights = \" + numWeights / 4 + \"\\nMaximum influences = \" + maxUsedWeights +\r\n \"\\nMissing Weights = \" + missingWeights + \"\\nNot Sorted = \" + numberNotSorted +\r\n \"\\nNot Normalized = \" + numberNotNormalized + \"\\nWeightCounts = [\" + usedWeightCounts + \"]\" +\r\n \"\\nNumber of bones = \" + numBones + \"\\nBad Bone Indices = \" + numBadBoneIndices;\r\n return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };\r\n };\r\n /** @hidden */\r\n Mesh.prototype._checkDelayState = function () {\r\n var scene = this.getScene();\r\n if (this._geometry) {\r\n this._geometry.load(scene);\r\n }\r\n else if (this.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) {\r\n this.delayLoadState = Constants.DELAYLOADSTATE_LOADING;\r\n this._queueLoad(scene);\r\n }\r\n return this;\r\n };\r\n Mesh.prototype._queueLoad = function (scene) {\r\n var _this = this;\r\n scene._addPendingData(this);\r\n var getBinaryData = (this.delayLoadingFile.indexOf(\".babylonbinarymeshdata\") !== -1);\r\n Tools.LoadFile(this.delayLoadingFile, function (data) {\r\n if (data instanceof ArrayBuffer) {\r\n _this._delayLoadingFunction(data, _this);\r\n }\r\n else {\r\n _this._delayLoadingFunction(JSON.parse(data), _this);\r\n }\r\n _this.instances.forEach(function (instance) {\r\n instance.refreshBoundingInfo();\r\n instance._syncSubMeshes();\r\n });\r\n _this.delayLoadState = Constants.DELAYLOADSTATE_LOADED;\r\n scene._removePendingData(_this);\r\n }, function () { }, scene.offlineProvider, getBinaryData);\r\n return this;\r\n };\r\n /**\r\n * Returns `true` if the mesh is within the frustum defined by the passed array of planes.\r\n * A mesh is in the frustum if its bounding box intersects the frustum\r\n * @param frustumPlanes defines the frustum to test\r\n * @returns true if the mesh is in the frustum planes\r\n */\r\n Mesh.prototype.isInFrustum = function (frustumPlanes) {\r\n if (this.delayLoadState === Constants.DELAYLOADSTATE_LOADING) {\r\n return false;\r\n }\r\n if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {\r\n return false;\r\n }\r\n this._checkDelayState();\r\n return true;\r\n };\r\n /**\r\n * Sets the mesh material by the material or multiMaterial `id` property\r\n * @param id is a string identifying the material or the multiMaterial\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.setMaterialByID = function (id) {\r\n var materials = this.getScene().materials;\r\n var index;\r\n for (index = materials.length - 1; index > -1; index--) {\r\n if (materials[index].id === id) {\r\n this.material = materials[index];\r\n return this;\r\n }\r\n }\r\n // Multi\r\n var multiMaterials = this.getScene().multiMaterials;\r\n for (index = multiMaterials.length - 1; index > -1; index--) {\r\n if (multiMaterials[index].id === id) {\r\n this.material = multiMaterials[index];\r\n return this;\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns as a new array populated with the mesh material and/or skeleton, if any.\r\n * @returns an array of IAnimatable\r\n */\r\n Mesh.prototype.getAnimatables = function () {\r\n var results = new Array();\r\n if (this.material) {\r\n results.push(this.material);\r\n }\r\n if (this.skeleton) {\r\n results.push(this.skeleton);\r\n }\r\n return results;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to the passed transformation matrix.\r\n * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.\r\n * The mesh normals are modified using the same transformation.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @param transform defines the transform matrix to use\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.bakeTransformIntoVertices = function (transform) {\r\n // Position\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n var submeshes = this.subMeshes.splice(0);\r\n this._resetPointsArrayCache();\r\n var data = this.getVerticesData(VertexBuffer.PositionKind);\r\n var temp = new Array();\r\n var index;\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformCoordinates(Vector3.FromArray(data, index), transform).toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.PositionKind, temp, this.getVertexBuffer(VertexBuffer.PositionKind).isUpdatable());\r\n // Normals\r\n if (this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n data = this.getVerticesData(VertexBuffer.NormalKind);\r\n temp = [];\r\n for (index = 0; index < data.length; index += 3) {\r\n Vector3.TransformNormal(Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);\r\n }\r\n this.setVerticesData(VertexBuffer.NormalKind, temp, this.getVertexBuffer(VertexBuffer.NormalKind).isUpdatable());\r\n }\r\n // flip faces?\r\n if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {\r\n this.flipFaces();\r\n }\r\n // Restore submeshes\r\n this.releaseSubMeshes();\r\n this.subMeshes = submeshes;\r\n return this;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to its own current World Matrix.\r\n * The mesh World Matrix is then reset.\r\n * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.\r\n * Note that, under the hood, this method sets a new VertexBuffer each call.\r\n * @see http://doc.babylonjs.com/resources/baking_transformations\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.bakeCurrentTransformIntoVertices = function () {\r\n this.bakeTransformIntoVertices(this.computeWorldMatrix(true));\r\n this.scaling.copyFromFloats(1, 1, 1);\r\n this.position.copyFromFloats(0, 0, 0);\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n //only if quaternion is already set\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.Identity();\r\n }\r\n this._worldMatrix = Matrix.Identity();\r\n return this;\r\n };\r\n Object.defineProperty(Mesh.prototype, \"_positions\", {\r\n // Cache\r\n /** @hidden */\r\n get: function () {\r\n if (this._geometry) {\r\n return this._geometry._positions;\r\n }\r\n return null;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n Mesh.prototype._resetPointsArrayCache = function () {\r\n if (this._geometry) {\r\n this._geometry._resetPointsArrayCache();\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n Mesh.prototype._generatePointsArray = function () {\r\n if (this._geometry) {\r\n return this._geometry._generatePointsArray();\r\n }\r\n return false;\r\n };\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * This method must not get confused with createInstance()\r\n * @param name is a string, the name given to the new mesh\r\n * @param newParent can be any Node object (default `null`)\r\n * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)\r\n * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)\r\n * @returns a new mesh\r\n */\r\n Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {\r\n if (name === void 0) { name = \"\"; }\r\n if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }\r\n return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);\r\n };\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n this.morphTargetManager = null;\r\n if (this._geometry) {\r\n this._geometry.releaseForMesh(this, true);\r\n }\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (internalDataInfo._onBeforeDrawObservable) {\r\n internalDataInfo._onBeforeDrawObservable.clear();\r\n }\r\n if (internalDataInfo._onBeforeBindObservable) {\r\n internalDataInfo._onBeforeBindObservable.clear();\r\n }\r\n if (internalDataInfo._onBeforeRenderObservable) {\r\n internalDataInfo._onBeforeRenderObservable.clear();\r\n }\r\n if (internalDataInfo._onAfterRenderObservable) {\r\n internalDataInfo._onAfterRenderObservable.clear();\r\n }\r\n // Sources\r\n if (this._scene.useClonedMeshhMap) {\r\n if (internalDataInfo.meshMap) {\r\n for (var uniqueId in internalDataInfo.meshMap) {\r\n var mesh = internalDataInfo.meshMap[uniqueId];\r\n if (mesh) {\r\n mesh._internalMeshDataInfo._source = null;\r\n internalDataInfo.meshMap[uniqueId] = undefined;\r\n }\r\n }\r\n }\r\n if (internalDataInfo._source && internalDataInfo._source._internalMeshDataInfo.meshMap) {\r\n internalDataInfo._source._internalMeshDataInfo.meshMap[this.uniqueId] = undefined;\r\n }\r\n }\r\n else {\r\n var meshes = this.getScene().meshes;\r\n for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {\r\n var abstractMesh = meshes_1[_i];\r\n var mesh = abstractMesh;\r\n if (mesh._internalMeshDataInfo && mesh._internalMeshDataInfo._source && mesh._internalMeshDataInfo._source === this) {\r\n mesh._internalMeshDataInfo._source = null;\r\n }\r\n }\r\n }\r\n internalDataInfo._source = null;\r\n // Instances\r\n if (this._instanceDataStorage.instancesBuffer) {\r\n this._instanceDataStorage.instancesBuffer.dispose();\r\n this._instanceDataStorage.instancesBuffer = null;\r\n }\r\n while (this.instances.length) {\r\n this.instances[0].dispose();\r\n }\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Modifies the mesh geometry according to a displacement map.\r\n * 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.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param url is a string, the URL from the image file is to be downloaded.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @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.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {\r\n var _this = this;\r\n if (forceUpdate === void 0) { forceUpdate = false; }\r\n var scene = this.getScene();\r\n var onload = function (img) {\r\n // Getting height map data\r\n var canvas = document.createElement(\"canvas\");\r\n var context = canvas.getContext(\"2d\");\r\n var heightMapWidth = img.width;\r\n var heightMapHeight = img.height;\r\n canvas.width = heightMapWidth;\r\n canvas.height = heightMapHeight;\r\n context.drawImage(img, 0, 0);\r\n // Create VertexData from map data\r\n //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949\r\n var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;\r\n _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);\r\n //execute success callback, if set\r\n if (onSuccess) {\r\n onSuccess(_this);\r\n }\r\n };\r\n Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);\r\n return this;\r\n };\r\n /**\r\n * Modifies the mesh geometry according to a displacementMap buffer.\r\n * 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.\r\n * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.\r\n * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.\r\n * @param heightMapWidth is the width of the buffer image.\r\n * @param heightMapHeight is the height of the buffer image.\r\n * @param minHeight is the lower limit of the displacement.\r\n * @param maxHeight is the upper limit of the displacement.\r\n * @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.\r\n * @param uvOffset is an optional vector2 used to offset UV.\r\n * @param uvScale is an optional vector2 used to scale UV.\r\n * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.\r\n * @returns the Mesh.\r\n */\r\n Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {\r\n if (forceUpdate === void 0) { forceUpdate = false; }\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.NormalKind)\r\n || !this.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n Logger.Warn(\"Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing\");\r\n return this;\r\n }\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind, true, true);\r\n var normals = this.getVerticesData(VertexBuffer.NormalKind);\r\n var uvs = this.getVerticesData(VertexBuffer.UVKind);\r\n var position = Vector3.Zero();\r\n var normal = Vector3.Zero();\r\n var uv = Vector2.Zero();\r\n uvOffset = uvOffset || Vector2.Zero();\r\n uvScale = uvScale || new Vector2(1, 1);\r\n for (var index = 0; index < positions.length; index += 3) {\r\n Vector3.FromArrayToRef(positions, index, position);\r\n Vector3.FromArrayToRef(normals, index, normal);\r\n Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);\r\n // Compute height\r\n var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;\r\n var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;\r\n var pos = (u + v * heightMapWidth) * 4;\r\n var r = buffer[pos] / 255.0;\r\n var g = buffer[pos + 1] / 255.0;\r\n var b = buffer[pos + 2] / 255.0;\r\n var gradient = r * 0.3 + g * 0.59 + b * 0.11;\r\n normal.normalize();\r\n normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);\r\n position = position.add(normal);\r\n position.toArray(positions, index);\r\n }\r\n VertexData.ComputeNormals(positions, this.getIndices(), normals);\r\n if (forceUpdate) {\r\n this.setVerticesData(VertexBuffer.PositionKind, positions);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n else {\r\n this.updateVerticesData(VertexBuffer.PositionKind, positions);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normals);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Modify the mesh to get a flat shading rendering.\r\n * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.\r\n * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.convertToFlatShadedMesh = function () {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs = {};\r\n var data = {};\r\n var newdata = {};\r\n var updatableNormals = false;\r\n var kindIndex;\r\n var kind;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n if (kind === VertexBuffer.NormalKind) {\r\n updatableNormals = vertexBuffer.isUpdatable();\r\n kinds.splice(kindIndex, 1);\r\n kindIndex--;\r\n continue;\r\n }\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n // Generating unique vertices per face\r\n var index;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n // Updating faces & normal\r\n var normals = [];\r\n var positions = newdata[VertexBuffer.PositionKind];\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n var p1 = Vector3.FromArray(positions, index * 3);\r\n var p2 = Vector3.FromArray(positions, (index + 1) * 3);\r\n var p3 = Vector3.FromArray(positions, (index + 2) * 3);\r\n var p1p2 = p1.subtract(p2);\r\n var p3p2 = p3.subtract(p2);\r\n var normal = Vector3.Normalize(Vector3.Cross(p1p2, p3p2));\r\n // Store same normals for every vertex\r\n for (var localIndex = 0; localIndex < 3; localIndex++) {\r\n normals.push(normal.x);\r\n normals.push(normal.y);\r\n normals.push(normal.z);\r\n }\r\n }\r\n this.setIndices(indices);\r\n this.setVerticesData(VertexBuffer.NormalKind, normals, updatableNormals);\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n this.synchronizeInstances();\r\n return this;\r\n };\r\n /**\r\n * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.\r\n * In other words, more vertices, no more indices and a single bigger VBO.\r\n * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.convertToUnIndexedMesh = function () {\r\n var kinds = this.getVerticesDataKinds();\r\n var vbs = {};\r\n var data = {};\r\n var newdata = {};\r\n var kindIndex;\r\n var kind;\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var vertexBuffer = this.getVertexBuffer(kind);\r\n vbs[kind] = vertexBuffer;\r\n data[kind] = vbs[kind].getData();\r\n newdata[kind] = [];\r\n }\r\n // Save previous submeshes\r\n var previousSubmeshes = this.subMeshes.slice(0);\r\n var indices = this.getIndices();\r\n var totalIndices = this.getTotalIndices();\r\n // Generating unique vertices per face\r\n var index;\r\n for (index = 0; index < totalIndices; index++) {\r\n var vertexIndex = indices[index];\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n var stride = vbs[kind].getStrideSize();\r\n for (var offset = 0; offset < stride; offset++) {\r\n newdata[kind].push(data[kind][vertexIndex * stride + offset]);\r\n }\r\n }\r\n }\r\n // Updating indices\r\n for (index = 0; index < totalIndices; index += 3) {\r\n indices[index] = index;\r\n indices[index + 1] = index + 1;\r\n indices[index + 2] = index + 2;\r\n }\r\n this.setIndices(indices);\r\n // Updating vertex buffers\r\n for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {\r\n kind = kinds[kindIndex];\r\n this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());\r\n }\r\n // Updating submeshes\r\n this.releaseSubMeshes();\r\n for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {\r\n var previousOne = previousSubmeshes[submeshIndex];\r\n SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);\r\n }\r\n this._unIndexed = true;\r\n this.synchronizeInstances();\r\n return this;\r\n };\r\n /**\r\n * Inverses facet orientations.\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param flipNormals will also inverts the normals\r\n * @returns current mesh\r\n */\r\n Mesh.prototype.flipFaces = function (flipNormals) {\r\n if (flipNormals === void 0) { flipNormals = false; }\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var i;\r\n if (flipNormals && this.isVerticesDataPresent(VertexBuffer.NormalKind) && vertex_data.normals) {\r\n for (i = 0; i < vertex_data.normals.length; i++) {\r\n vertex_data.normals[i] *= -1;\r\n }\r\n }\r\n if (vertex_data.indices) {\r\n var temp;\r\n for (i = 0; i < vertex_data.indices.length; i += 3) {\r\n // reassign indices\r\n temp = vertex_data.indices[i + 1];\r\n vertex_data.indices[i + 1] = vertex_data.indices[i + 2];\r\n vertex_data.indices[i + 2] = temp;\r\n }\r\n }\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n return this;\r\n };\r\n /**\r\n * Increase the number of facets and hence vertices in a mesh\r\n * Vertex normals are interpolated from existing vertex normals\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1\r\n */\r\n Mesh.prototype.increaseVertices = function (numberPerEdge) {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var uvs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var positions = vertex_data.positions;\r\n var normals = vertex_data.normals;\r\n if (currentIndices === null || positions === null || normals === null || uvs === null) {\r\n Logger.Warn(\"VertexData contains null entries\");\r\n }\r\n else {\r\n var segments = numberPerEdge + 1; //segments per current facet edge, become sides of new facets\r\n var tempIndices = new Array();\r\n for (var i = 0; i < segments + 1; i++) {\r\n tempIndices[i] = new Array();\r\n }\r\n var a; //vertex index of one end of a side\r\n var b; //vertex index of other end of the side\r\n var deltaPosition = new Vector3(0, 0, 0);\r\n var deltaNormal = new Vector3(0, 0, 0);\r\n var deltaUV = new Vector2(0, 0);\r\n var indices = new Array();\r\n var vertexIndex = new Array();\r\n var side = new Array();\r\n var len;\r\n var positionPtr = positions.length;\r\n var uvPtr = uvs.length;\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n vertexIndex[0] = currentIndices[i];\r\n vertexIndex[1] = currentIndices[i + 1];\r\n vertexIndex[2] = currentIndices[i + 2];\r\n for (var j = 0; j < 3; j++) {\r\n a = vertexIndex[j];\r\n b = vertexIndex[(j + 1) % 3];\r\n if (side[a] === undefined && side[b] === undefined) {\r\n side[a] = new Array();\r\n side[b] = new Array();\r\n }\r\n else {\r\n if (side[a] === undefined) {\r\n side[a] = new Array();\r\n }\r\n if (side[b] === undefined) {\r\n side[b] = new Array();\r\n }\r\n }\r\n if (side[a][b] === undefined && side[b][a] === undefined) {\r\n side[a][b] = [];\r\n deltaPosition.x = (positions[3 * b] - positions[3 * a]) / segments;\r\n deltaPosition.y = (positions[3 * b + 1] - positions[3 * a + 1]) / segments;\r\n deltaPosition.z = (positions[3 * b + 2] - positions[3 * a + 2]) / segments;\r\n deltaNormal.x = (normals[3 * b] - normals[3 * a]) / segments;\r\n deltaNormal.y = (normals[3 * b + 1] - normals[3 * a + 1]) / segments;\r\n deltaNormal.z = (normals[3 * b + 2] - normals[3 * a + 2]) / segments;\r\n deltaUV.x = (uvs[2 * b] - uvs[2 * a]) / segments;\r\n deltaUV.y = (uvs[2 * b + 1] - uvs[2 * a + 1]) / segments;\r\n side[a][b].push(a);\r\n for (var k = 1; k < segments; k++) {\r\n side[a][b].push(positions.length / 3);\r\n positions[positionPtr] = positions[3 * a] + k * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * a] + k * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * a + 1] + k * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * a + 1] + k * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * a + 2] + k * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * a + 2] + k * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * a] + k * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * a + 1] + k * deltaUV.y;\r\n }\r\n side[a][b].push(b);\r\n side[b][a] = new Array();\r\n len = side[a][b].length;\r\n for (var idx = 0; idx < len; idx++) {\r\n side[b][a][idx] = side[a][b][len - 1 - idx];\r\n }\r\n }\r\n }\r\n //Calculate positions, normals and uvs of new internal vertices\r\n tempIndices[0][0] = currentIndices[i];\r\n tempIndices[1][0] = side[currentIndices[i]][currentIndices[i + 1]][1];\r\n tempIndices[1][1] = side[currentIndices[i]][currentIndices[i + 2]][1];\r\n for (var k = 2; k < segments; k++) {\r\n tempIndices[k][0] = side[currentIndices[i]][currentIndices[i + 1]][k];\r\n tempIndices[k][k] = side[currentIndices[i]][currentIndices[i + 2]][k];\r\n deltaPosition.x = (positions[3 * tempIndices[k][k]] - positions[3 * tempIndices[k][0]]) / k;\r\n deltaPosition.y = (positions[3 * tempIndices[k][k] + 1] - positions[3 * tempIndices[k][0] + 1]) / k;\r\n deltaPosition.z = (positions[3 * tempIndices[k][k] + 2] - positions[3 * tempIndices[k][0] + 2]) / k;\r\n deltaNormal.x = (normals[3 * tempIndices[k][k]] - normals[3 * tempIndices[k][0]]) / k;\r\n deltaNormal.y = (normals[3 * tempIndices[k][k] + 1] - normals[3 * tempIndices[k][0] + 1]) / k;\r\n deltaNormal.z = (normals[3 * tempIndices[k][k] + 2] - normals[3 * tempIndices[k][0] + 2]) / k;\r\n deltaUV.x = (uvs[2 * tempIndices[k][k]] - uvs[2 * tempIndices[k][0]]) / k;\r\n deltaUV.y = (uvs[2 * tempIndices[k][k] + 1] - uvs[2 * tempIndices[k][0] + 1]) / k;\r\n for (var j = 1; j < k; j++) {\r\n tempIndices[k][j] = positions.length / 3;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0]] + j * deltaPosition.x;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0]] + j * deltaNormal.x;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 1] + j * deltaPosition.y;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 1] + j * deltaNormal.y;\r\n positions[positionPtr] = positions[3 * tempIndices[k][0] + 2] + j * deltaPosition.z;\r\n normals[positionPtr++] = normals[3 * tempIndices[k][0] + 2] + j * deltaNormal.z;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0]] + j * deltaUV.x;\r\n uvs[uvPtr++] = uvs[2 * tempIndices[k][0] + 1] + j * deltaUV.y;\r\n }\r\n }\r\n tempIndices[segments] = side[currentIndices[i + 1]][currentIndices[i + 2]];\r\n // reform indices\r\n indices.push(tempIndices[0][0], tempIndices[1][0], tempIndices[1][1]);\r\n for (var k = 1; k < segments; k++) {\r\n for (var j = 0; j < k; j++) {\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j + 1], tempIndices[k][j + 1]);\r\n }\r\n indices.push(tempIndices[k][j], tempIndices[k + 1][j], tempIndices[k + 1][j + 1]);\r\n }\r\n }\r\n vertex_data.indices = indices;\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n };\r\n /**\r\n * Force adjacent facets to share vertices and remove any facets that have all vertices in a line\r\n * This will undo any application of covertToFlatShadedMesh\r\n * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.\r\n */\r\n Mesh.prototype.forceSharedVertices = function () {\r\n var vertex_data = VertexData.ExtractFromMesh(this);\r\n var currentUVs = vertex_data.uvs;\r\n var currentIndices = vertex_data.indices;\r\n var currentPositions = vertex_data.positions;\r\n var currentColors = vertex_data.colors;\r\n if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) {\r\n Logger.Warn(\"VertexData contains empty entries\");\r\n }\r\n else {\r\n var positions = new Array();\r\n var indices = new Array();\r\n var uvs = new Array();\r\n var colors = new Array();\r\n var pstring = new Array(); //lists facet vertex positions (a,b,c) as string \"a|b|c\"\r\n var indexPtr = 0; // pointer to next available index value\r\n var uniquePositions = new Array(); // unique vertex positions\r\n var ptr; // pointer to element in uniquePositions\r\n var facet;\r\n for (var i = 0; i < currentIndices.length; i += 3) {\r\n facet = [currentIndices[i], currentIndices[i + 1], currentIndices[i + 2]]; //facet vertex indices\r\n pstring = new Array();\r\n for (var j = 0; j < 3; j++) {\r\n pstring[j] = \"\";\r\n for (var k = 0; k < 3; k++) {\r\n //small values make 0\r\n if (Math.abs(currentPositions[3 * facet[j] + k]) < 0.00000001) {\r\n currentPositions[3 * facet[j] + k] = 0;\r\n }\r\n pstring[j] += currentPositions[3 * facet[j] + k] + \"|\";\r\n }\r\n pstring[j] = pstring[j].slice(0, -1);\r\n }\r\n //check facet vertices to see that none are repeated\r\n // do not process any facet that has a repeated vertex, ie is a line\r\n if (!(pstring[0] == pstring[1] || pstring[0] == pstring[2] || pstring[1] == pstring[2])) {\r\n //for each facet position check if already listed in uniquePositions\r\n // if not listed add to uniquePositions and set index pointer\r\n // if listed use its index in uniquePositions and new index pointer\r\n for (var j = 0; j < 3; j++) {\r\n ptr = uniquePositions.indexOf(pstring[j]);\r\n if (ptr < 0) {\r\n uniquePositions.push(pstring[j]);\r\n ptr = indexPtr++;\r\n //not listed so add individual x, y, z coordinates to positions\r\n for (var k = 0; k < 3; k++) {\r\n positions.push(currentPositions[3 * facet[j] + k]);\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n for (var k = 0; k < 4; k++) {\r\n colors.push(currentColors[4 * facet[j] + k]);\r\n }\r\n }\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n for (var k = 0; k < 2; k++) {\r\n uvs.push(currentUVs[2 * facet[j] + k]);\r\n }\r\n }\r\n }\r\n // add new index pointer to indices array\r\n indices.push(ptr);\r\n }\r\n }\r\n }\r\n var normals = new Array();\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n //create new vertex data object and update\r\n vertex_data.positions = positions;\r\n vertex_data.indices = indices;\r\n vertex_data.normals = normals;\r\n if (currentUVs !== null && currentUVs !== void 0) {\r\n vertex_data.uvs = uvs;\r\n }\r\n if (currentColors !== null && currentColors !== void 0) {\r\n vertex_data.colors = colors;\r\n }\r\n vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));\r\n }\r\n };\r\n // Instances\r\n /** @hidden */\r\n Mesh._instancedMeshFactory = function (name, mesh) {\r\n throw _DevTools.WarnImport(\"InstancedMesh\");\r\n };\r\n /** @hidden */\r\n Mesh._PhysicsImpostorParser = function (scene, physicObject, jsonObject) {\r\n throw _DevTools.WarnImport(\"PhysicsImpostor\");\r\n };\r\n /**\r\n * Creates a new InstancedMesh object from the mesh model.\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_instances\r\n * @param name defines the name of the new instance\r\n * @returns a new InstancedMesh\r\n */\r\n Mesh.prototype.createInstance = function (name) {\r\n return Mesh._instancedMeshFactory(name, this);\r\n };\r\n /**\r\n * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.\r\n * After this call, all the mesh instances have the same submeshes than the current mesh.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.synchronizeInstances = function () {\r\n for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {\r\n var instance = this.instances[instanceIndex];\r\n instance._syncSubMeshes();\r\n }\r\n return this;\r\n };\r\n /**\r\n * Optimization of the mesh's indices, in case a mesh has duplicated vertices.\r\n * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.\r\n * This should be used together with the simplification to avoid disappearing triangles.\r\n * @param successCallback an optional success callback to be called after the optimization finished.\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.optimizeIndices = function (successCallback) {\r\n var _this = this;\r\n var indices = this.getIndices();\r\n var positions = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positions || !indices) {\r\n return this;\r\n }\r\n var vectorPositions = new Array();\r\n for (var pos = 0; pos < positions.length; pos = pos + 3) {\r\n vectorPositions.push(Vector3.FromArray(positions, pos));\r\n }\r\n var dupes = new Array();\r\n AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {\r\n var realPos = vectorPositions.length - 1 - iteration;\r\n var testedPosition = vectorPositions[realPos];\r\n for (var j = 0; j < realPos; ++j) {\r\n var againstPosition = vectorPositions[j];\r\n if (testedPosition.equals(againstPosition)) {\r\n dupes[realPos] = j;\r\n break;\r\n }\r\n }\r\n }, function () {\r\n for (var i = 0; i < indices.length; ++i) {\r\n indices[i] = dupes[indices[i]] || indices[i];\r\n }\r\n //indices are now reordered\r\n var originalSubMeshes = _this.subMeshes.slice(0);\r\n _this.setIndices(indices);\r\n _this.subMeshes = originalSubMeshes;\r\n if (successCallback) {\r\n successCallback(_this);\r\n }\r\n });\r\n return this;\r\n };\r\n /**\r\n * Serialize current mesh\r\n * @param serializationObject defines the object which will receive the serialization data\r\n */\r\n Mesh.prototype.serialize = function (serializationObject) {\r\n serializationObject.name = this.name;\r\n serializationObject.id = this.id;\r\n serializationObject.type = this.getClassName();\r\n if (Tags && Tags.HasTags(this)) {\r\n serializationObject.tags = Tags.GetTags(this);\r\n }\r\n serializationObject.position = this.position.asArray();\r\n if (this.rotationQuaternion) {\r\n serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();\r\n }\r\n else if (this.rotation) {\r\n serializationObject.rotation = this.rotation.asArray();\r\n }\r\n serializationObject.scaling = this.scaling.asArray();\r\n if (this._postMultiplyPivotMatrix) {\r\n serializationObject.pivotMatrix = this.getPivotMatrix().asArray();\r\n }\r\n else {\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n }\r\n serializationObject.isEnabled = this.isEnabled(false);\r\n serializationObject.isVisible = this.isVisible;\r\n serializationObject.infiniteDistance = this.infiniteDistance;\r\n serializationObject.pickable = this.isPickable;\r\n serializationObject.receiveShadows = this.receiveShadows;\r\n serializationObject.billboardMode = this.billboardMode;\r\n serializationObject.visibility = this.visibility;\r\n serializationObject.checkCollisions = this.checkCollisions;\r\n serializationObject.isBlocker = this.isBlocker;\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n // Geometry\r\n serializationObject.isUnIndexed = this.isUnIndexed;\r\n var geometry = this._geometry;\r\n if (geometry) {\r\n var geometryId = geometry.id;\r\n serializationObject.geometryId = geometryId;\r\n // SubMeshes\r\n serializationObject.subMeshes = [];\r\n for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {\r\n var subMesh = this.subMeshes[subIndex];\r\n serializationObject.subMeshes.push({\r\n materialIndex: subMesh.materialIndex,\r\n verticesStart: subMesh.verticesStart,\r\n verticesCount: subMesh.verticesCount,\r\n indexStart: subMesh.indexStart,\r\n indexCount: subMesh.indexCount\r\n });\r\n }\r\n }\r\n // Material\r\n if (this.material) {\r\n serializationObject.materialId = this.material.id;\r\n }\r\n else {\r\n this.material = null;\r\n }\r\n // Morph targets\r\n if (this.morphTargetManager) {\r\n serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;\r\n }\r\n // Skeleton\r\n if (this.skeleton) {\r\n serializationObject.skeletonId = this.skeleton.id;\r\n }\r\n // Physics\r\n //TODO implement correct serialization for physics impostors.\r\n if (this.getScene()._getComponent(SceneComponentConstants.NAME_PHYSICSENGINE)) {\r\n var impostor = this.getPhysicsImpostor();\r\n if (impostor) {\r\n serializationObject.physicsMass = impostor.getParam(\"mass\");\r\n serializationObject.physicsFriction = impostor.getParam(\"friction\");\r\n serializationObject.physicsRestitution = impostor.getParam(\"mass\");\r\n serializationObject.physicsImpostor = impostor.type;\r\n }\r\n }\r\n // Metadata\r\n if (this.metadata) {\r\n serializationObject.metadata = this.metadata;\r\n }\r\n // Instances\r\n serializationObject.instances = [];\r\n for (var index = 0; index < this.instances.length; index++) {\r\n var instance = this.instances[index];\r\n if (instance.doNotSerialize) {\r\n continue;\r\n }\r\n var serializationInstance = {\r\n name: instance.name,\r\n id: instance.id,\r\n position: instance.position.asArray(),\r\n scaling: instance.scaling.asArray()\r\n };\r\n if (instance.parent) {\r\n serializationInstance.parentId = instance.parent.id;\r\n }\r\n if (instance.rotationQuaternion) {\r\n serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();\r\n }\r\n else if (instance.rotation) {\r\n serializationInstance.rotation = instance.rotation.asArray();\r\n }\r\n serializationObject.instances.push(serializationInstance);\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(instance, serializationInstance);\r\n serializationInstance.ranges = instance.serializeAnimationRanges();\r\n }\r\n //\r\n // Animations\r\n SerializationHelper.AppendSerializedAnimations(this, serializationObject);\r\n serializationObject.ranges = this.serializeAnimationRanges();\r\n // Layer mask\r\n serializationObject.layerMask = this.layerMask;\r\n // Alpha\r\n serializationObject.alphaIndex = this.alphaIndex;\r\n serializationObject.hasVertexAlpha = this.hasVertexAlpha;\r\n // Overlay\r\n serializationObject.overlayAlpha = this.overlayAlpha;\r\n serializationObject.overlayColor = this.overlayColor.asArray();\r\n serializationObject.renderOverlay = this.renderOverlay;\r\n // Fog\r\n serializationObject.applyFog = this.applyFog;\r\n // Action Manager\r\n if (this.actionManager) {\r\n serializationObject.actions = this.actionManager.serialize(this.name);\r\n }\r\n };\r\n /** @hidden */\r\n Mesh.prototype._syncGeometryWithMorphTargetManager = function () {\r\n if (!this.geometry) {\r\n return;\r\n }\r\n this._markSubMeshesAsAttributesDirty();\r\n var morphTargetManager = this._internalMeshDataInfo._morphTargetManager;\r\n if (morphTargetManager && morphTargetManager.vertexCount) {\r\n if (morphTargetManager.vertexCount !== this.getTotalVertices()) {\r\n Logger.Error(\"Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.\");\r\n this.morphTargetManager = null;\r\n return;\r\n }\r\n for (var index = 0; index < morphTargetManager.numInfluencers; index++) {\r\n var morphTarget = morphTargetManager.getActiveTarget(index);\r\n var positions = morphTarget.getPositions();\r\n if (!positions) {\r\n Logger.Error(\"Invalid morph target. Target must have positions.\");\r\n return;\r\n }\r\n this.geometry.setVerticesData(VertexBuffer.PositionKind + index, positions, false, 3);\r\n var normals = morphTarget.getNormals();\r\n if (normals) {\r\n this.geometry.setVerticesData(VertexBuffer.NormalKind + index, normals, false, 3);\r\n }\r\n var tangents = morphTarget.getTangents();\r\n if (tangents) {\r\n this.geometry.setVerticesData(VertexBuffer.TangentKind + index, tangents, false, 3);\r\n }\r\n var uvs = morphTarget.getUVs();\r\n if (uvs) {\r\n this.geometry.setVerticesData(VertexBuffer.UVKind + \"_\" + index, uvs, false, 2);\r\n }\r\n }\r\n }\r\n else {\r\n var index = 0;\r\n // Positions\r\n while (this.geometry.isVerticesDataPresent(VertexBuffer.PositionKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.PositionKind + index);\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.NormalKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.NormalKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.TangentKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.TangentKind + index);\r\n }\r\n if (this.geometry.isVerticesDataPresent(VertexBuffer.UVKind + index)) {\r\n this.geometry.removeVerticesData(VertexBuffer.UVKind + \"_\" + index);\r\n }\r\n index++;\r\n }\r\n }\r\n };\r\n /**\r\n * Returns a new Mesh object parsed from the source provided.\r\n * @param parsedMesh is the source\r\n * @param scene defines the hosting scene\r\n * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new Mesh\r\n */\r\n Mesh.Parse = function (parsedMesh, scene, rootUrl) {\r\n var mesh;\r\n if (parsedMesh.type && parsedMesh.type === \"GroundMesh\") {\r\n mesh = Mesh._GroundMeshParser(parsedMesh, scene);\r\n }\r\n else {\r\n mesh = new Mesh(parsedMesh.name, scene);\r\n }\r\n mesh.id = parsedMesh.id;\r\n if (Tags) {\r\n Tags.AddTagsTo(mesh, parsedMesh.tags);\r\n }\r\n mesh.position = Vector3.FromArray(parsedMesh.position);\r\n if (parsedMesh.metadata !== undefined) {\r\n mesh.metadata = parsedMesh.metadata;\r\n }\r\n if (parsedMesh.rotationQuaternion) {\r\n mesh.rotationQuaternion = Quaternion.FromArray(parsedMesh.rotationQuaternion);\r\n }\r\n else if (parsedMesh.rotation) {\r\n mesh.rotation = Vector3.FromArray(parsedMesh.rotation);\r\n }\r\n mesh.scaling = Vector3.FromArray(parsedMesh.scaling);\r\n if (parsedMesh.localMatrix) {\r\n mesh.setPreTransformMatrix(Matrix.FromArray(parsedMesh.localMatrix));\r\n }\r\n else if (parsedMesh.pivotMatrix) {\r\n mesh.setPivotMatrix(Matrix.FromArray(parsedMesh.pivotMatrix));\r\n }\r\n mesh.setEnabled(parsedMesh.isEnabled);\r\n mesh.isVisible = parsedMesh.isVisible;\r\n mesh.infiniteDistance = parsedMesh.infiniteDistance;\r\n mesh.showBoundingBox = parsedMesh.showBoundingBox;\r\n mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;\r\n if (parsedMesh.applyFog !== undefined) {\r\n mesh.applyFog = parsedMesh.applyFog;\r\n }\r\n if (parsedMesh.pickable !== undefined) {\r\n mesh.isPickable = parsedMesh.pickable;\r\n }\r\n if (parsedMesh.alphaIndex !== undefined) {\r\n mesh.alphaIndex = parsedMesh.alphaIndex;\r\n }\r\n mesh.receiveShadows = parsedMesh.receiveShadows;\r\n mesh.billboardMode = parsedMesh.billboardMode;\r\n if (parsedMesh.visibility !== undefined) {\r\n mesh.visibility = parsedMesh.visibility;\r\n }\r\n mesh.checkCollisions = parsedMesh.checkCollisions;\r\n if (parsedMesh.isBlocker !== undefined) {\r\n mesh.isBlocker = parsedMesh.isBlocker;\r\n }\r\n mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;\r\n // freezeWorldMatrix\r\n if (parsedMesh.freezeWorldMatrix) {\r\n mesh._waitingData.freezeWorldMatrix = parsedMesh.freezeWorldMatrix;\r\n }\r\n // Parent\r\n if (parsedMesh.parentId) {\r\n mesh._waitingParentId = parsedMesh.parentId;\r\n }\r\n // Actions\r\n if (parsedMesh.actions !== undefined) {\r\n mesh._waitingData.actions = parsedMesh.actions;\r\n }\r\n // Overlay\r\n if (parsedMesh.overlayAlpha !== undefined) {\r\n mesh.overlayAlpha = parsedMesh.overlayAlpha;\r\n }\r\n if (parsedMesh.overlayColor !== undefined) {\r\n mesh.overlayColor = Color3.FromArray(parsedMesh.overlayColor);\r\n }\r\n if (parsedMesh.renderOverlay !== undefined) {\r\n mesh.renderOverlay = parsedMesh.renderOverlay;\r\n }\r\n // Geometry\r\n mesh.isUnIndexed = !!parsedMesh.isUnIndexed;\r\n mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;\r\n if (parsedMesh.delayLoadingFile) {\r\n mesh.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;\r\n mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;\r\n mesh._boundingInfo = new BoundingInfo(Vector3.FromArray(parsedMesh.boundingBoxMinimum), Vector3.FromArray(parsedMesh.boundingBoxMaximum));\r\n if (parsedMesh._binaryInfo) {\r\n mesh._binaryInfo = parsedMesh._binaryInfo;\r\n }\r\n mesh._delayInfo = [];\r\n if (parsedMesh.hasUVs) {\r\n mesh._delayInfo.push(VertexBuffer.UVKind);\r\n }\r\n if (parsedMesh.hasUVs2) {\r\n mesh._delayInfo.push(VertexBuffer.UV2Kind);\r\n }\r\n if (parsedMesh.hasUVs3) {\r\n mesh._delayInfo.push(VertexBuffer.UV3Kind);\r\n }\r\n if (parsedMesh.hasUVs4) {\r\n mesh._delayInfo.push(VertexBuffer.UV4Kind);\r\n }\r\n if (parsedMesh.hasUVs5) {\r\n mesh._delayInfo.push(VertexBuffer.UV5Kind);\r\n }\r\n if (parsedMesh.hasUVs6) {\r\n mesh._delayInfo.push(VertexBuffer.UV6Kind);\r\n }\r\n if (parsedMesh.hasColors) {\r\n mesh._delayInfo.push(VertexBuffer.ColorKind);\r\n }\r\n if (parsedMesh.hasMatricesIndices) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesIndicesKind);\r\n }\r\n if (parsedMesh.hasMatricesWeights) {\r\n mesh._delayInfo.push(VertexBuffer.MatricesWeightsKind);\r\n }\r\n mesh._delayLoadingFunction = Geometry._ImportGeometry;\r\n if (SceneLoaderFlags.ForceFullSceneLoadingForIncremental) {\r\n mesh._checkDelayState();\r\n }\r\n }\r\n else {\r\n Geometry._ImportGeometry(parsedMesh, mesh);\r\n }\r\n // Material\r\n if (parsedMesh.materialId) {\r\n mesh.setMaterialByID(parsedMesh.materialId);\r\n }\r\n else {\r\n mesh.material = null;\r\n }\r\n // Morph targets\r\n if (parsedMesh.morphTargetManagerId > -1) {\r\n mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);\r\n }\r\n // Skeleton\r\n if (parsedMesh.skeletonId > -1) {\r\n mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);\r\n if (parsedMesh.numBoneInfluencers) {\r\n mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;\r\n }\r\n }\r\n // Animations\r\n if (parsedMesh.animations) {\r\n for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {\r\n var parsedAnimation = parsedMesh.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n mesh.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(mesh, parsedMesh, scene);\r\n }\r\n if (parsedMesh.autoAnimate) {\r\n scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);\r\n }\r\n // Layer Mask\r\n if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {\r\n mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));\r\n }\r\n else {\r\n mesh.layerMask = 0x0FFFFFFF;\r\n }\r\n // Physics\r\n if (parsedMesh.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, mesh, parsedMesh);\r\n }\r\n // Levels\r\n if (parsedMesh.lodMeshIds) {\r\n mesh._waitingData.lods = {\r\n ids: parsedMesh.lodMeshIds,\r\n distances: (parsedMesh.lodDistances) ? parsedMesh.lodDistances : null,\r\n coverages: (parsedMesh.lodCoverages) ? parsedMesh.lodCoverages : null\r\n };\r\n }\r\n // Instances\r\n if (parsedMesh.instances) {\r\n for (var index = 0; index < parsedMesh.instances.length; index++) {\r\n var parsedInstance = parsedMesh.instances[index];\r\n var instance = mesh.createInstance(parsedInstance.name);\r\n if (parsedInstance.id) {\r\n instance.id = parsedInstance.id;\r\n }\r\n if (Tags) {\r\n if (parsedInstance.tags) {\r\n Tags.AddTagsTo(instance, parsedInstance.tags);\r\n }\r\n else {\r\n Tags.AddTagsTo(instance, parsedMesh.tags);\r\n }\r\n }\r\n instance.position = Vector3.FromArray(parsedInstance.position);\r\n if (parsedInstance.metadata !== undefined) {\r\n instance.metadata = parsedInstance.metadata;\r\n }\r\n if (parsedInstance.parentId) {\r\n instance._waitingParentId = parsedInstance.parentId;\r\n }\r\n if (parsedInstance.rotationQuaternion) {\r\n instance.rotationQuaternion = Quaternion.FromArray(parsedInstance.rotationQuaternion);\r\n }\r\n else if (parsedInstance.rotation) {\r\n instance.rotation = Vector3.FromArray(parsedInstance.rotation);\r\n }\r\n instance.scaling = Vector3.FromArray(parsedInstance.scaling);\r\n if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {\r\n instance.checkCollisions = parsedInstance.checkCollisions;\r\n }\r\n if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {\r\n instance.isPickable = parsedInstance.pickable;\r\n }\r\n if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {\r\n instance.showBoundingBox = parsedInstance.showBoundingBox;\r\n }\r\n if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;\r\n }\r\n if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {\r\n instance.alphaIndex = parsedInstance.alphaIndex;\r\n }\r\n // Physics\r\n if (parsedInstance.physicsImpostor) {\r\n Mesh._PhysicsImpostorParser(scene, instance, parsedInstance);\r\n }\r\n // Animation\r\n if (parsedInstance.animations) {\r\n for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {\r\n parsedAnimation = parsedInstance.animations[animationIndex];\r\n var internalClass = _TypeStore.GetClass(\"BABYLON.Animation\");\r\n if (internalClass) {\r\n instance.animations.push(internalClass.Parse(parsedAnimation));\r\n }\r\n }\r\n Node.ParseAnimationRanges(instance, parsedInstance, scene);\r\n if (parsedInstance.autoAnimate) {\r\n scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);\r\n }\r\n }\r\n }\r\n }\r\n return mesh;\r\n };\r\n /**\r\n * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.\r\n * @param closeArray creates a seam between the first and the last paths of the path array (default is false)\r\n * @param closePath creates a seam between the first and the last points of each path of the path array\r\n * @param offset is taken in account only if the `pathArray` is containing a single path\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @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)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the radius size (float) of the polygon (default 0.5)\r\n * @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\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of each box side (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateHemisphere = function (name, segments, diameter, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param height sets the height size (float) of the cylinder/cone (float, default 2)\r\n * @param diameterTop set the top cap diameter (floats, default 1)\r\n * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero\r\n * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance\r\n * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n // Torus (Code from SharpDX.org)\r\n /**\r\n * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param diameter sets the diameter size (float) of the torus (default 1)\r\n * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param tessellation sets the number of torus sides (postive integer, default 16)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the global radius size (float) of the torus knot (default 2)\r\n * @param tube sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)\r\n * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * @param p the number of windings on X axis (positive integers, default 2)\r\n * @param q the number of windings on Y axis (positive integers, default 3)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @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).\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateLines = function (name, points, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n if (updatable === void 0) { updatable = false; }\r\n if (instance === void 0) { instance = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)\r\n * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * @param dashNb is the intended total number of dashes (positive integer, default 200)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @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)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.\r\n * 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.\r\n * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.\r\n * Remember you can only change the shape positions, not their number when updating a polygon.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @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\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation, earcutInjection) {\r\n if (earcutInjection === void 0) { earcutInjection = earcut; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @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\r\n * @param depth defines the height of extrusion\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation, earcutInjection) {\r\n if (earcutInjection === void 0) { earcutInjection = earcut; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an extruded shape mesh.\r\n * 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\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @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\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scale is the value to scale the shape\r\n * @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\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @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)\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {\r\n if (scene === void 0) { scene = null; }\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @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\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scaleFunction is a custom Javascript function called on each path point\r\n * @param rotationFunction is a custom Javascript function called on each path point\r\n * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @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)\r\n * @returns a new Mesh\r\n */\r\n Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @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\r\n * @param radius is the radius value of the lathe\r\n * @param tessellation is the side number of the lathe.\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of both sides of the plane at once (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param width set the width of the ground\r\n * @param height set the height of the ground\r\n * @param subdivisions sets the number of subdivisions per side\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a tiled ground mesh.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @param name defines the name of the mesh to create\r\n * @param xmin set the ground minimum X coordinate\r\n * @param zmin set the ground minimum Y coordinate\r\n * @param xmax set the ground maximum X coordinate\r\n * @param zmax set the ground maximum Z coordinate\r\n * @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\r\n * @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\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a ground mesh from a height map.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/babylon101/height_map\r\n * @param name defines the name of the mesh to create\r\n * @param url sets the URL of the height map image resource\r\n * @param width set the ground width size\r\n * @param height set the ground height size\r\n * @param subdivisions sets the number of subdivision per side\r\n * @param minHeight is the minimum altitude on the ground\r\n * @param maxHeight is the maximum altitude on the ground\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)\r\n * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n * Please consider using the same method from the MeshBuilder class instead\r\n * @see http://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * @param radius sets the tube radius size\r\n * @param tessellation is the number of sides on the tubular surface\r\n * @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\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @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)\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a polyhedron mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * * 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\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * 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`\r\n * * 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\r\n * * 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)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * 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\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh to create\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreatePolyhedron = function (name, options, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * 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`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * 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\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere\r\n */\r\n Mesh.CreateIcoSphere = function (name, options, scene) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n /**\r\n * Creates a decal mesh.\r\n * Please consider using the same method from the MeshBuilder class instead.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh receiving the decal\r\n * @param position sets the position of the decal in world coordinates\r\n * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates\r\n * @param size sets the decal scaling\r\n * @param angle sets the angle to rotate the decal\r\n * @returns a new Mesh\r\n */\r\n Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {\r\n throw _DevTools.WarnImport(\"MeshBuilder\");\r\n };\r\n // Skeletons\r\n /**\r\n * Prepare internal position array for software CPU skinning\r\n * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh\r\n */\r\n Mesh.prototype.setPositionsForCPUSkinning = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n var source = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!source) {\r\n return internalDataInfo._sourcePositions;\r\n }\r\n internalDataInfo._sourcePositions = new Float32Array(source);\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.PositionKind)) {\r\n this.setVerticesData(VertexBuffer.PositionKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourcePositions;\r\n };\r\n /**\r\n * Prepare internal normal array for software CPU skinning\r\n * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.\r\n */\r\n Mesh.prototype.setNormalsForCPUSkinning = function () {\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourceNormals) {\r\n var source = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!source) {\r\n return internalDataInfo._sourceNormals;\r\n }\r\n internalDataInfo._sourceNormals = new Float32Array(source);\r\n if (!this.isVertexBufferUpdatable(VertexBuffer.NormalKind)) {\r\n this.setVerticesData(VertexBuffer.NormalKind, source, true);\r\n }\r\n }\r\n return internalDataInfo._sourceNormals;\r\n };\r\n /**\r\n * Updates the vertex buffer by applying transformation from the bones\r\n * @param skeleton defines the skeleton to apply to current mesh\r\n * @returns the current mesh\r\n */\r\n Mesh.prototype.applySkeleton = function (skeleton) {\r\n if (!this.geometry) {\r\n return this;\r\n }\r\n if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {\r\n return this;\r\n }\r\n this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();\r\n if (!this.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n return this;\r\n }\r\n if (!this.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n return this;\r\n }\r\n var internalDataInfo = this._internalMeshDataInfo;\r\n if (!internalDataInfo._sourcePositions) {\r\n var submeshes = this.subMeshes.slice();\r\n this.setPositionsForCPUSkinning();\r\n this.subMeshes = submeshes;\r\n }\r\n if (!internalDataInfo._sourceNormals) {\r\n this.setNormalsForCPUSkinning();\r\n }\r\n // positionsData checks for not being Float32Array will only pass at most once\r\n var positionsData = this.getVerticesData(VertexBuffer.PositionKind);\r\n if (!positionsData) {\r\n return this;\r\n }\r\n if (!(positionsData instanceof Float32Array)) {\r\n positionsData = new Float32Array(positionsData);\r\n }\r\n // normalsData checks for not being Float32Array will only pass at most once\r\n var normalsData = this.getVerticesData(VertexBuffer.NormalKind);\r\n if (!normalsData) {\r\n return this;\r\n }\r\n if (!(normalsData instanceof Float32Array)) {\r\n normalsData = new Float32Array(normalsData);\r\n }\r\n var matricesIndicesData = this.getVerticesData(VertexBuffer.MatricesIndicesKind);\r\n var matricesWeightsData = this.getVerticesData(VertexBuffer.MatricesWeightsKind);\r\n if (!matricesWeightsData || !matricesIndicesData) {\r\n return this;\r\n }\r\n var needExtras = this.numBoneInfluencers > 4;\r\n var matricesIndicesExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesIndicesExtraKind) : null;\r\n var matricesWeightsExtraData = needExtras ? this.getVerticesData(VertexBuffer.MatricesWeightsExtraKind) : null;\r\n var skeletonMatrices = skeleton.getTransformMatrices(this);\r\n var tempVector3 = Vector3.Zero();\r\n var finalMatrix = new Matrix();\r\n var tempMatrix = new Matrix();\r\n var matWeightIdx = 0;\r\n var inf;\r\n for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {\r\n var weight;\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n if (needExtras) {\r\n for (inf = 0; inf < 4; inf++) {\r\n weight = matricesWeightsExtraData[matWeightIdx + inf];\r\n if (weight > 0) {\r\n Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);\r\n finalMatrix.addToSelf(tempMatrix);\r\n }\r\n }\r\n }\r\n Vector3.TransformCoordinatesFromFloatsToRef(internalDataInfo._sourcePositions[index], internalDataInfo._sourcePositions[index + 1], internalDataInfo._sourcePositions[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(positionsData, index);\r\n Vector3.TransformNormalFromFloatsToRef(internalDataInfo._sourceNormals[index], internalDataInfo._sourceNormals[index + 1], internalDataInfo._sourceNormals[index + 2], finalMatrix, tempVector3);\r\n tempVector3.toArray(normalsData, index);\r\n finalMatrix.reset();\r\n }\r\n this.updateVerticesData(VertexBuffer.PositionKind, positionsData);\r\n this.updateVerticesData(VertexBuffer.NormalKind, normalsData);\r\n return this;\r\n };\r\n // Tools\r\n /**\r\n * 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\r\n * @param meshes defines the list of meshes to scan\r\n * @returns an object `{min:` Vector3`, max:` Vector3`}`\r\n */\r\n Mesh.MinMax = function (meshes) {\r\n var minVector = null;\r\n var maxVector = null;\r\n meshes.forEach(function (mesh) {\r\n var boundingInfo = mesh.getBoundingInfo();\r\n var boundingBox = boundingInfo.boundingBox;\r\n if (!minVector || !maxVector) {\r\n minVector = boundingBox.minimumWorld;\r\n maxVector = boundingBox.maximumWorld;\r\n }\r\n else {\r\n minVector.minimizeInPlace(boundingBox.minimumWorld);\r\n maxVector.maximizeInPlace(boundingBox.maximumWorld);\r\n }\r\n });\r\n if (!minVector || !maxVector) {\r\n return {\r\n min: Vector3.Zero(),\r\n max: Vector3.Zero()\r\n };\r\n }\r\n return {\r\n min: minVector,\r\n max: maxVector\r\n };\r\n };\r\n /**\r\n * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array\r\n * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object\r\n * @returns a vector3\r\n */\r\n Mesh.Center = function (meshesOrMinMaxVector) {\r\n var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;\r\n return Vector3.Center(minMaxVector.min, minMaxVector.max);\r\n };\r\n /**\r\n * Merge the array of meshes into a single mesh for performance reasons.\r\n * @param meshes defines he vertices source. They should all be of the same material. Entries can empty\r\n * @param disposeSource when true (default), dispose of the vertices from the source meshes\r\n * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true\r\n * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.\r\n * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.\r\n * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.\r\n * @returns a new mesh\r\n */\r\n Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes, multiMultiMaterials) {\r\n if (disposeSource === void 0) { disposeSource = true; }\r\n var index;\r\n if (!allow32BitsIndices) {\r\n var totalVertices = 0;\r\n // Counting vertices\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n totalVertices += meshes[index].getTotalVertices();\r\n if (totalVertices > 65536) {\r\n Logger.Warn(\"Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices\");\r\n return null;\r\n }\r\n }\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n var newMultiMaterial = null;\r\n var subIndex;\r\n var matIndex;\r\n subdivideWithSubMeshes = false;\r\n }\r\n var materialArray = new Array();\r\n var materialIndexArray = new Array();\r\n // Merge\r\n var vertexData = null;\r\n var otherVertexData;\r\n var indiceArray = new Array();\r\n var source = null;\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n var mesh = meshes[index];\r\n if (mesh.isAnInstance) {\r\n Logger.Warn(\"Cannot merge instance meshes.\");\r\n return null;\r\n }\r\n var wm = mesh.computeWorldMatrix(true);\r\n otherVertexData = VertexData.ExtractFromMesh(mesh, true, true);\r\n otherVertexData.transform(wm);\r\n if (vertexData) {\r\n vertexData.merge(otherVertexData, allow32BitsIndices);\r\n }\r\n else {\r\n vertexData = otherVertexData;\r\n source = mesh;\r\n }\r\n if (subdivideWithSubMeshes) {\r\n indiceArray.push(mesh.getTotalIndices());\r\n }\r\n if (multiMultiMaterials) {\r\n if (mesh.material) {\r\n var material = mesh.material;\r\n if (material instanceof MultiMaterial) {\r\n for (matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {\r\n if (materialArray.indexOf(material.subMaterials[matIndex]) < 0) {\r\n materialArray.push(material.subMaterials[matIndex]);\r\n }\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material.subMaterials[mesh.subMeshes[subIndex].materialIndex]));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n else {\r\n if (materialArray.indexOf(material) < 0) {\r\n materialArray.push(material);\r\n }\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(materialArray.indexOf(material));\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n else {\r\n for (subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {\r\n materialIndexArray.push(0);\r\n indiceArray.push(mesh.subMeshes[subIndex].indexCount);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n source = source;\r\n if (!meshSubclass) {\r\n meshSubclass = new Mesh(source.name + \"_merged\", source.getScene());\r\n }\r\n vertexData.applyToMesh(meshSubclass);\r\n // Setting properties\r\n meshSubclass.checkCollisions = source.checkCollisions;\r\n // Cleaning\r\n if (disposeSource) {\r\n for (index = 0; index < meshes.length; index++) {\r\n if (meshes[index]) {\r\n meshes[index].dispose();\r\n }\r\n }\r\n }\r\n // Subdivide\r\n if (subdivideWithSubMeshes || multiMultiMaterials) {\r\n //-- removal of global submesh\r\n meshSubclass.releaseSubMeshes();\r\n index = 0;\r\n var offset = 0;\r\n //-- apply subdivision according to index table\r\n while (index < indiceArray.length) {\r\n SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);\r\n offset += indiceArray[index];\r\n index++;\r\n }\r\n }\r\n if (multiMultiMaterials) {\r\n newMultiMaterial = new MultiMaterial(source.name + \"_merged\", source.getScene());\r\n newMultiMaterial.subMaterials = materialArray;\r\n for (subIndex = 0; subIndex < meshSubclass.subMeshes.length; subIndex++) {\r\n meshSubclass.subMeshes[subIndex].materialIndex = materialIndexArray[subIndex];\r\n }\r\n meshSubclass.material = newMultiMaterial;\r\n }\r\n else {\r\n meshSubclass.material = source.material;\r\n }\r\n return meshSubclass;\r\n };\r\n /** @hidden */\r\n Mesh.prototype.addInstance = function (instance) {\r\n instance._indexInSourceMeshInstanceArray = this.instances.length;\r\n this.instances.push(instance);\r\n };\r\n /** @hidden */\r\n Mesh.prototype.removeInstance = function (instance) {\r\n // Remove from mesh\r\n var index = instance._indexInSourceMeshInstanceArray;\r\n if (index != -1) {\r\n if (index !== this.instances.length - 1) {\r\n var last = this.instances[this.instances.length - 1];\r\n this.instances[index] = last;\r\n last._indexInSourceMeshInstanceArray = index;\r\n }\r\n instance._indexInSourceMeshInstanceArray = -1;\r\n this.instances.pop();\r\n }\r\n };\r\n // Consts\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n Mesh.FRONTSIDE = VertexData.FRONTSIDE;\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n Mesh.BACKSIDE = VertexData.BACKSIDE;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n Mesh.DOUBLESIDE = VertexData.DOUBLESIDE;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n Mesh.DEFAULTSIDE = VertexData.DEFAULTSIDE;\r\n /**\r\n * Mesh cap setting : no cap\r\n */\r\n Mesh.NO_CAP = 0;\r\n /**\r\n * Mesh cap setting : one cap at the beginning of the mesh\r\n */\r\n Mesh.CAP_START = 1;\r\n /**\r\n * Mesh cap setting : one cap at the end of the mesh\r\n */\r\n Mesh.CAP_END = 2;\r\n /**\r\n * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh\r\n */\r\n Mesh.CAP_ALL = 3;\r\n /**\r\n * Mesh pattern setting : no flip or rotate\r\n */\r\n Mesh.NO_FLIP = 0;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column\r\n */\r\n Mesh.FLIP_TILE = 1;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column\r\n */\r\n Mesh.ROTATE_TILE = 2;\r\n /**\r\n * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows\r\n */\r\n Mesh.FLIP_ROW = 3;\r\n /**\r\n * Mesh pattern setting : rotate (180degs) all tiles on alternate rows\r\n */\r\n Mesh.ROTATE_ROW = 4;\r\n /**\r\n * Mesh pattern setting : flip and rotate alternate tiles on each row or column\r\n */\r\n Mesh.FLIP_N_ROTATE_TILE = 5;\r\n /**\r\n * Mesh pattern setting : rotate pattern and rotate\r\n */\r\n Mesh.FLIP_N_ROTATE_ROW = 6;\r\n /**\r\n * Mesh tile positioning : part tiles same on left/right or top/bottom\r\n */\r\n Mesh.CENTER = 0;\r\n /**\r\n * Mesh tile positioning : part tiles on left\r\n */\r\n Mesh.LEFT = 1;\r\n /**\r\n * Mesh tile positioning : part tiles on right\r\n */\r\n Mesh.RIGHT = 2;\r\n /**\r\n * Mesh tile positioning : part tiles on top\r\n */\r\n Mesh.TOP = 3;\r\n /**\r\n * Mesh tile positioning : part tiles on bottom\r\n */\r\n Mesh.BOTTOM = 4;\r\n // Statics\r\n /** @hidden */\r\n Mesh._GroundMeshParser = function (parsedMesh, scene) {\r\n throw _DevTools.WarnImport(\"GroundMesh\");\r\n };\r\n return Mesh;\r\n}(AbstractMesh));\r\nexport { Mesh };\r\n//# sourceMappingURL=mesh.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.vertexData.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.vertexData.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.vertexData.js", "index": 62, "index2": 59, "size": 66104, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": 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"./mesh.vertexData", "loc": "2312:12-22" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./mesh.vertexData", "loc": "3433:34-44" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./mesh.vertexData", "loc": "3542:21-31" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./mesh.vertexData", "loc": "3546:20-30" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./mesh.vertexData", "loc": "3550:22-32" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./mesh.vertexData", "loc": "3554:23-33" } ], "providedExports": [ "VertexData" ], "optimizationBailout": [], "depth": 2, "source": "import { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Meshes/buffer\";\r\nimport { _DevTools } from '../Misc/devTools';\r\nimport { Color4 } from '../Maths/math.color';\r\n/**\r\n * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance\r\n */\r\nvar VertexData = /** @class */ (function () {\r\n function VertexData() {\r\n }\r\n /**\r\n * Uses the passed data array to set the set the values for the specified kind of data\r\n * @param data a linear array of floating numbers\r\n * @param kind the type of data that is being set, eg positions, colors etc\r\n */\r\n VertexData.prototype.set = function (data, kind) {\r\n switch (kind) {\r\n case VertexBuffer.PositionKind:\r\n this.positions = data;\r\n break;\r\n case VertexBuffer.NormalKind:\r\n this.normals = data;\r\n break;\r\n case VertexBuffer.TangentKind:\r\n this.tangents = data;\r\n break;\r\n case VertexBuffer.UVKind:\r\n this.uvs = data;\r\n break;\r\n case VertexBuffer.UV2Kind:\r\n this.uvs2 = data;\r\n break;\r\n case VertexBuffer.UV3Kind:\r\n this.uvs3 = data;\r\n break;\r\n case VertexBuffer.UV4Kind:\r\n this.uvs4 = data;\r\n break;\r\n case VertexBuffer.UV5Kind:\r\n this.uvs5 = data;\r\n break;\r\n case VertexBuffer.UV6Kind:\r\n this.uvs6 = data;\r\n break;\r\n case VertexBuffer.ColorKind:\r\n this.colors = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesKind:\r\n this.matricesIndices = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsKind:\r\n this.matricesWeights = data;\r\n break;\r\n case VertexBuffer.MatricesIndicesExtraKind:\r\n this.matricesIndicesExtra = data;\r\n break;\r\n case VertexBuffer.MatricesWeightsExtraKind:\r\n this.matricesWeightsExtra = data;\r\n break;\r\n }\r\n };\r\n /**\r\n * Associates the vertexData to the passed Mesh.\r\n * Sets it as updatable or not (default `false`)\r\n * @param mesh the mesh the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns the VertexData\r\n */\r\n VertexData.prototype.applyToMesh = function (mesh, updatable) {\r\n this._applyTo(mesh, updatable);\r\n return this;\r\n };\r\n /**\r\n * Associates the vertexData to the passed Geometry.\r\n * Sets it as updatable or not (default `false`)\r\n * @param geometry the geometry the vertexData is applied to\r\n * @param updatable when used and having the value true allows new data to update the vertexData\r\n * @returns VertexData\r\n */\r\n VertexData.prototype.applyToGeometry = function (geometry, updatable) {\r\n this._applyTo(geometry, updatable);\r\n return this;\r\n };\r\n /**\r\n * Updates the associated mesh\r\n * @param mesh the mesh to be updated\r\n * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @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\r\n * @returns VertexData\r\n */\r\n VertexData.prototype.updateMesh = function (mesh) {\r\n this._update(mesh);\r\n return this;\r\n };\r\n /**\r\n * Updates the associated geometry\r\n * @param geometry the geometry to be updated\r\n * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false\r\n * @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\r\n * @returns VertexData.\r\n */\r\n VertexData.prototype.updateGeometry = function (geometry) {\r\n this._update(geometry);\r\n return this;\r\n };\r\n VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {\r\n if (updatable === void 0) { updatable = false; }\r\n if (this.positions) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.PositionKind, this.positions, updatable);\r\n }\r\n if (this.normals) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.NormalKind, this.normals, updatable);\r\n }\r\n if (this.tangents) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.TangentKind, this.tangents, updatable);\r\n }\r\n if (this.uvs) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UVKind, this.uvs, updatable);\r\n }\r\n if (this.uvs2) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV2Kind, this.uvs2, updatable);\r\n }\r\n if (this.uvs3) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV3Kind, this.uvs3, updatable);\r\n }\r\n if (this.uvs4) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV4Kind, this.uvs4, updatable);\r\n }\r\n if (this.uvs5) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV5Kind, this.uvs5, updatable);\r\n }\r\n if (this.uvs6) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.UV6Kind, this.uvs6, updatable);\r\n }\r\n if (this.colors) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.ColorKind, this.colors, updatable);\r\n }\r\n if (this.matricesIndices) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);\r\n }\r\n if (this.matricesWeights) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.setVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);\r\n }\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null, updatable);\r\n }\r\n else {\r\n meshOrGeometry.setIndices([], null);\r\n }\r\n return this;\r\n };\r\n VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {\r\n if (this.positions) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);\r\n }\r\n if (this.normals) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);\r\n }\r\n if (this.tangents) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs2) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs3) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs4) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs5) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);\r\n }\r\n if (this.uvs6) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);\r\n }\r\n if (this.colors) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesIndices) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesWeights) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n meshOrGeometry.updateVerticesData(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);\r\n }\r\n if (this.indices) {\r\n meshOrGeometry.setIndices(this.indices, null);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Transforms each position and each normal of the vertexData according to the passed Matrix\r\n * @param matrix the transforming matrix\r\n * @returns the VertexData\r\n */\r\n VertexData.prototype.transform = function (matrix) {\r\n var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;\r\n var transformed = Vector3.Zero();\r\n var index;\r\n if (this.positions) {\r\n var position = Vector3.Zero();\r\n for (index = 0; index < this.positions.length; index += 3) {\r\n Vector3.FromArrayToRef(this.positions, index, position);\r\n Vector3.TransformCoordinatesToRef(position, matrix, transformed);\r\n this.positions[index] = transformed.x;\r\n this.positions[index + 1] = transformed.y;\r\n this.positions[index + 2] = transformed.z;\r\n }\r\n }\r\n if (this.normals) {\r\n var normal = Vector3.Zero();\r\n for (index = 0; index < this.normals.length; index += 3) {\r\n Vector3.FromArrayToRef(this.normals, index, normal);\r\n Vector3.TransformNormalToRef(normal, matrix, transformed);\r\n this.normals[index] = transformed.x;\r\n this.normals[index + 1] = transformed.y;\r\n this.normals[index + 2] = transformed.z;\r\n }\r\n }\r\n if (this.tangents) {\r\n var tangent = Vector4.Zero();\r\n var tangentTransformed = Vector4.Zero();\r\n for (index = 0; index < this.tangents.length; index += 4) {\r\n Vector4.FromArrayToRef(this.tangents, index, tangent);\r\n Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);\r\n this.tangents[index] = tangentTransformed.x;\r\n this.tangents[index + 1] = tangentTransformed.y;\r\n this.tangents[index + 2] = tangentTransformed.z;\r\n this.tangents[index + 3] = tangentTransformed.w;\r\n }\r\n }\r\n if (flip && this.indices) {\r\n for (index = 0; index < this.indices.length; index += 3) {\r\n var tmp = this.indices[index + 1];\r\n this.indices[index + 1] = this.indices[index + 2];\r\n this.indices[index + 2] = tmp;\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Merges the passed VertexData into the current one\r\n * @param other the VertexData to be merged into the current one\r\n * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array\r\n * @returns the modified VertexData\r\n */\r\n VertexData.prototype.merge = function (other, use32BitsIndices) {\r\n if (use32BitsIndices === void 0) { use32BitsIndices = false; }\r\n this._validate();\r\n other._validate();\r\n if (!this.normals !== !other.normals ||\r\n !this.tangents !== !other.tangents ||\r\n !this.uvs !== !other.uvs ||\r\n !this.uvs2 !== !other.uvs2 ||\r\n !this.uvs3 !== !other.uvs3 ||\r\n !this.uvs4 !== !other.uvs4 ||\r\n !this.uvs5 !== !other.uvs5 ||\r\n !this.uvs6 !== !other.uvs6 ||\r\n !this.colors !== !other.colors ||\r\n !this.matricesIndices !== !other.matricesIndices ||\r\n !this.matricesWeights !== !other.matricesWeights ||\r\n !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||\r\n !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {\r\n throw new Error(\"Cannot merge vertex data that do not have the same set of attributes\");\r\n }\r\n if (other.indices) {\r\n if (!this.indices) {\r\n this.indices = [];\r\n }\r\n var offset = this.positions ? this.positions.length / 3 : 0;\r\n var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;\r\n if (isSrcTypedArray) {\r\n var len = this.indices.length + other.indices.length;\r\n var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);\r\n temp.set(this.indices);\r\n var decal = this.indices.length;\r\n for (var index = 0; index < other.indices.length; index++) {\r\n temp[decal + index] = other.indices[index] + offset;\r\n }\r\n this.indices = temp;\r\n }\r\n else {\r\n for (var index = 0; index < other.indices.length; index++) {\r\n this.indices.push(other.indices[index] + offset);\r\n }\r\n }\r\n }\r\n this.positions = this._mergeElement(this.positions, other.positions);\r\n this.normals = this._mergeElement(this.normals, other.normals);\r\n this.tangents = this._mergeElement(this.tangents, other.tangents);\r\n this.uvs = this._mergeElement(this.uvs, other.uvs);\r\n this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);\r\n this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);\r\n this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);\r\n this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);\r\n this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);\r\n this.colors = this._mergeElement(this.colors, other.colors);\r\n this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);\r\n this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);\r\n this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);\r\n this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);\r\n return this;\r\n };\r\n VertexData.prototype._mergeElement = function (source, other) {\r\n if (!source) {\r\n return other;\r\n }\r\n if (!other) {\r\n return source;\r\n }\r\n var len = other.length + source.length;\r\n var isSrcTypedArray = source instanceof Float32Array;\r\n var isOthTypedArray = other instanceof Float32Array;\r\n // use non-loop method when the source is Float32Array\r\n if (isSrcTypedArray) {\r\n var ret32 = new Float32Array(len);\r\n ret32.set(source);\r\n ret32.set(other, source.length);\r\n return ret32;\r\n // source is number[], when other is also use concat\r\n }\r\n else if (!isOthTypedArray) {\r\n return source.concat(other);\r\n // source is a number[], but other is a Float32Array, loop required\r\n }\r\n else {\r\n var ret = source.slice(0); // copy source to a separate array\r\n for (var i = 0, len = other.length; i < len; i++) {\r\n ret.push(other[i]);\r\n }\r\n return ret;\r\n }\r\n };\r\n VertexData.prototype._validate = function () {\r\n if (!this.positions) {\r\n throw new Error(\"Positions are required\");\r\n }\r\n var getElementCount = function (kind, values) {\r\n var stride = VertexBuffer.DeduceStride(kind);\r\n if ((values.length % stride) !== 0) {\r\n throw new Error(\"The \" + kind + \"s array count must be a multiple of \" + stride);\r\n }\r\n return values.length / stride;\r\n };\r\n var positionsElementCount = getElementCount(VertexBuffer.PositionKind, this.positions);\r\n var validateElementCount = function (kind, values) {\r\n var elementCount = getElementCount(kind, values);\r\n if (elementCount !== positionsElementCount) {\r\n throw new Error(\"The \" + kind + \"s element count (\" + elementCount + \") does not match the positions count (\" + positionsElementCount + \")\");\r\n }\r\n };\r\n if (this.normals) {\r\n validateElementCount(VertexBuffer.NormalKind, this.normals);\r\n }\r\n if (this.tangents) {\r\n validateElementCount(VertexBuffer.TangentKind, this.tangents);\r\n }\r\n if (this.uvs) {\r\n validateElementCount(VertexBuffer.UVKind, this.uvs);\r\n }\r\n if (this.uvs2) {\r\n validateElementCount(VertexBuffer.UV2Kind, this.uvs2);\r\n }\r\n if (this.uvs3) {\r\n validateElementCount(VertexBuffer.UV3Kind, this.uvs3);\r\n }\r\n if (this.uvs4) {\r\n validateElementCount(VertexBuffer.UV4Kind, this.uvs4);\r\n }\r\n if (this.uvs5) {\r\n validateElementCount(VertexBuffer.UV5Kind, this.uvs5);\r\n }\r\n if (this.uvs6) {\r\n validateElementCount(VertexBuffer.UV6Kind, this.uvs6);\r\n }\r\n if (this.colors) {\r\n validateElementCount(VertexBuffer.ColorKind, this.colors);\r\n }\r\n if (this.matricesIndices) {\r\n validateElementCount(VertexBuffer.MatricesIndicesKind, this.matricesIndices);\r\n }\r\n if (this.matricesWeights) {\r\n validateElementCount(VertexBuffer.MatricesWeightsKind, this.matricesWeights);\r\n }\r\n if (this.matricesIndicesExtra) {\r\n validateElementCount(VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);\r\n }\r\n if (this.matricesWeightsExtra) {\r\n validateElementCount(VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);\r\n }\r\n };\r\n /**\r\n * Serializes the VertexData\r\n * @returns a serialized object\r\n */\r\n VertexData.prototype.serialize = function () {\r\n var serializationObject = this.serialize();\r\n if (this.positions) {\r\n serializationObject.positions = this.positions;\r\n }\r\n if (this.normals) {\r\n serializationObject.normals = this.normals;\r\n }\r\n if (this.tangents) {\r\n serializationObject.tangents = this.tangents;\r\n }\r\n if (this.uvs) {\r\n serializationObject.uvs = this.uvs;\r\n }\r\n if (this.uvs2) {\r\n serializationObject.uvs2 = this.uvs2;\r\n }\r\n if (this.uvs3) {\r\n serializationObject.uvs3 = this.uvs3;\r\n }\r\n if (this.uvs4) {\r\n serializationObject.uvs4 = this.uvs4;\r\n }\r\n if (this.uvs5) {\r\n serializationObject.uvs5 = this.uvs5;\r\n }\r\n if (this.uvs6) {\r\n serializationObject.uvs6 = this.uvs6;\r\n }\r\n if (this.colors) {\r\n serializationObject.colors = this.colors;\r\n }\r\n if (this.matricesIndices) {\r\n serializationObject.matricesIndices = this.matricesIndices;\r\n serializationObject.matricesIndices._isExpanded = true;\r\n }\r\n if (this.matricesWeights) {\r\n serializationObject.matricesWeights = this.matricesWeights;\r\n }\r\n if (this.matricesIndicesExtra) {\r\n serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;\r\n serializationObject.matricesIndicesExtra._isExpanded = true;\r\n }\r\n if (this.matricesWeightsExtra) {\r\n serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;\r\n }\r\n serializationObject.indices = this.indices;\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Extracts the vertexData from a mesh\r\n * @param mesh the mesh from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {\r\n return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);\r\n };\r\n /**\r\n * Extracts the vertexData from the geometry\r\n * @param geometry the geometry from which to extract the VertexData\r\n * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false\r\n * @param forceCopy indicating that the VertexData must be cloned, optional, default false\r\n * @returns the object VertexData associated to the passed mesh\r\n */\r\n VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {\r\n return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);\r\n };\r\n VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {\r\n var result = new VertexData();\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.PositionKind)) {\r\n result.positions = meshOrGeometry.getVerticesData(VertexBuffer.PositionKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.NormalKind)) {\r\n result.normals = meshOrGeometry.getVerticesData(VertexBuffer.NormalKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.TangentKind)) {\r\n result.tangents = meshOrGeometry.getVerticesData(VertexBuffer.TangentKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n result.uvs = meshOrGeometry.getVerticesData(VertexBuffer.UVKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n result.uvs2 = meshOrGeometry.getVerticesData(VertexBuffer.UV2Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV3Kind)) {\r\n result.uvs3 = meshOrGeometry.getVerticesData(VertexBuffer.UV3Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV4Kind)) {\r\n result.uvs4 = meshOrGeometry.getVerticesData(VertexBuffer.UV4Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV5Kind)) {\r\n result.uvs5 = meshOrGeometry.getVerticesData(VertexBuffer.UV5Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.UV6Kind)) {\r\n result.uvs6 = meshOrGeometry.getVerticesData(VertexBuffer.UV6Kind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.ColorKind)) {\r\n result.colors = meshOrGeometry.getVerticesData(VertexBuffer.ColorKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesKind)) {\r\n result.matricesIndices = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsKind)) {\r\n result.matricesWeights = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesIndicesExtraKind)) {\r\n result.matricesIndicesExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);\r\n }\r\n if (meshOrGeometry.isVerticesDataPresent(VertexBuffer.MatricesWeightsExtraKind)) {\r\n result.matricesWeightsExtra = meshOrGeometry.getVerticesData(VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);\r\n }\r\n result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);\r\n return result;\r\n };\r\n /**\r\n * Creates the VertexData for a Ribbon\r\n * @param options an object used to set the following optional parameters for the ribbon, required but can be empty\r\n * * pathArray array of paths, each of which an array of successive Vector3\r\n * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false\r\n * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false\r\n * * 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\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false\r\n * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional\r\n * * colors a linear array, of length 4 * number of vertices, of custom color values, optional\r\n * @returns the VertexData of the ribbon\r\n */\r\n VertexData.CreateRibbon = function (options) {\r\n throw _DevTools.WarnImport(\"ribbonBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * size sets the width, height and depth of the box to the value of size, optional default 1\r\n * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size\r\n * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateBox = function (options) {\r\n throw _DevTools.WarnImport(\"boxBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a tiled box\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * faceTiles sets the pattern, tile size and number of tiles for a face\r\n * * faceUV an array of 6 Vector4 elements used to set different images to each box side\r\n * * faceColors an array of 6 Color3 elements used to set different colors to each box side\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateTiledBox = function (options) {\r\n throw _DevTools.WarnImport(\"tiledBoxBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a tiled plane\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * pattern a limited pattern arrangement depending on the number\r\n * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1\r\n * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size\r\n * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the tiled plane\r\n */\r\n VertexData.CreateTiledPlane = function (options) {\r\n throw _DevTools.WarnImport(\"tiledPlaneBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for an ellipsoid, defaults to a sphere\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * segments sets the number of horizontal strips optional, default 32\r\n * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1\r\n * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter\r\n * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter\r\n * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter\r\n * * 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\r\n * * 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\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the ellipsoid\r\n */\r\n VertexData.CreateSphere = function (options) {\r\n throw _DevTools.WarnImport(\"sphereBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a cylinder, cone or prism\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * height sets the height (y direction) of the cylinder, optional, default 2\r\n * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter\r\n * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter\r\n * * diameter sets the diameter of the top and bottom of the cone, optional default 1\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * subdivisions` the number of rings along the cylinder height, optional, default 1\r\n * * 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\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false\r\n * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the cylinder, cone or prism\r\n */\r\n VertexData.CreateCylinder = function (options) {\r\n throw _DevTools.WarnImport(\"cylinderBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the torus\r\n */\r\n VertexData.CreateTorus = function (options) {\r\n throw _DevTools.WarnImport(\"torusBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the LineSystem\r\n * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty\r\n * - lines an array of lines, each line being an array of successive Vector3\r\n * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point\r\n * @returns the VertexData of the LineSystem\r\n */\r\n VertexData.CreateLineSystem = function (options) {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n };\r\n /**\r\n * Create the VertexData for a DashedLines\r\n * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty\r\n * - points an array successive Vector3\r\n * - dashSize the size of the dashes relative to the dash number, optional, default 3\r\n * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1\r\n * - dashNb the intended total number of dashes, optional, default 200\r\n * @returns the VertexData for the DashedLines\r\n */\r\n VertexData.CreateDashedLines = function (options) {\r\n throw _DevTools.WarnImport(\"linesBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a Ground\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * - width the width (x direction) of the ground, optional, default 1\r\n * - height the height (z direction) of the ground, optional, default 1\r\n * - subdivisions the number of subdivisions per side, optional, default 1\r\n * @returns the VertexData of the Ground\r\n */\r\n VertexData.CreateGround = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a TiledGround by subdividing the ground into tiles\r\n * @param options an object used to set the following optional parameters for the Ground, required but can be empty\r\n * * xmin the ground minimum X coordinate, optional, default -1\r\n * * zmin the ground minimum Z coordinate, optional, default -1\r\n * * xmax the ground maximum X coordinate, optional, default 1\r\n * * zmax the ground maximum Z coordinate, optional, default 1\r\n * * 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}\r\n * * 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}\r\n * @returns the VertexData of the TiledGround\r\n */\r\n VertexData.CreateTiledGround = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the Ground designed from a heightmap\r\n * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap\r\n * * width the width (x direction) of the ground\r\n * * height the height (z direction) of the ground\r\n * * subdivisions the number of subdivisions per side\r\n * * minHeight the minimum altitude on the ground, optional, default 0\r\n * * maxHeight the maximum altitude on the ground, optional default 1\r\n * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)\r\n * * buffer the array holding the image color data\r\n * * bufferWidth the width of image\r\n * * bufferHeight the height of image\r\n * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns the VertexData of the Ground designed from a heightmap\r\n */\r\n VertexData.CreateGroundFromHeightMap = function (options) {\r\n throw _DevTools.WarnImport(\"groundBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for a Plane\r\n * @param options an object used to set the following optional parameters for the plane, required but can be empty\r\n * * size sets the width and height of the plane to the value of size, optional default 1\r\n * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size\r\n * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreatePlane = function (options) {\r\n throw _DevTools.WarnImport(\"planeBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the Disc or regular Polygon\r\n * @param options an object used to set the following optional parameters for the disc, required but can be empty\r\n * * radius the radius of the disc, optional default 0.5\r\n * * tessellation the number of polygon sides, optional, default 64\r\n * * 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\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the box\r\n */\r\n VertexData.CreateDisc = function (options) {\r\n throw _DevTools.WarnImport(\"discBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()\r\n * All parameters are provided by MeshBuilder.CreatePolygon as needed\r\n * @param polygon a mesh built from polygonTriangulation.build()\r\n * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * @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)\r\n * @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)\r\n * @returns the VertexData of the Polygon\r\n */\r\n VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {\r\n throw _DevTools.WarnImport(\"polygonBuilder\");\r\n };\r\n /**\r\n * Creates the VertexData of the IcoSphere\r\n * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty\r\n * * radius the radius of the IcoSphere, optional default 1\r\n * * radiusX allows stretching in the x direction, optional, default radius\r\n * * radiusY allows stretching in the y direction, optional, default radius\r\n * * radiusZ allows stretching in the z direction, optional, default radius\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the IcoSphere\r\n */\r\n VertexData.CreateIcoSphere = function (options) {\r\n throw _DevTools.WarnImport(\"icoSphereBuilder\");\r\n };\r\n // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html\r\n /**\r\n * Creates the VertexData for a Polyhedron\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * type provided types are:\r\n * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)\r\n * * 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)\r\n * * size the size of the IcoSphere, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * 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\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the Polyhedron\r\n */\r\n VertexData.CreatePolyhedron = function (options) {\r\n throw _DevTools.WarnImport(\"polyhedronBuilder\");\r\n };\r\n // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473\r\n /**\r\n * Creates the VertexData for a TorusKnot\r\n * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\r\n * * radius the radius of the torus knot, optional, default 2\r\n * * tube the thickness of the tube, optional, default 0.5\r\n * * radialSegments the number of sides on each tube segments, optional, default 32\r\n * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\r\n * * p the number of windings around the z axis, optional, default 2\r\n * * q the number of windings around the x axis, optional, default 3\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the Torus Knot\r\n */\r\n VertexData.CreateTorusKnot = function (options) {\r\n throw _DevTools.WarnImport(\"torusKnotBuilder\");\r\n };\r\n // Tools\r\n /**\r\n * Compute normals for given positions and indices\r\n * @param positions an array of vertex positions, [...., x, y, z, ......]\r\n * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]\r\n * @param normals an array of vertex normals, [...., x, y, z, ......]\r\n * @param options an object used to set the following optional parameters for the TorusKnot, optional\r\n * * facetNormals : optional array of facet normals (vector3)\r\n * * facetPositions : optional array of facet positions (vector3)\r\n * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation\r\n * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation\r\n * * bInfo : optional bounding info, required for facetPartitioning computation\r\n * * bbSize : optional bounding box size data, required for facetPartitioning computation\r\n * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation\r\n * * useRightHandedSystem: optional boolean to for right handed system computation\r\n * * depthSort : optional boolean to enable the facet depth sort computation\r\n * * distanceTo : optional Vector3 to compute the facet depth from this location\r\n * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location\r\n */\r\n VertexData.ComputeNormals = function (positions, indices, normals, options) {\r\n // temporary scalar variables\r\n var index = 0; // facet index\r\n var p1p2x = 0.0; // p1p2 vector x coordinate\r\n var p1p2y = 0.0; // p1p2 vector y coordinate\r\n var p1p2z = 0.0; // p1p2 vector z coordinate\r\n var p3p2x = 0.0; // p3p2 vector x coordinate\r\n var p3p2y = 0.0; // p3p2 vector y coordinate\r\n var p3p2z = 0.0; // p3p2 vector z coordinate\r\n var faceNormalx = 0.0; // facet normal x coordinate\r\n var faceNormaly = 0.0; // facet normal y coordinate\r\n var faceNormalz = 0.0; // facet normal z coordinate\r\n var length = 0.0; // facet normal length before normalization\r\n var v1x = 0; // vector1 x index in the positions array\r\n var v1y = 0; // vector1 y index in the positions array\r\n var v1z = 0; // vector1 z index in the positions array\r\n var v2x = 0; // vector2 x index in the positions array\r\n var v2y = 0; // vector2 y index in the positions array\r\n var v2z = 0; // vector2 z index in the positions array\r\n var v3x = 0; // vector3 x index in the positions array\r\n var v3y = 0; // vector3 y index in the positions array\r\n var v3z = 0; // vector3 z index in the positions array\r\n var computeFacetNormals = false;\r\n var computeFacetPositions = false;\r\n var computeFacetPartitioning = false;\r\n var computeDepthSort = false;\r\n var faceNormalSign = 1;\r\n var ratio = 0;\r\n var distanceTo = null;\r\n if (options) {\r\n computeFacetNormals = (options.facetNormals) ? true : false;\r\n computeFacetPositions = (options.facetPositions) ? true : false;\r\n computeFacetPartitioning = (options.facetPartitioning) ? true : false;\r\n faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;\r\n ratio = options.ratio || 0;\r\n computeDepthSort = (options.depthSort) ? true : false;\r\n distanceTo = (options.distanceTo);\r\n if (computeDepthSort) {\r\n if (distanceTo === undefined) {\r\n distanceTo = Vector3.Zero();\r\n }\r\n var depthSortedFacets = options.depthSortedFacets;\r\n }\r\n }\r\n // facetPartitioning reinit if needed\r\n var xSubRatio = 0;\r\n var ySubRatio = 0;\r\n var zSubRatio = 0;\r\n var subSq = 0;\r\n if (computeFacetPartitioning && options && options.bbSize) {\r\n var ox = 0; // X partitioning index for facet position\r\n var oy = 0; // Y partinioning index for facet position\r\n var oz = 0; // Z partinioning index for facet position\r\n var b1x = 0; // X partitioning index for facet v1 vertex\r\n var b1y = 0; // Y partitioning index for facet v1 vertex\r\n var b1z = 0; // z partitioning index for facet v1 vertex\r\n var b2x = 0; // X partitioning index for facet v2 vertex\r\n var b2y = 0; // Y partitioning index for facet v2 vertex\r\n var b2z = 0; // Z partitioning index for facet v2 vertex\r\n var b3x = 0; // X partitioning index for facet v3 vertex\r\n var b3y = 0; // Y partitioning index for facet v3 vertex\r\n var b3z = 0; // Z partitioning index for facet v3 vertex\r\n var block_idx_o = 0; // facet barycenter block index\r\n var block_idx_v1 = 0; // v1 vertex block index\r\n var block_idx_v2 = 0; // v2 vertex block index\r\n var block_idx_v3 = 0; // v3 vertex block index\r\n var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;\r\n bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;\r\n xSubRatio = options.subDiv.X * ratio / options.bbSize.x;\r\n ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;\r\n zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;\r\n subSq = options.subDiv.max * options.subDiv.max;\r\n options.facetPartitioning.length = 0;\r\n }\r\n // reset the normals\r\n for (index = 0; index < positions.length; index++) {\r\n normals[index] = 0.0;\r\n }\r\n // Loop : 1 indice triplet = 1 facet\r\n var nbFaces = (indices.length / 3) | 0;\r\n for (index = 0; index < nbFaces; index++) {\r\n // get the indexes of the coordinates of each vertex of the facet\r\n v1x = indices[index * 3] * 3;\r\n v1y = v1x + 1;\r\n v1z = v1x + 2;\r\n v2x = indices[index * 3 + 1] * 3;\r\n v2y = v2x + 1;\r\n v2z = v2x + 2;\r\n v3x = indices[index * 3 + 2] * 3;\r\n v3y = v3x + 1;\r\n v3z = v3x + 2;\r\n p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2\r\n p1p2y = positions[v1y] - positions[v2y];\r\n p1p2z = positions[v1z] - positions[v2z];\r\n p3p2x = positions[v3x] - positions[v2x];\r\n p3p2y = positions[v3y] - positions[v2y];\r\n p3p2z = positions[v3z] - positions[v2z];\r\n // compute the face normal with the cross product\r\n faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);\r\n faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);\r\n faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);\r\n // normalize this normal and store it in the array facetData\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n if (computeFacetNormals && options) {\r\n options.facetNormals[index].x = faceNormalx;\r\n options.facetNormals[index].y = faceNormaly;\r\n options.facetNormals[index].z = faceNormalz;\r\n }\r\n if (computeFacetPositions && options) {\r\n // compute and the facet barycenter coordinates in the array facetPositions\r\n options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;\r\n options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;\r\n options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;\r\n }\r\n if (computeFacetPartitioning && options) {\r\n // store the facet indexes in arrays in the main facetPartitioning array :\r\n // compute each facet vertex (+ facet barycenter) index in the partiniong array\r\n ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);\r\n b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);\r\n b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);\r\n block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;\r\n block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;\r\n block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;\r\n block_idx_o = ox + options.subDiv.max * oy + subSq * oz;\r\n options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();\r\n options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();\r\n options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();\r\n options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();\r\n // push each facet index in each block containing the vertex\r\n options.facetPartitioning[block_idx_v1].push(index);\r\n if (block_idx_v2 != block_idx_v1) {\r\n options.facetPartitioning[block_idx_v2].push(index);\r\n }\r\n if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {\r\n options.facetPartitioning[block_idx_v3].push(index);\r\n }\r\n if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {\r\n options.facetPartitioning[block_idx_o].push(index);\r\n }\r\n }\r\n if (computeDepthSort && options && options.facetPositions) {\r\n var dsf = depthSortedFacets[index];\r\n dsf.ind = index * 3;\r\n dsf.sqDistance = Vector3.DistanceSquared(options.facetPositions[index], distanceTo);\r\n }\r\n // compute the normals anyway\r\n normals[v1x] += faceNormalx; // accumulate all the normals per face\r\n normals[v1y] += faceNormaly;\r\n normals[v1z] += faceNormalz;\r\n normals[v2x] += faceNormalx;\r\n normals[v2y] += faceNormaly;\r\n normals[v2z] += faceNormalz;\r\n normals[v3x] += faceNormalx;\r\n normals[v3y] += faceNormaly;\r\n normals[v3z] += faceNormalz;\r\n }\r\n // last normalization of each normal\r\n for (index = 0; index < normals.length / 3; index++) {\r\n faceNormalx = normals[index * 3];\r\n faceNormaly = normals[index * 3 + 1];\r\n faceNormalz = normals[index * 3 + 2];\r\n length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);\r\n length = (length === 0) ? 1.0 : length;\r\n faceNormalx /= length;\r\n faceNormaly /= length;\r\n faceNormalz /= length;\r\n normals[index * 3] = faceNormalx;\r\n normals[index * 3 + 1] = faceNormaly;\r\n normals[index * 3 + 2] = faceNormalz;\r\n }\r\n };\r\n /** @hidden */\r\n VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {\r\n var li = indices.length;\r\n var ln = normals.length;\r\n var i;\r\n var n;\r\n sideOrientation = sideOrientation || VertexData.DEFAULTSIDE;\r\n switch (sideOrientation) {\r\n case VertexData.FRONTSIDE:\r\n // nothing changed\r\n break;\r\n case VertexData.BACKSIDE:\r\n var tmp;\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n tmp = indices[i];\r\n indices[i] = indices[i + 2];\r\n indices[i + 2] = tmp;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[n] = -normals[n];\r\n }\r\n break;\r\n case VertexData.DOUBLESIDE:\r\n // positions\r\n var lp = positions.length;\r\n var l = lp / 3;\r\n for (var p = 0; p < lp; p++) {\r\n positions[lp + p] = positions[p];\r\n }\r\n // indices\r\n for (i = 0; i < li; i += 3) {\r\n indices[i + li] = indices[i + 2] + l;\r\n indices[i + 1 + li] = indices[i + 1] + l;\r\n indices[i + 2 + li] = indices[i] + l;\r\n }\r\n // normals\r\n for (n = 0; n < ln; n++) {\r\n normals[ln + n] = -normals[n];\r\n }\r\n // uvs\r\n var lu = uvs.length;\r\n var u = 0;\r\n for (u = 0; u < lu; u++) {\r\n uvs[u + lu] = uvs[u];\r\n }\r\n frontUVs = frontUVs ? frontUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n backUVs = backUVs ? backUVs : new Vector4(0.0, 0.0, 1.0, 1.0);\r\n u = 0;\r\n for (i = 0; i < lu / 2; i++) {\r\n uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];\r\n uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];\r\n uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];\r\n uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];\r\n u += 2;\r\n }\r\n break;\r\n }\r\n };\r\n /**\r\n * Applies VertexData created from the imported parameters to the geometry\r\n * @param parsedVertexData the parsed data from an imported file\r\n * @param geometry the geometry to apply the VertexData to\r\n */\r\n VertexData.ImportVertexData = function (parsedVertexData, geometry) {\r\n var vertexData = new VertexData();\r\n // positions\r\n var positions = parsedVertexData.positions;\r\n if (positions) {\r\n vertexData.set(positions, VertexBuffer.PositionKind);\r\n }\r\n // normals\r\n var normals = parsedVertexData.normals;\r\n if (normals) {\r\n vertexData.set(normals, VertexBuffer.NormalKind);\r\n }\r\n // tangents\r\n var tangents = parsedVertexData.tangents;\r\n if (tangents) {\r\n vertexData.set(tangents, VertexBuffer.TangentKind);\r\n }\r\n // uvs\r\n var uvs = parsedVertexData.uvs;\r\n if (uvs) {\r\n vertexData.set(uvs, VertexBuffer.UVKind);\r\n }\r\n // uv2s\r\n var uv2s = parsedVertexData.uv2s;\r\n if (uv2s) {\r\n vertexData.set(uv2s, VertexBuffer.UV2Kind);\r\n }\r\n // uv3s\r\n var uv3s = parsedVertexData.uv3s;\r\n if (uv3s) {\r\n vertexData.set(uv3s, VertexBuffer.UV3Kind);\r\n }\r\n // uv4s\r\n var uv4s = parsedVertexData.uv4s;\r\n if (uv4s) {\r\n vertexData.set(uv4s, VertexBuffer.UV4Kind);\r\n }\r\n // uv5s\r\n var uv5s = parsedVertexData.uv5s;\r\n if (uv5s) {\r\n vertexData.set(uv5s, VertexBuffer.UV5Kind);\r\n }\r\n // uv6s\r\n var uv6s = parsedVertexData.uv6s;\r\n if (uv6s) {\r\n vertexData.set(uv6s, VertexBuffer.UV6Kind);\r\n }\r\n // colors\r\n var colors = parsedVertexData.colors;\r\n if (colors) {\r\n vertexData.set(Color4.CheckColors4(colors, positions.length / 3), VertexBuffer.ColorKind);\r\n }\r\n // matricesIndices\r\n var matricesIndices = parsedVertexData.matricesIndices;\r\n if (matricesIndices) {\r\n vertexData.set(matricesIndices, VertexBuffer.MatricesIndicesKind);\r\n }\r\n // matricesWeights\r\n var matricesWeights = parsedVertexData.matricesWeights;\r\n if (matricesWeights) {\r\n vertexData.set(matricesWeights, VertexBuffer.MatricesWeightsKind);\r\n }\r\n // indices\r\n var indices = parsedVertexData.indices;\r\n if (indices) {\r\n vertexData.indices = indices;\r\n }\r\n geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);\r\n };\r\n /**\r\n * Mesh side orientation : usually the external or front surface\r\n */\r\n VertexData.FRONTSIDE = 0;\r\n /**\r\n * Mesh side orientation : usually the internal or back surface\r\n */\r\n VertexData.BACKSIDE = 1;\r\n /**\r\n * Mesh side orientation : both internal and external or front and back surfaces\r\n */\r\n VertexData.DOUBLESIDE = 2;\r\n /**\r\n * Mesh side orientation : by default, `FRONTSIDE`\r\n */\r\n VertexData.DEFAULTSIDE = 0;\r\n return VertexData;\r\n}());\r\nexport { VertexData };\r\n//# sourceMappingURL=mesh.vertexData.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/meshLODLevel.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\meshLODLevel.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/meshLODLevel.js", "index": 103, "index2": 101, "size": 745, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 307, "building": 22, "dependencies": 41 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony side effect evaluation", "userRequest": "./meshLODLevel", "loc": "25:0-46" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./meshLODLevel", "loc": "434:24-36" } ], "providedExports": [ "MeshLODLevel" ], "optimizationBailout": [], "depth": 2, "source": "/**\r\n * Class used to represent a specific level of detail of a mesh\r\n * @see http://doc.babylonjs.com/how_to/how_to_use_lod\r\n */\r\nvar MeshLODLevel = /** @class */ (function () {\r\n /**\r\n * Creates a new LOD level\r\n * @param distance defines the distance where this level should star being displayed\r\n * @param mesh defines the mesh to use to render this level\r\n */\r\n function MeshLODLevel(\r\n /** Defines the distance where this level should star being displayed */\r\n distance, \r\n /** Defines the mesh to use to render this level */\r\n mesh) {\r\n this.distance = distance;\r\n this.mesh = mesh;\r\n }\r\n return MeshLODLevel;\r\n}());\r\nexport { MeshLODLevel };\r\n//# sourceMappingURL=meshLODLevel.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/subMesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\subMesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/subMesh.js", "index": 82, "index2": 79, "size": 20635, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 307, "building": 22, "dependencies": 41 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/material.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\material.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "type": "harmony side effect evaluation", "userRequest": "../Meshes/subMesh", "loc": "6:0-48" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/material.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\material.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/material.js", "type": "harmony import specifier", "userRequest": "../Meshes/subMesh", "loc": "671:26-37" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/geometry.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\geometry.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "type": "harmony side effect evaluation", "userRequest": "../Meshes/subMesh", "loc": "5:0-44" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/geometry.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\geometry.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "type": "harmony import specifier", "userRequest": "../Meshes/subMesh", "loc": "1022:20-27" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/geometry.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\geometry.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/geometry.js", "type": "harmony import specifier", "userRequest": "../Meshes/subMesh", "loc": "1101:16-23" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony side effect evaluation", "userRequest": "./subMesh", "loc": "14:0-36" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./subMesh", "loc": "895:19-26" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./subMesh", "loc": "917:12-19" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./subMesh", "loc": "2029:12-19" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./subMesh", "loc": "2086:12-19" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "./subMesh", "loc": "3501:16-23" } ], "providedExports": [ "BaseSubMesh", "SubMesh" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { VertexBuffer } from \"./buffer\";\r\nimport { IntersectionInfo } from \"../Collisions/intersectionInfo\";\r\nimport { BoundingInfo } from \"../Culling/boundingInfo\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { extractMinAndMaxIndexed } from '../Maths/math.functions';\r\n/**\r\n * Base class for submeshes\r\n */\r\nvar BaseSubMesh = /** @class */ (function () {\r\n function BaseSubMesh() {\r\n /** @hidden */\r\n this._materialDefines = null;\r\n /** @hidden */\r\n this._materialEffect = null;\r\n }\r\n Object.defineProperty(BaseSubMesh.prototype, \"effect\", {\r\n /**\r\n * Gets associated effect\r\n */\r\n get: function () {\r\n return this._materialEffect;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets associated effect (effect used to render this submesh)\r\n * @param effect defines the effect to associate with\r\n * @param defines defines the set of defines used to compile this effect\r\n */\r\n BaseSubMesh.prototype.setEffect = function (effect, defines) {\r\n if (defines === void 0) { defines = null; }\r\n if (this._materialEffect === effect) {\r\n if (!effect) {\r\n this._materialDefines = null;\r\n }\r\n return;\r\n }\r\n this._materialDefines = defines;\r\n this._materialEffect = effect;\r\n };\r\n return BaseSubMesh;\r\n}());\r\nexport { BaseSubMesh };\r\n/**\r\n * Defines a subdivision inside a mesh\r\n */\r\nvar SubMesh = /** @class */ (function (_super) {\r\n tslib_1.__extends(SubMesh, _super);\r\n /**\r\n * Creates a new submesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n */\r\n function SubMesh(\r\n /** the material index to use */\r\n materialIndex, \r\n /** vertex index start */\r\n verticesStart, \r\n /** vertices count */\r\n verticesCount, \r\n /** index start */\r\n indexStart, \r\n /** indices count */\r\n indexCount, mesh, renderingMesh, createBoundingBox) {\r\n if (createBoundingBox === void 0) { createBoundingBox = true; }\r\n var _this = _super.call(this) || this;\r\n _this.materialIndex = materialIndex;\r\n _this.verticesStart = verticesStart;\r\n _this.verticesCount = verticesCount;\r\n _this.indexStart = indexStart;\r\n _this.indexCount = indexCount;\r\n /** @hidden */\r\n _this._linesIndexCount = 0;\r\n _this._linesIndexBuffer = null;\r\n /** @hidden */\r\n _this._lastColliderWorldVertices = null;\r\n /** @hidden */\r\n _this._lastColliderTransformMatrix = null;\r\n /** @hidden */\r\n _this._renderId = 0;\r\n /** @hidden */\r\n _this._alphaIndex = 0;\r\n /** @hidden */\r\n _this._distanceToCamera = 0;\r\n _this._currentMaterial = null;\r\n _this._mesh = mesh;\r\n _this._renderingMesh = renderingMesh || mesh;\r\n mesh.subMeshes.push(_this);\r\n _this._trianglePlanes = [];\r\n _this._id = mesh.subMeshes.length - 1;\r\n if (createBoundingBox) {\r\n _this.refreshBoundingInfo();\r\n mesh.computeWorldMatrix(true);\r\n }\r\n return _this;\r\n }\r\n /**\r\n * Add a new submesh to a mesh\r\n * @param materialIndex defines the material index to use\r\n * @param verticesStart defines vertex index start\r\n * @param verticesCount defines vertices count\r\n * @param indexStart defines index start\r\n * @param indexCount defines indices count\r\n * @param mesh defines the parent mesh\r\n * @param renderingMesh defines an optional rendering mesh\r\n * @param createBoundingBox defines if bounding box should be created for this submesh\r\n * @returns the new submesh\r\n */\r\n SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {\r\n if (createBoundingBox === void 0) { createBoundingBox = true; }\r\n return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);\r\n };\r\n Object.defineProperty(SubMesh.prototype, \"IsGlobal\", {\r\n /**\r\n * Returns true if this submesh covers the entire parent mesh\r\n * @ignorenaming\r\n */\r\n get: function () {\r\n return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Returns the submesh BoudingInfo object\r\n * @returns current bounding info (or mesh's one if the submesh is global)\r\n */\r\n SubMesh.prototype.getBoundingInfo = function () {\r\n if (this.IsGlobal) {\r\n return this._mesh.getBoundingInfo();\r\n }\r\n return this._boundingInfo;\r\n };\r\n /**\r\n * Sets the submesh BoundingInfo\r\n * @param boundingInfo defines the new bounding info to use\r\n * @returns the SubMesh\r\n */\r\n SubMesh.prototype.setBoundingInfo = function (boundingInfo) {\r\n this._boundingInfo = boundingInfo;\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh of the current submesh\r\n * @return the parent mesh\r\n */\r\n SubMesh.prototype.getMesh = function () {\r\n return this._mesh;\r\n };\r\n /**\r\n * Returns the rendering mesh of the submesh\r\n * @returns the rendering mesh (could be different from parent mesh)\r\n */\r\n SubMesh.prototype.getRenderingMesh = function () {\r\n return this._renderingMesh;\r\n };\r\n /**\r\n * Returns the submesh material\r\n * @returns null or the current material\r\n */\r\n SubMesh.prototype.getMaterial = function () {\r\n var rootMaterial = this._renderingMesh.material;\r\n if (rootMaterial === null || rootMaterial === undefined) {\r\n return this._mesh.getScene().defaultMaterial;\r\n }\r\n else if (rootMaterial.getSubMaterial) {\r\n var multiMaterial = rootMaterial;\r\n var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);\r\n if (this._currentMaterial !== effectiveMaterial) {\r\n this._currentMaterial = effectiveMaterial;\r\n this._materialDefines = null;\r\n }\r\n return effectiveMaterial;\r\n }\r\n return rootMaterial;\r\n };\r\n // Methods\r\n /**\r\n * Sets a new updated BoundingInfo object to the submesh\r\n * @param data defines an optional position array to use to determine the bounding info\r\n * @returns the SubMesh\r\n */\r\n SubMesh.prototype.refreshBoundingInfo = function (data) {\r\n if (data === void 0) { data = null; }\r\n this._lastColliderWorldVertices = null;\r\n if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {\r\n return this;\r\n }\r\n if (!data) {\r\n data = this._renderingMesh.getVerticesData(VertexBuffer.PositionKind);\r\n }\r\n if (!data) {\r\n this._boundingInfo = this._mesh.getBoundingInfo();\r\n return this;\r\n }\r\n var indices = this._renderingMesh.getIndices();\r\n var extend;\r\n //is this the only submesh?\r\n if (this.indexStart === 0 && this.indexCount === indices.length) {\r\n var boundingInfo = this._renderingMesh.getBoundingInfo();\r\n //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.\r\n extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };\r\n }\r\n else {\r\n extend = extractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);\r\n }\r\n if (this._boundingInfo) {\r\n this._boundingInfo.reConstruct(extend.minimum, extend.maximum);\r\n }\r\n else {\r\n this._boundingInfo = new BoundingInfo(extend.minimum, extend.maximum);\r\n }\r\n return this;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._checkCollision = function (collider) {\r\n var boundingInfo = this.getBoundingInfo();\r\n return boundingInfo._checkCollision(collider);\r\n };\r\n /**\r\n * Updates the submesh BoundingInfo\r\n * @param world defines the world matrix to use to update the bounding info\r\n * @returns the submesh\r\n */\r\n SubMesh.prototype.updateBoundingInfo = function (world) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n this.refreshBoundingInfo();\r\n boundingInfo = this.getBoundingInfo();\r\n }\r\n boundingInfo.update(world);\r\n return this;\r\n };\r\n /**\r\n * True is the submesh bounding box intersects the frustum defined by the passed array of planes.\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is intersecting with the frustum\r\n */\r\n SubMesh.prototype.isInFrustum = function (frustumPlanes) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);\r\n };\r\n /**\r\n * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes\r\n * @param frustumPlanes defines the frustum planes\r\n * @returns true if the submesh is inside the frustum\r\n */\r\n SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return boundingInfo.isCompletelyInFrustum(frustumPlanes);\r\n };\r\n /**\r\n * Renders the submesh\r\n * @param enableAlphaMode defines if alpha needs to be used\r\n * @returns the submesh\r\n */\r\n SubMesh.prototype.render = function (enableAlphaMode) {\r\n this._renderingMesh.render(this, enableAlphaMode);\r\n return this;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {\r\n if (!this._linesIndexBuffer) {\r\n var linesIndices = [];\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);\r\n }\r\n this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);\r\n this._linesIndexCount = linesIndices.length;\r\n }\r\n return this._linesIndexBuffer;\r\n };\r\n /**\r\n * Checks if the submesh intersects with a ray\r\n * @param ray defines the ray to test\r\n * @returns true is the passed ray intersects the submesh bounding box\r\n */\r\n SubMesh.prototype.canIntersects = function (ray) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return false;\r\n }\r\n return ray.intersectsBox(boundingInfo.boundingBox);\r\n };\r\n /**\r\n * Intersects current submesh with a ray\r\n * @param ray defines the ray to test\r\n * @param positions defines mesh's positions array\r\n * @param indices defines mesh's indices array\r\n * @param fastCheck defines if only bounding info should be used\r\n * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected\r\n * @returns intersection info or null if no intersection\r\n */\r\n SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck, trianglePredicate) {\r\n var material = this.getMaterial();\r\n if (!material) {\r\n return null;\r\n }\r\n switch (material.fillMode) {\r\n case Constants.MATERIAL_PointListDrawMode:\r\n case Constants.MATERIAL_LineListDrawMode:\r\n case Constants.MATERIAL_LineLoopDrawMode:\r\n case Constants.MATERIAL_LineStripDrawMode:\r\n case Constants.MATERIAL_TriangleFanDrawMode:\r\n case Constants.MATERIAL_TriangleStripDrawMode:\r\n return null;\r\n }\r\n // LineMesh first as it's also a Mesh...\r\n if (this._mesh.getClassName() === \"InstancedLinesMesh\" || this._mesh.getClassName() === \"LinesMesh\") {\r\n // Check if mesh is unindexed\r\n if (!indices.length) {\r\n return this._intersectUnIndexedLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);\r\n }\r\n return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);\r\n }\r\n else {\r\n // Check if mesh is unindexed\r\n if (!indices.length && this._mesh._unIndexed) {\r\n return this._intersectUnIndexedTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n return this._intersectTriangles(ray, positions, indices, fastCheck, trianglePredicate);\r\n }\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {\r\n var intersectInfo = null;\r\n // Line test\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {\r\n var p0 = positions[indices[index]];\r\n var p1 = positions[indices[index + 1]];\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectUnIndexedLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {\r\n var intersectInfo = null;\r\n // Line test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 2) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n var length = ray.intersectionSegment(p0, p1, intersectionThreshold);\r\n if (length < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || length < intersectInfo.distance) {\r\n intersectInfo = new IntersectionInfo(null, null, length);\r\n intersectInfo.faceId = index / 2;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck, trianglePredicate) {\r\n var intersectInfo = null;\r\n // Triangles test\r\n for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {\r\n var p0 = positions[indices[index]];\r\n var p1 = positions[indices[index + 1]];\r\n var p2 = positions[indices[index + 2]];\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._intersectUnIndexedTriangles = function (ray, positions, indices, fastCheck, trianglePredicate) {\r\n var intersectInfo = null;\r\n // Triangles test\r\n for (var index = this.verticesStart; index < this.verticesStart + this.verticesCount; index += 3) {\r\n var p0 = positions[index];\r\n var p1 = positions[index + 1];\r\n var p2 = positions[index + 2];\r\n if (trianglePredicate && !trianglePredicate(p0, p1, p2, ray)) {\r\n continue;\r\n }\r\n var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);\r\n if (currentIntersectInfo) {\r\n if (currentIntersectInfo.distance < 0) {\r\n continue;\r\n }\r\n if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {\r\n intersectInfo = currentIntersectInfo;\r\n intersectInfo.faceId = index / 3;\r\n if (fastCheck) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n return intersectInfo;\r\n };\r\n /** @hidden */\r\n SubMesh.prototype._rebuild = function () {\r\n if (this._linesIndexBuffer) {\r\n this._linesIndexBuffer = null;\r\n }\r\n };\r\n // Clone\r\n /**\r\n * Creates a new submesh from the passed mesh\r\n * @param newMesh defines the new hosting mesh\r\n * @param newRenderingMesh defines an optional rendering mesh\r\n * @returns the new submesh\r\n */\r\n SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {\r\n var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);\r\n if (!this.IsGlobal) {\r\n var boundingInfo = this.getBoundingInfo();\r\n if (!boundingInfo) {\r\n return result;\r\n }\r\n result._boundingInfo = new BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);\r\n }\r\n return result;\r\n };\r\n // Dispose\r\n /**\r\n * Release associated resources\r\n */\r\n SubMesh.prototype.dispose = function () {\r\n if (this._linesIndexBuffer) {\r\n this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);\r\n this._linesIndexBuffer = null;\r\n }\r\n // Remove from mesh\r\n var index = this._mesh.subMeshes.indexOf(this);\r\n this._mesh.subMeshes.splice(index, 1);\r\n };\r\n /**\r\n * Gets the class name\r\n * @returns the string \"SubMesh\".\r\n */\r\n SubMesh.prototype.getClassName = function () {\r\n return \"SubMesh\";\r\n };\r\n // Statics\r\n /**\r\n * Creates a new submesh from indices data\r\n * @param materialIndex the index of the main mesh material\r\n * @param startIndex the index where to start the copy in the mesh indices array\r\n * @param indexCount the number of indices to copy then from the startIndex\r\n * @param mesh the main mesh to create the submesh from\r\n * @param renderingMesh the optional rendering mesh\r\n * @returns a new submesh\r\n */\r\n SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {\r\n var minVertexIndex = Number.MAX_VALUE;\r\n var maxVertexIndex = -Number.MAX_VALUE;\r\n var whatWillRender = (renderingMesh || mesh);\r\n var indices = whatWillRender.getIndices();\r\n for (var index = startIndex; index < startIndex + indexCount; index++) {\r\n var vertexIndex = indices[index];\r\n if (vertexIndex < minVertexIndex) {\r\n minVertexIndex = vertexIndex;\r\n }\r\n if (vertexIndex > maxVertexIndex) {\r\n maxVertexIndex = vertexIndex;\r\n }\r\n }\r\n return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);\r\n };\r\n return SubMesh;\r\n}(BaseSubMesh));\r\nexport { SubMesh };\r\n//# sourceMappingURL=subMesh.js.map" }, { "id": "../../.temp/packageES6Dev/core/Meshes/transformNode.js", "identifier": 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"2858:72-85" } ], "providedExports": [ "TransformNode" ], "optimizationBailout": [], "depth": 2, "source": "import * as tslib_1 from \"tslib\";\r\nimport { serialize, serializeAsVector3, serializeAsQuaternion, SerializationHelper } from \"../Misc/decorators\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { Quaternion, Matrix, Vector3, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Node } from \"../node\";\r\nimport { Space } from '../Maths/math.axis';\r\n/**\r\n * 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.\r\n * @see https://doc.babylonjs.com/how_to/transformnode\r\n */\r\nvar TransformNode = /** @class */ (function (_super) {\r\n tslib_1.__extends(TransformNode, _super);\r\n function TransformNode(name, scene, isPure) {\r\n if (scene === void 0) { scene = null; }\r\n if (isPure === void 0) { isPure = true; }\r\n var _this = _super.call(this, name, scene) || this;\r\n _this._forward = new Vector3(0, 0, 1);\r\n _this._forwardInverted = new Vector3(0, 0, -1);\r\n _this._up = new Vector3(0, 1, 0);\r\n _this._right = new Vector3(1, 0, 0);\r\n _this._rightInverted = new Vector3(-1, 0, 0);\r\n // Properties\r\n _this._position = Vector3.Zero();\r\n _this._rotation = Vector3.Zero();\r\n _this._rotationQuaternion = null;\r\n _this._scaling = Vector3.One();\r\n _this._isDirty = false;\r\n _this._transformToBoneReferal = null;\r\n _this._billboardMode = TransformNode.BILLBOARDMODE_NONE;\r\n _this._preserveParentRotationForBillboard = false;\r\n /**\r\n * 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\r\n */\r\n _this.scalingDeterminant = 1;\r\n _this._infiniteDistance = false;\r\n /**\r\n * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.\r\n * By default the system will update normals to compensate\r\n */\r\n _this.ignoreNonUniformScaling = false;\r\n /**\r\n * Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both\r\n */\r\n _this.reIntegrateRotationIntoRotationQuaternion = false;\r\n // Cache\r\n /** @hidden */\r\n _this._poseMatrix = null;\r\n /** @hidden */\r\n _this._localMatrix = Matrix.Zero();\r\n _this._usePivotMatrix = false;\r\n _this._absolutePosition = Vector3.Zero();\r\n _this._pivotMatrix = Matrix.Identity();\r\n _this._postMultiplyPivotMatrix = false;\r\n _this._isWorldMatrixFrozen = false;\r\n /** @hidden */\r\n _this._indexInSceneTransformNodesArray = -1;\r\n /**\r\n * An event triggered after the world matrix is updated\r\n */\r\n _this.onAfterWorldMatrixUpdateObservable = new Observable();\r\n _this._nonUniformScaling = false;\r\n if (isPure) {\r\n _this.getScene().addTransformNode(_this);\r\n }\r\n return _this;\r\n }\r\n Object.defineProperty(TransformNode.prototype, \"billboardMode\", {\r\n /**\r\n * Gets or sets the billboard mode. Default is 0.\r\n *\r\n * | Value | Type | Description |\r\n * | --- | --- | --- |\r\n * | 0 | BILLBOARDMODE_NONE | |\r\n * | 1 | BILLBOARDMODE_X | |\r\n * | 2 | BILLBOARDMODE_Y | |\r\n * | 4 | BILLBOARDMODE_Z | |\r\n * | 7 | BILLBOARDMODE_ALL | |\r\n *\r\n */\r\n get: function () {\r\n return this._billboardMode;\r\n },\r\n set: function (value) {\r\n if (this._billboardMode === value) {\r\n return;\r\n }\r\n this._billboardMode = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"preserveParentRotationForBillboard\", {\r\n /**\r\n * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.\r\n * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed\r\n */\r\n get: function () {\r\n return this._preserveParentRotationForBillboard;\r\n },\r\n set: function (value) {\r\n if (value === this._preserveParentRotationForBillboard) {\r\n return;\r\n }\r\n this._preserveParentRotationForBillboard = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"infiniteDistance\", {\r\n /**\r\n * Gets or sets the distance of the object to max, often used by skybox\r\n */\r\n get: function () {\r\n return this._infiniteDistance;\r\n },\r\n set: function (value) {\r\n if (this._infiniteDistance === value) {\r\n return;\r\n }\r\n this._infiniteDistance = value;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Gets a string identifying the name of the class\r\n * @returns \"TransformNode\" string\r\n */\r\n TransformNode.prototype.getClassName = function () {\r\n return \"TransformNode\";\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"position\", {\r\n /**\r\n * Gets or set the node position (default is (0.0, 0.0, 0.0))\r\n */\r\n get: function () {\r\n return this._position;\r\n },\r\n set: function (newPosition) {\r\n this._position = newPosition;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"rotation\", {\r\n /**\r\n * 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)).\r\n * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion\r\n */\r\n get: function () {\r\n return this._rotation;\r\n },\r\n set: function (newRotation) {\r\n this._rotation = newRotation;\r\n this._rotationQuaternion = null;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"scaling\", {\r\n /**\r\n * 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)).\r\n */\r\n get: function () {\r\n return this._scaling;\r\n },\r\n set: function (newScaling) {\r\n this._scaling = newScaling;\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"rotationQuaternion\", {\r\n /**\r\n * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null).\r\n * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)\r\n */\r\n get: function () {\r\n return this._rotationQuaternion;\r\n },\r\n set: function (quaternion) {\r\n this._rotationQuaternion = quaternion;\r\n //reset the rotation vector.\r\n if (quaternion) {\r\n this._rotation.setAll(0.0);\r\n }\r\n this._isDirty = true;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"forward\", {\r\n /**\r\n * The forward direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"up\", {\r\n /**\r\n * The up direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this._up, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n Object.defineProperty(TransformNode.prototype, \"right\", {\r\n /**\r\n * The right direction of that transform in world space.\r\n */\r\n get: function () {\r\n return Vector3.Normalize(Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Copies the parameter passed Matrix into the mesh Pose matrix.\r\n * @param matrix the matrix to copy the pose from\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.updatePoseMatrix = function (matrix) {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = matrix.clone();\r\n return this;\r\n }\r\n this._poseMatrix.copyFrom(matrix);\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh Pose matrix.\r\n * @returns the pose matrix\r\n */\r\n TransformNode.prototype.getPoseMatrix = function () {\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Identity();\r\n }\r\n return this._poseMatrix;\r\n };\r\n /** @hidden */\r\n TransformNode.prototype._isSynchronized = function () {\r\n var cache = this._cache;\r\n if (this.billboardMode !== cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {\r\n return false;\r\n }\r\n if (cache.pivotMatrixUpdated) {\r\n return false;\r\n }\r\n if (this.infiniteDistance) {\r\n return false;\r\n }\r\n if (!cache.position.equals(this._position)) {\r\n return false;\r\n }\r\n if (this._rotationQuaternion) {\r\n if (!cache.rotationQuaternion.equals(this._rotationQuaternion)) {\r\n return false;\r\n }\r\n }\r\n else if (!cache.rotation.equals(this._rotation)) {\r\n return false;\r\n }\r\n if (!cache.scaling.equals(this._scaling)) {\r\n return false;\r\n }\r\n return true;\r\n };\r\n /** @hidden */\r\n TransformNode.prototype._initCache = function () {\r\n _super.prototype._initCache.call(this);\r\n var cache = this._cache;\r\n cache.localMatrixUpdated = false;\r\n cache.position = Vector3.Zero();\r\n cache.scaling = Vector3.Zero();\r\n cache.rotation = Vector3.Zero();\r\n cache.rotationQuaternion = new Quaternion(0, 0, 0, 0);\r\n cache.billboardMode = -1;\r\n cache.infiniteDistance = false;\r\n };\r\n /**\r\n * Flag the transform node as dirty (Forcing it to update everything)\r\n * @param property if set to \"rotation\" the objects rotationQuaternion will be set to null\r\n * @returns this transform node\r\n */\r\n TransformNode.prototype.markAsDirty = function (property) {\r\n this._currentRenderId = Number.MAX_VALUE;\r\n this._isDirty = true;\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"absolutePosition\", {\r\n /**\r\n * Returns the current mesh absolute position.\r\n * Returns a Vector3.\r\n */\r\n get: function () {\r\n return this._absolutePosition;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Sets a new matrix to apply before all other transformation\r\n * @param matrix defines the transform matrix\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPreTransformMatrix = function (matrix) {\r\n return this.setPivotMatrix(matrix, false);\r\n };\r\n /**\r\n * Sets a new pivot matrix to the current node\r\n * @param matrix defines the new pivot matrix to use\r\n * @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\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {\r\n if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }\r\n this._pivotMatrix.copyFrom(matrix);\r\n this._usePivotMatrix = !this._pivotMatrix.isIdentity();\r\n this._cache.pivotMatrixUpdated = true;\r\n this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;\r\n if (this._postMultiplyPivotMatrix) {\r\n if (!this._pivotMatrixInverse) {\r\n this._pivotMatrixInverse = Matrix.Invert(this._pivotMatrix);\r\n }\r\n else {\r\n this._pivotMatrix.invertToRef(this._pivotMatrixInverse);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh pivot matrix.\r\n * Default : Identity.\r\n * @returns the matrix\r\n */\r\n TransformNode.prototype.getPivotMatrix = function () {\r\n return this._pivotMatrix;\r\n };\r\n /**\r\n * Prevents the World matrix to be computed any longer.\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.freezeWorldMatrix = function () {\r\n this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily\r\n this.computeWorldMatrix(true);\r\n this._isWorldMatrixFrozen = true;\r\n return this;\r\n };\r\n /**\r\n * Allows back the World matrix computation.\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.unfreezeWorldMatrix = function () {\r\n this._isWorldMatrixFrozen = false;\r\n this.computeWorldMatrix(true);\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"isWorldMatrixFrozen\", {\r\n /**\r\n * True if the World matrix has been frozen.\r\n */\r\n get: function () {\r\n return this._isWorldMatrixFrozen;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /**\r\n * Retuns the mesh absolute position in the World.\r\n * @returns a Vector3.\r\n */\r\n TransformNode.prototype.getAbsolutePosition = function () {\r\n this.computeWorldMatrix();\r\n return this._absolutePosition;\r\n };\r\n /**\r\n * Sets the mesh absolute position in the World from a Vector3 or an Array(3).\r\n * @param absolutePosition the absolute position to set\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {\r\n if (!absolutePosition) {\r\n return this;\r\n }\r\n var absolutePositionX;\r\n var absolutePositionY;\r\n var absolutePositionZ;\r\n if (absolutePosition.x === undefined) {\r\n if (arguments.length < 3) {\r\n return this;\r\n }\r\n absolutePositionX = arguments[0];\r\n absolutePositionY = arguments[1];\r\n absolutePositionZ = arguments[2];\r\n }\r\n else {\r\n absolutePositionX = absolutePosition.x;\r\n absolutePositionY = absolutePosition.y;\r\n absolutePositionZ = absolutePosition.z;\r\n }\r\n if (this.parent) {\r\n var invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);\r\n }\r\n else {\r\n this.position.x = absolutePositionX;\r\n this.position.y = absolutePositionY;\r\n this.position.z = absolutePositionZ;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets the mesh position in its local space.\r\n * @param vector3 the position to set in localspace\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.setPositionWithLocalVector = function (vector3) {\r\n this.computeWorldMatrix();\r\n this.position = Vector3.TransformNormal(vector3, this._localMatrix);\r\n return this;\r\n };\r\n /**\r\n * Returns the mesh position in the local space from the current World matrix values.\r\n * @returns a new Vector3.\r\n */\r\n TransformNode.prototype.getPositionExpressedInLocalSpace = function () {\r\n this.computeWorldMatrix();\r\n var invLocalWorldMatrix = TmpVectors.Matrix[0];\r\n this._localMatrix.invertToRef(invLocalWorldMatrix);\r\n return Vector3.TransformNormal(this.position, invLocalWorldMatrix);\r\n };\r\n /**\r\n * Translates the mesh along the passed Vector3 in its local space.\r\n * @param vector3 the distance to translate in localspace\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.locallyTranslate = function (vector3) {\r\n this.computeWorldMatrix(true);\r\n this.position = Vector3.TransformCoordinates(vector3, this._localMatrix);\r\n return this;\r\n };\r\n /**\r\n * Orients a mesh towards a target point. Mesh must be drawn facing user.\r\n * @param targetPoint the position (must be in same space as current mesh) to look at\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @param space the choosen space of the target\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {\r\n if (yawCor === void 0) { yawCor = 0; }\r\n if (pitchCor === void 0) { pitchCor = 0; }\r\n if (rollCor === void 0) { rollCor = 0; }\r\n if (space === void 0) { space = Space.LOCAL; }\r\n var dv = TransformNode._lookAtVectorCache;\r\n var pos = space === Space.LOCAL ? this.position : this.getAbsolutePosition();\r\n targetPoint.subtractToRef(pos, dv);\r\n this.setDirection(dv, yawCor, pitchCor, rollCor);\r\n // Correct for parent's rotation offset\r\n if (space === Space.WORLD && this.parent) {\r\n if (this.rotationQuaternion) {\r\n // Get local rotation matrix of the looking object\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n this.rotationQuaternion.toRotationMatrix(rotationMatrix);\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n this.rotationQuaternion.fromRotationMatrix(rotationMatrix);\r\n }\r\n else {\r\n // Get local rotation matrix of the looking object\r\n var quaternionRotation = TmpVectors.Quaternion[0];\r\n Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n quaternionRotation.toRotationMatrix(rotationMatrix);\r\n // Offset rotation by parent's inverted rotation matrix to correct in world space\r\n var parentRotationMatrix = TmpVectors.Matrix[1];\r\n this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);\r\n parentRotationMatrix.invert();\r\n rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);\r\n quaternionRotation.fromRotationMatrix(rotationMatrix);\r\n quaternionRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n }\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n * This Vector3 is expressed in the World space.\r\n * @param localAxis axis to rotate\r\n * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.\r\n */\r\n TransformNode.prototype.getDirection = function (localAxis) {\r\n var result = Vector3.Zero();\r\n this.getDirectionToRef(localAxis, result);\r\n return result;\r\n };\r\n /**\r\n * Sets the Vector3 \"result\" as the rotated Vector3 \"localAxis\" in the same rotation than the mesh.\r\n * localAxis is expressed in the mesh local space.\r\n * result is computed in the Wordl space from the mesh World matrix.\r\n * @param localAxis axis to rotate\r\n * @param result the resulting transformnode\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getDirectionToRef = function (localAxis, result) {\r\n Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);\r\n return this;\r\n };\r\n /**\r\n * Sets this transform node rotation to the given local axis.\r\n * @param localAxis the axis in local space\r\n * @param yawCor optional yaw (y-axis) correction in radians\r\n * @param pitchCor optional pitch (x-axis) correction in radians\r\n * @param rollCor optional roll (z-axis) correction in radians\r\n * @returns this TransformNode\r\n */\r\n TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {\r\n if (yawCor === void 0) { yawCor = 0; }\r\n if (pitchCor === void 0) { pitchCor = 0; }\r\n if (rollCor === void 0) { rollCor = 0; }\r\n var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;\r\n var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);\r\n var pitch = -Math.atan2(localAxis.y, len);\r\n if (this.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);\r\n }\r\n else {\r\n this.rotation.x = pitch + pitchCor;\r\n this.rotation.y = yaw + yawCor;\r\n this.rotation.z = rollCor;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Sets a new pivot point to the current node\r\n * @param point defines the new pivot point to use\r\n * @param space defines if the point is in world or local space (local by default)\r\n * @returns the current TransformNode\r\n */\r\n TransformNode.prototype.setPivotPoint = function (point, space) {\r\n if (space === void 0) { space = Space.LOCAL; }\r\n if (this.getScene().getRenderId() == 0) {\r\n this.computeWorldMatrix(true);\r\n }\r\n var wm = this.getWorldMatrix();\r\n if (space == Space.WORLD) {\r\n var tmat = TmpVectors.Matrix[0];\r\n wm.invertToRef(tmat);\r\n point = Vector3.TransformCoordinates(point, tmat);\r\n }\r\n return this.setPivotMatrix(Matrix.Translation(-point.x, -point.y, -point.z), true);\r\n };\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.\r\n * @returns the pivot point\r\n */\r\n TransformNode.prototype.getPivotPoint = function () {\r\n var point = Vector3.Zero();\r\n this.getPivotPointToRef(point);\r\n return point;\r\n };\r\n /**\r\n * Sets the passed Vector3 \"result\" with the coordinates of the mesh pivot point in the local space.\r\n * @param result the vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getPivotPointToRef = function (result) {\r\n result.x = -this._pivotMatrix.m[12];\r\n result.y = -this._pivotMatrix.m[13];\r\n result.z = -this._pivotMatrix.m[14];\r\n return this;\r\n };\r\n /**\r\n * Returns a new Vector3 set with the mesh pivot point World coordinates.\r\n * @returns a new Vector3 set with the mesh pivot point World coordinates.\r\n */\r\n TransformNode.prototype.getAbsolutePivotPoint = function () {\r\n var point = Vector3.Zero();\r\n this.getAbsolutePivotPointToRef(point);\r\n return point;\r\n };\r\n /**\r\n * Sets the Vector3 \"result\" coordinates with the mesh pivot point World coordinates.\r\n * @param result vector3 to store the result\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {\r\n result.x = this._pivotMatrix.m[12];\r\n result.y = this._pivotMatrix.m[13];\r\n result.z = this._pivotMatrix.m[14];\r\n this.getPivotPointToRef(result);\r\n Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);\r\n return this;\r\n };\r\n /**\r\n * Defines the passed node as the parent of the current node.\r\n * The node will remain exactly where it is and its position / rotation will be updated accordingly\r\n * @see https://doc.babylonjs.com/how_to/parenting\r\n * @param node the node ot set as the parent\r\n * @returns this TransformNode.\r\n */\r\n TransformNode.prototype.setParent = function (node) {\r\n if (!node && !this.parent) {\r\n return this;\r\n }\r\n var quatRotation = TmpVectors.Quaternion[0];\r\n var position = TmpVectors.Vector3[0];\r\n var scale = TmpVectors.Vector3[1];\r\n if (!node) {\r\n this.computeWorldMatrix(true);\r\n this.getWorldMatrix().decompose(scale, quatRotation, position);\r\n }\r\n else {\r\n var diffMatrix = TmpVectors.Matrix[0];\r\n var invParentMatrix = TmpVectors.Matrix[1];\r\n this.computeWorldMatrix(true);\r\n node.computeWorldMatrix(true);\r\n node.getWorldMatrix().invertToRef(invParentMatrix);\r\n this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);\r\n diffMatrix.decompose(scale, quatRotation, position);\r\n }\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(quatRotation);\r\n }\r\n else {\r\n quatRotation.toEulerAnglesToRef(this.rotation);\r\n }\r\n this.scaling.copyFrom(scale);\r\n this.position.copyFrom(position);\r\n this.parent = node;\r\n return this;\r\n };\r\n Object.defineProperty(TransformNode.prototype, \"nonUniformScaling\", {\r\n /**\r\n * True if the scaling property of this object is non uniform eg. (1,2,1)\r\n */\r\n get: function () {\r\n return this._nonUniformScaling;\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n /** @hidden */\r\n TransformNode.prototype._updateNonUniformScalingState = function (value) {\r\n if (this._nonUniformScaling === value) {\r\n return false;\r\n }\r\n this._nonUniformScaling = value;\r\n return true;\r\n };\r\n /**\r\n * Attach the current TransformNode to another TransformNode associated with a bone\r\n * @param bone Bone affecting the TransformNode\r\n * @param affectedTransformNode TransformNode associated with the bone\r\n * @returns this object\r\n */\r\n TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {\r\n this._transformToBoneReferal = affectedTransformNode;\r\n this.parent = bone;\r\n if (bone.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n return this;\r\n };\r\n /**\r\n * Detach the transform node if its associated with a bone\r\n * @returns this object\r\n */\r\n TransformNode.prototype.detachFromBone = function () {\r\n if (!this.parent) {\r\n return this;\r\n }\r\n if (this.parent.getWorldMatrix().determinant() < 0) {\r\n this.scalingDeterminant *= -1;\r\n }\r\n this._transformToBoneReferal = null;\r\n this.parent = null;\r\n return this;\r\n };\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized.\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.rotate = function (axis, amount, space) {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = this.rotation.toQuaternion();\r\n this.rotation.setAll(0);\r\n }\r\n var rotationQuaternion;\r\n if (!space || space === Space.LOCAL) {\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);\r\n }\r\n else {\r\n if (this.parent) {\r\n var invertParentWorldMatrix = TmpVectors.Matrix[0];\r\n this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);\r\n axis = Vector3.TransformNormal(axis, invertParentWorldMatrix);\r\n }\r\n rotationQuaternion = Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);\r\n rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n }\r\n return this;\r\n };\r\n /**\r\n * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.\r\n * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.\r\n * The passed axis is also normalized. .\r\n * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm\r\n * @param point the point to rotate around\r\n * @param axis the axis to rotate around\r\n * @param amount the amount to rotate in radians\r\n * @returns the TransformNode\r\n */\r\n TransformNode.prototype.rotateAround = function (point, axis, amount) {\r\n axis.normalize();\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);\r\n this.rotation.setAll(0);\r\n }\r\n var tmpVector = TmpVectors.Vector3[0];\r\n var finalScale = TmpVectors.Vector3[1];\r\n var finalTranslation = TmpVectors.Vector3[2];\r\n var finalRotation = TmpVectors.Quaternion[0];\r\n var translationMatrix = TmpVectors.Matrix[0]; // T\r\n var translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n var rotationMatrix = TmpVectors.Matrix[2]; // R\r\n var finalMatrix = TmpVectors.Matrix[3]; // T' x R x T\r\n point.subtractToRef(this.position, tmpVector);\r\n Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'\r\n Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T\r\n finalMatrix.decompose(finalScale, finalRotation, finalTranslation);\r\n this.position.addInPlace(finalTranslation);\r\n finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);\r\n return this;\r\n };\r\n /**\r\n * Translates the mesh along the axis vector for the passed distance in the given space.\r\n * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.\r\n * @param axis the axis to translate in\r\n * @param distance the distance to translate\r\n * @param space Space to rotate in (Default: local)\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.translate = function (axis, distance, space) {\r\n var displacementVector = axis.scale(distance);\r\n if (!space || space === Space.LOCAL) {\r\n var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);\r\n this.setPositionWithLocalVector(tempV3);\r\n }\r\n else {\r\n this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Adds a rotation step to the mesh current rotation.\r\n * x, y, z are Euler angles expressed in radians.\r\n * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.\r\n * This means this rotation is made in the mesh local space only.\r\n * It's useful to set a custom rotation order different from the BJS standard one YXZ.\r\n * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.\r\n * ```javascript\r\n * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);\r\n * ```\r\n * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.\r\n * 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.\r\n * @param x Rotation to add\r\n * @param y Rotation to add\r\n * @param z Rotation to add\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.addRotation = function (x, y, z) {\r\n var rotationQuaternion;\r\n if (this.rotationQuaternion) {\r\n rotationQuaternion = this.rotationQuaternion;\r\n }\r\n else {\r\n rotationQuaternion = TmpVectors.Quaternion[1];\r\n Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);\r\n }\r\n var accumulation = TmpVectors.Quaternion[0];\r\n Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);\r\n rotationQuaternion.multiplyInPlace(accumulation);\r\n if (!this.rotationQuaternion) {\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n }\r\n return this;\r\n };\r\n /**\r\n * @hidden\r\n */\r\n TransformNode.prototype._getEffectiveParent = function () {\r\n return this.parent;\r\n };\r\n /**\r\n * Computes the world matrix of the node\r\n * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch\r\n * @returns the world matrix\r\n */\r\n TransformNode.prototype.computeWorldMatrix = function (force) {\r\n if (this._isWorldMatrixFrozen && !this._isDirty) {\r\n return this._worldMatrix;\r\n }\r\n var currentRenderId = this.getScene().getRenderId();\r\n if (!this._isDirty && !force && this.isSynchronized()) {\r\n this._currentRenderId = currentRenderId;\r\n return this._worldMatrix;\r\n }\r\n this._updateCache();\r\n var cache = this._cache;\r\n cache.pivotMatrixUpdated = false;\r\n cache.billboardMode = this.billboardMode;\r\n cache.infiniteDistance = this.infiniteDistance;\r\n this._currentRenderId = currentRenderId;\r\n this._childUpdateId++;\r\n this._isDirty = false;\r\n var parent = this._getEffectiveParent();\r\n var useBillboardPath = this._billboardMode !== TransformNode.BILLBOARDMODE_NONE && !this.preserveParentRotationForBillboard;\r\n var camera = this.getScene().activeCamera;\r\n // Scaling\r\n var scaling = cache.scaling;\r\n var translation = cache.position;\r\n // Translation\r\n if (this._infiniteDistance) {\r\n if (!this.parent && camera) {\r\n var cameraWorldMatrix = camera.getWorldMatrix();\r\n var cameraGlobalPosition = new Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);\r\n translation.copyFromFloats(this._position.x + cameraGlobalPosition.x, this._position.y + cameraGlobalPosition.y, this._position.z + cameraGlobalPosition.z);\r\n }\r\n else {\r\n translation.copyFrom(this._position);\r\n }\r\n }\r\n else {\r\n translation.copyFrom(this._position);\r\n }\r\n // Scaling\r\n scaling.copyFromFloats(this._scaling.x * this.scalingDeterminant, this._scaling.y * this.scalingDeterminant, this._scaling.z * this.scalingDeterminant);\r\n // Rotation\r\n var rotation = cache.rotationQuaternion;\r\n if (this._rotationQuaternion) {\r\n if (this.reIntegrateRotationIntoRotationQuaternion) {\r\n var len = this.rotation.lengthSquared();\r\n if (len) {\r\n this._rotationQuaternion.multiplyInPlace(Quaternion.RotationYawPitchRoll(this._rotation.y, this._rotation.x, this._rotation.z));\r\n this._rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n rotation.copyFrom(this._rotationQuaternion);\r\n }\r\n else {\r\n Quaternion.RotationYawPitchRollToRef(this._rotation.y, this._rotation.x, this._rotation.z, rotation);\r\n cache.rotation.copyFrom(this._rotation);\r\n }\r\n // Compose\r\n if (this._usePivotMatrix) {\r\n var scaleMatrix = TmpVectors.Matrix[1];\r\n Matrix.ScalingToRef(scaling.x, scaling.y, scaling.z, scaleMatrix);\r\n // Rotation\r\n var rotationMatrix = TmpVectors.Matrix[0];\r\n rotation.toRotationMatrix(rotationMatrix);\r\n // Composing transformations\r\n this._pivotMatrix.multiplyToRef(scaleMatrix, TmpVectors.Matrix[4]);\r\n TmpVectors.Matrix[4].multiplyToRef(rotationMatrix, this._localMatrix);\r\n // Post multiply inverse of pivotMatrix\r\n if (this._postMultiplyPivotMatrix) {\r\n this._localMatrix.multiplyToRef(this._pivotMatrixInverse, this._localMatrix);\r\n }\r\n this._localMatrix.addTranslationFromFloats(translation.x, translation.y, translation.z);\r\n }\r\n else {\r\n Matrix.ComposeToRef(scaling, rotation, translation, this._localMatrix);\r\n }\r\n // Parent\r\n if (parent && parent.getWorldMatrix) {\r\n if (force) {\r\n parent.computeWorldMatrix();\r\n }\r\n if (useBillboardPath) {\r\n if (this._transformToBoneReferal) {\r\n parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), TmpVectors.Matrix[7]);\r\n }\r\n else {\r\n TmpVectors.Matrix[7].copyFrom(parent.getWorldMatrix());\r\n }\r\n // Extract scaling and translation from parent\r\n var translation_1 = TmpVectors.Vector3[5];\r\n var scale = TmpVectors.Vector3[6];\r\n TmpVectors.Matrix[7].decompose(scale, undefined, translation_1);\r\n Matrix.ScalingToRef(scale.x, scale.y, scale.z, TmpVectors.Matrix[7]);\r\n TmpVectors.Matrix[7].setTranslation(translation_1);\r\n this._localMatrix.multiplyToRef(TmpVectors.Matrix[7], this._worldMatrix);\r\n }\r\n else {\r\n if (this._transformToBoneReferal) {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), TmpVectors.Matrix[6]);\r\n TmpVectors.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);\r\n }\r\n else {\r\n this._localMatrix.multiplyToRef(parent.getWorldMatrix(), this._worldMatrix);\r\n }\r\n }\r\n this._markSyncedWithParent();\r\n }\r\n else {\r\n this._worldMatrix.copyFrom(this._localMatrix);\r\n }\r\n // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)\r\n if (useBillboardPath && camera) {\r\n var storedTranslation = TmpVectors.Vector3[0];\r\n this._worldMatrix.getTranslationToRef(storedTranslation); // Save translation\r\n // Cancel camera rotation\r\n TmpVectors.Matrix[1].copyFrom(camera.getViewMatrix());\r\n TmpVectors.Matrix[1].setTranslationFromFloats(0, 0, 0);\r\n TmpVectors.Matrix[1].invertToRef(TmpVectors.Matrix[0]);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {\r\n TmpVectors.Matrix[0].decompose(undefined, TmpVectors.Quaternion[0], undefined);\r\n var eulerAngles = TmpVectors.Vector3[1];\r\n TmpVectors.Quaternion[0].toEulerAnglesToRef(eulerAngles);\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) !== TransformNode.BILLBOARDMODE_X) {\r\n eulerAngles.x = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) !== TransformNode.BILLBOARDMODE_Y) {\r\n eulerAngles.y = 0;\r\n }\r\n if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) !== TransformNode.BILLBOARDMODE_Z) {\r\n eulerAngles.z = 0;\r\n }\r\n Matrix.RotationYawPitchRollToRef(eulerAngles.y, eulerAngles.x, eulerAngles.z, TmpVectors.Matrix[0]);\r\n }\r\n this._worldMatrix.setTranslationFromFloats(0, 0, 0);\r\n this._worldMatrix.multiplyToRef(TmpVectors.Matrix[0], this._worldMatrix);\r\n // Restore translation\r\n this._worldMatrix.setTranslation(TmpVectors.Vector3[0]);\r\n }\r\n // Normal matrix\r\n if (!this.ignoreNonUniformScaling) {\r\n if (this._scaling.isNonUniform) {\r\n this._updateNonUniformScalingState(true);\r\n }\r\n else if (parent && parent._nonUniformScaling) {\r\n this._updateNonUniformScalingState(parent._nonUniformScaling);\r\n }\r\n else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n }\r\n else {\r\n this._updateNonUniformScalingState(false);\r\n }\r\n this._afterComputeWorldMatrix();\r\n // Absolute position\r\n this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);\r\n // Callbacks\r\n this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);\r\n if (!this._poseMatrix) {\r\n this._poseMatrix = Matrix.Invert(this._worldMatrix);\r\n }\r\n // Cache the determinant\r\n this._worldMatrixDeterminantIsDirty = true;\r\n return this._worldMatrix;\r\n };\r\n TransformNode.prototype._afterComputeWorldMatrix = function () {\r\n };\r\n /**\r\n * If you'd like to be called back after the mesh position, rotation or scaling has been updated.\r\n * @param func callback function to add\r\n *\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {\r\n this.onAfterWorldMatrixUpdateObservable.add(func);\r\n return this;\r\n };\r\n /**\r\n * Removes a registered callback function.\r\n * @param func callback function to remove\r\n * @returns the TransformNode.\r\n */\r\n TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {\r\n this.onAfterWorldMatrixUpdateObservable.removeCallback(func);\r\n return this;\r\n };\r\n /**\r\n * Gets the position of the current mesh in camera space\r\n * @param camera defines the camera to use\r\n * @returns a position\r\n */\r\n TransformNode.prototype.getPositionInCameraSpace = function (camera) {\r\n if (camera === void 0) { camera = null; }\r\n if (!camera) {\r\n camera = this.getScene().activeCamera;\r\n }\r\n return Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());\r\n };\r\n /**\r\n * Returns the distance from the mesh to the active camera\r\n * @param camera defines the camera to use\r\n * @returns the distance\r\n */\r\n TransformNode.prototype.getDistanceToCamera = function (camera) {\r\n if (camera === void 0) { camera = null; }\r\n if (!camera) {\r\n camera = this.getScene().activeCamera;\r\n }\r\n return this.absolutePosition.subtract(camera.globalPosition).length();\r\n };\r\n /**\r\n * Clone the current transform node\r\n * @param name Name of the new clone\r\n * @param newParent New parent for the clone\r\n * @param doNotCloneChildren Do not clone children hierarchy\r\n * @returns the new transform node\r\n */\r\n TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {\r\n var _this = this;\r\n var result = SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);\r\n result.name = name;\r\n result.id = name;\r\n if (newParent) {\r\n result.parent = newParent;\r\n }\r\n if (!doNotCloneChildren) {\r\n // Children\r\n var directDescendants = this.getDescendants(true);\r\n for (var index = 0; index < directDescendants.length; index++) {\r\n var child = directDescendants[index];\r\n if (child.clone) {\r\n child.clone(name + \".\" + child.name, result);\r\n }\r\n }\r\n }\r\n return result;\r\n };\r\n /**\r\n * Serializes the objects information.\r\n * @param currentSerializationObject defines the object to serialize in\r\n * @returns the serialized object\r\n */\r\n TransformNode.prototype.serialize = function (currentSerializationObject) {\r\n var serializationObject = SerializationHelper.Serialize(this, currentSerializationObject);\r\n serializationObject.type = this.getClassName();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n serializationObject.localMatrix = this.getPivotMatrix().asArray();\r\n serializationObject.isEnabled = this.isEnabled();\r\n // Parent\r\n if (this.parent) {\r\n serializationObject.parentId = this.parent.id;\r\n }\r\n return serializationObject;\r\n };\r\n // Statics\r\n /**\r\n * Returns a new TransformNode object parsed from the source provided.\r\n * @param parsedTransformNode is the source.\r\n * @param scene the scne the object belongs to\r\n * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with\r\n * @returns a new TransformNode object parsed from the source provided.\r\n */\r\n TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {\r\n var transformNode = SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);\r\n if (parsedTransformNode.localMatrix) {\r\n transformNode.setPreTransformMatrix(Matrix.FromArray(parsedTransformNode.localMatrix));\r\n }\r\n else if (parsedTransformNode.pivotMatrix) {\r\n transformNode.setPivotMatrix(Matrix.FromArray(parsedTransformNode.pivotMatrix));\r\n }\r\n transformNode.setEnabled(parsedTransformNode.isEnabled);\r\n // Parent\r\n if (parsedTransformNode.parentId) {\r\n transformNode._waitingParentId = parsedTransformNode.parentId;\r\n }\r\n return transformNode;\r\n };\r\n /**\r\n * Get all child-transformNodes of this node\r\n * @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\r\n * @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\r\n * @returns an array of TransformNode\r\n */\r\n TransformNode.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {\r\n var results = [];\r\n this._getDescendants(results, directDescendantsOnly, function (node) {\r\n return ((!predicate || predicate(node)) && (node instanceof TransformNode));\r\n });\r\n return results;\r\n };\r\n /**\r\n * Releases resources associated with this transform node.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)\r\n */\r\n TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {\r\n if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }\r\n // Animations\r\n this.getScene().stopAnimation(this);\r\n // Remove from scene\r\n this.getScene().removeTransformNode(this);\r\n this.onAfterWorldMatrixUpdateObservable.clear();\r\n if (doNotRecurse) {\r\n var transformNodes = this.getChildTransformNodes(true);\r\n for (var _i = 0, transformNodes_1 = transformNodes; _i < transformNodes_1.length; _i++) {\r\n var transformNode = transformNodes_1[_i];\r\n transformNode.parent = null;\r\n transformNode.computeWorldMatrix(true);\r\n }\r\n }\r\n _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);\r\n };\r\n /**\r\n * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)\r\n * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false\r\n * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false\r\n * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling\r\n * @returns the current mesh\r\n */\r\n TransformNode.prototype.normalizeToUnitCube = function (includeDescendants, ignoreRotation, predicate) {\r\n if (includeDescendants === void 0) { includeDescendants = true; }\r\n if (ignoreRotation === void 0) { ignoreRotation = false; }\r\n var storedRotation = null;\r\n var storedRotationQuaternion = null;\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion) {\r\n storedRotationQuaternion = this.rotationQuaternion.clone();\r\n this.rotationQuaternion.copyFromFloats(0, 0, 0, 1);\r\n }\r\n else if (this.rotation) {\r\n storedRotation = this.rotation.clone();\r\n this.rotation.copyFromFloats(0, 0, 0);\r\n }\r\n }\r\n var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants, predicate);\r\n var sizeVec = boundingVectors.max.subtract(boundingVectors.min);\r\n var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);\r\n if (maxDimension === 0) {\r\n return this;\r\n }\r\n var scale = 1 / maxDimension;\r\n this.scaling.scaleInPlace(scale);\r\n if (ignoreRotation) {\r\n if (this.rotationQuaternion && storedRotationQuaternion) {\r\n this.rotationQuaternion.copyFrom(storedRotationQuaternion);\r\n }\r\n else if (this.rotation && storedRotation) {\r\n this.rotation.copyFrom(storedRotation);\r\n }\r\n }\r\n return this;\r\n };\r\n // Statics\r\n /**\r\n * Object will not rotate to face the camera\r\n */\r\n TransformNode.BILLBOARDMODE_NONE = 0;\r\n /**\r\n * Object will rotate to face the camera but only on the x axis\r\n */\r\n TransformNode.BILLBOARDMODE_X = 1;\r\n /**\r\n * Object will rotate to face the camera but only on the y axis\r\n */\r\n TransformNode.BILLBOARDMODE_Y = 2;\r\n /**\r\n * Object will rotate to face the camera but only on the z axis\r\n */\r\n TransformNode.BILLBOARDMODE_Z = 4;\r\n /**\r\n * Object will rotate to face the camera\r\n */\r\n TransformNode.BILLBOARDMODE_ALL = 7;\r\n TransformNode._lookAtVectorCache = new Vector3(0, 0, 0);\r\n TransformNode._rotationAxisCache = new Quaternion();\r\n tslib_1.__decorate([\r\n serializeAsVector3(\"position\")\r\n ], TransformNode.prototype, \"_position\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsVector3(\"rotation\")\r\n ], TransformNode.prototype, \"_rotation\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsQuaternion(\"rotationQuaternion\")\r\n ], TransformNode.prototype, \"_rotationQuaternion\", void 0);\r\n tslib_1.__decorate([\r\n serializeAsVector3(\"scaling\")\r\n ], TransformNode.prototype, \"_scaling\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"billboardMode\")\r\n ], TransformNode.prototype, \"_billboardMode\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"scalingDeterminant\", void 0);\r\n tslib_1.__decorate([\r\n serialize(\"infiniteDistance\")\r\n ], TransformNode.prototype, \"_infiniteDistance\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"ignoreNonUniformScaling\", void 0);\r\n tslib_1.__decorate([\r\n serialize()\r\n ], TransformNode.prototype, \"reIntegrateRotationIntoRotationQuaternion\", void 0);\r\n return TransformNode;\r\n}(Node));\r\nexport { TransformNode };\r\n//# sourceMappingURL=transformNode.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\HighDynamicRange\\cubemapToSphericalPolynomial.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.js", "index": 109, "index2": 106, "size": 8390, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\baseTexture.js", "issuerId": 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"D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "type": "harmony side effect evaluation", "userRequest": "../../Misc/HighDynamicRange/cubemapToSphericalPolynomial", "loc": "4:0-109" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\baseTexture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "type": "harmony import specifier", "userRequest": "../../Misc/HighDynamicRange/cubemapToSphericalPolynomial", "loc": "602:35-68" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\baseTexture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "type": "harmony import specifier", "userRequest": "../../Misc/HighDynamicRange/cubemapToSphericalPolynomial", "loc": "607:20-53" } ], "providedExports": [ "CubeMapToSphericalPolynomialTools" ], "optimizationBailout": [], "depth": 4, "source": "import { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Scalar } from \"../../Maths/math.scalar\";\r\nimport { SphericalPolynomial, SphericalHarmonics } from \"../../Maths/sphericalPolynomial\";\r\nimport { Constants } from \"../../Engines/constants\";\r\nimport { ToLinearSpace } from '../../Maths/math.constants';\r\nimport { Color3 } from '../../Maths/math.color';\r\nvar FileFaceOrientation = /** @class */ (function () {\r\n function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {\r\n this.name = name;\r\n this.worldAxisForNormal = worldAxisForNormal;\r\n this.worldAxisForFileX = worldAxisForFileX;\r\n this.worldAxisForFileY = worldAxisForFileY;\r\n }\r\n return FileFaceOrientation;\r\n}());\r\n/**\r\n * Helper class dealing with the extraction of spherical polynomial dataArray\r\n * from a cube map.\r\n */\r\nvar CubeMapToSphericalPolynomialTools = /** @class */ (function () {\r\n function CubeMapToSphericalPolynomialTools() {\r\n }\r\n /**\r\n * Converts a texture to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param texture The texture to extract the information from.\r\n * @return The Spherical Polynomial data.\r\n */\r\n CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {\r\n if (!texture.isCube) {\r\n // Only supports cube Textures currently.\r\n return null;\r\n }\r\n var size = texture.getSize().width;\r\n var right = texture.readPixels(0);\r\n var left = texture.readPixels(1);\r\n var up;\r\n var down;\r\n if (texture.isRenderTarget) {\r\n up = texture.readPixels(3);\r\n down = texture.readPixels(2);\r\n }\r\n else {\r\n up = texture.readPixels(2);\r\n down = texture.readPixels(3);\r\n }\r\n var front = texture.readPixels(4);\r\n var back = texture.readPixels(5);\r\n var gammaSpace = texture.gammaSpace;\r\n // Always read as RGBA.\r\n var format = Constants.TEXTUREFORMAT_RGBA;\r\n var type = Constants.TEXTURETYPE_UNSIGNED_INT;\r\n if (texture.textureType && texture.textureType !== Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n }\r\n var cubeInfo = {\r\n size: size,\r\n right: right,\r\n left: left,\r\n up: up,\r\n down: down,\r\n front: front,\r\n back: back,\r\n format: format,\r\n type: type,\r\n gammaSpace: gammaSpace,\r\n };\r\n return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);\r\n };\r\n /**\r\n * Converts a cubemap to the according Spherical Polynomial data.\r\n * This extracts the first 3 orders only as they are the only one used in the lighting.\r\n *\r\n * @param cubeInfo The Cube map to extract the information from.\r\n * @return The Spherical Polynomial data.\r\n */\r\n CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {\r\n var sphericalHarmonics = new SphericalHarmonics();\r\n var totalSolidAngle = 0.0;\r\n // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.\r\n var du = 2.0 / cubeInfo.size;\r\n var dv = du;\r\n // The (u,v) of the first texel is half a texel from the corner (-1,-1).\r\n var minUV = du * 0.5 - 1.0;\r\n for (var faceIndex = 0; faceIndex < 6; faceIndex++) {\r\n var fileFace = this.FileFaces[faceIndex];\r\n var dataArray = cubeInfo[fileFace.name];\r\n var v = minUV;\r\n // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).\r\n // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.\r\n // Because SP is still linear, so summation is fine in that basis.\r\n var stride = cubeInfo.format === Constants.TEXTUREFORMAT_RGBA ? 4 : 3;\r\n for (var y = 0; y < cubeInfo.size; y++) {\r\n var u = minUV;\r\n for (var x = 0; x < cubeInfo.size; x++) {\r\n // World direction (not normalised)\r\n var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);\r\n worldDirection.normalize();\r\n var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);\r\n var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];\r\n var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];\r\n var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];\r\n // Prevent NaN harmonics with extreme HDRI data.\r\n if (isNaN(r)) {\r\n r = 0;\r\n }\r\n if (isNaN(g)) {\r\n g = 0;\r\n }\r\n if (isNaN(b)) {\r\n b = 0;\r\n }\r\n // Handle Integer types.\r\n if (cubeInfo.type === Constants.TEXTURETYPE_UNSIGNED_INT) {\r\n r /= 255;\r\n g /= 255;\r\n b /= 255;\r\n }\r\n // Handle Gamma space textures.\r\n if (cubeInfo.gammaSpace) {\r\n r = Math.pow(Scalar.Clamp(r), ToLinearSpace);\r\n g = Math.pow(Scalar.Clamp(g), ToLinearSpace);\r\n b = Math.pow(Scalar.Clamp(b), ToLinearSpace);\r\n }\r\n // Prevent to explode in case of really high dynamic ranges.\r\n // sh 3 would not be enough to accurately represent it.\r\n var max = 4096;\r\n r = Scalar.Clamp(r, 0, max);\r\n g = Scalar.Clamp(g, 0, max);\r\n b = Scalar.Clamp(b, 0, max);\r\n var color = new Color3(r, g, b);\r\n sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);\r\n totalSolidAngle += deltaSolidAngle;\r\n u += du;\r\n }\r\n v += dv;\r\n }\r\n }\r\n // Solid angle for entire sphere is 4*pi\r\n var sphereSolidAngle = 4.0 * Math.PI;\r\n // Adjust the solid angle to allow for how many faces we processed.\r\n var facesProcessed = 6.0;\r\n var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;\r\n // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.\r\n // This is needed because the numerical integration over the cube uses a\r\n // small angle approximation of solid angle for each texel (see deltaSolidAngle),\r\n // and also to compensate for accumulative error due to float precision in the summation.\r\n var correctionFactor = expectedSolidAngle / totalSolidAngle;\r\n sphericalHarmonics.scaleInPlace(correctionFactor);\r\n sphericalHarmonics.convertIncidentRadianceToIrradiance();\r\n sphericalHarmonics.convertIrradianceToLambertianRadiance();\r\n return SphericalPolynomial.FromHarmonics(sphericalHarmonics);\r\n };\r\n CubeMapToSphericalPolynomialTools.FileFaces = [\r\n new FileFaceOrientation(\"right\", new Vector3(1, 0, 0), new Vector3(0, 0, -1), new Vector3(0, -1, 0)),\r\n new FileFaceOrientation(\"left\", new Vector3(-1, 0, 0), new Vector3(0, 0, 1), new Vector3(0, -1, 0)),\r\n new FileFaceOrientation(\"up\", new Vector3(0, 1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, 1)),\r\n new FileFaceOrientation(\"down\", new Vector3(0, -1, 0), new Vector3(1, 0, 0), new Vector3(0, 0, -1)),\r\n new FileFaceOrientation(\"front\", new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(0, -1, 0)),\r\n new FileFaceOrientation(\"back\", new Vector3(0, 0, -1), new Vector3(-1, 0, 0), new Vector3(0, -1, 0)) // -Z bottom\r\n ];\r\n return CubeMapToSphericalPolynomialTools;\r\n}());\r\nexport { CubeMapToSphericalPolynomialTools };\r\n//# sourceMappingURL=cubemapToSphericalPolynomial.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/andOrNotEvaluator.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\andOrNotEvaluator.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/andOrNotEvaluator.js", "index": 50, "index2": 47, "size": 4094, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ 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"../../.temp/packageES6Dev/core/node.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\node.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/node.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/node.js", "type": "harmony import specifier", "userRequest": "./Misc/decorators", "loc": "725:8-17" }, { "moduleId": "../../.temp/packageES6Dev/core/node.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\node.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/node.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/node.js", "type": "harmony import specifier", "userRequest": "./Misc/decorators", "loc": "728:8-17" } ], "providedExports": [ "expandToProperty", "serialize", "serializeAsTexture", "serializeAsColor3", "serializeAsFresnelParameters", "serializeAsVector2", "serializeAsVector3", "serializeAsMeshReference", "serializeAsColorCurves", "serializeAsColor4", "serializeAsImageProcessingConfiguration", "serializeAsQuaternion", "serializeAsMatrix", "serializeAsCameraReference", "SerializationHelper" ], "optimizationBailout": [], "depth": 2, "source": "import { Tags } from \"../Misc/tags\";\r\nimport { Quaternion, Vector2, Vector3, Matrix } from \"../Maths/math.vector\";\r\nimport { _DevTools } from './devTools';\r\nimport { Color4, Color3 } from '../Maths/math.color';\r\nvar __decoratorInitialStore = {};\r\nvar __mergedStore = {};\r\nvar _copySource = function (creationFunction, source, instanciate) {\r\n var destination = creationFunction();\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n var classStore = getMergedStore(destination);\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = source[property];\r\n var propertyType = propertyDescriptor.type;\r\n if (sourceProperty !== undefined && sourceProperty !== null && property !== \"uniqueId\") {\r\n switch (propertyType) {\r\n case 0: // Value\r\n case 6: // Mesh reference\r\n case 11: // Camera reference\r\n destination[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();\r\n break;\r\n case 2: // Color3\r\n case 3: // FresnelParameters\r\n case 4: // Vector2\r\n case 5: // Vector3\r\n case 7: // Color Curves\r\n case 10: // Quaternion\r\n case 12: // Matrix\r\n destination[property] = instanciate ? sourceProperty : sourceProperty.clone();\r\n break;\r\n }\r\n }\r\n }\r\n return destination;\r\n};\r\nfunction getDirectStore(target) {\r\n var classKey = target.getClassName();\r\n if (!__decoratorInitialStore[classKey]) {\r\n __decoratorInitialStore[classKey] = {};\r\n }\r\n return __decoratorInitialStore[classKey];\r\n}\r\n/**\r\n * Return the list of properties flagged as serializable\r\n * @param target: host object\r\n */\r\nfunction getMergedStore(target) {\r\n var classKey = target.getClassName();\r\n if (__mergedStore[classKey]) {\r\n return __mergedStore[classKey];\r\n }\r\n __mergedStore[classKey] = {};\r\n var store = __mergedStore[classKey];\r\n var currentTarget = target;\r\n var currentKey = classKey;\r\n while (currentKey) {\r\n var initialStore = __decoratorInitialStore[currentKey];\r\n for (var property in initialStore) {\r\n store[property] = initialStore[property];\r\n }\r\n var parent_1 = void 0;\r\n var done = false;\r\n do {\r\n parent_1 = Object.getPrototypeOf(currentTarget);\r\n if (!parent_1.getClassName) {\r\n done = true;\r\n break;\r\n }\r\n if (parent_1.getClassName() !== currentKey) {\r\n break;\r\n }\r\n currentTarget = parent_1;\r\n } while (parent_1);\r\n if (done) {\r\n break;\r\n }\r\n currentKey = parent_1.getClassName();\r\n currentTarget = parent_1;\r\n }\r\n return store;\r\n}\r\nfunction generateSerializableMember(type, sourceName) {\r\n return function (target, propertyKey) {\r\n var classStore = getDirectStore(target);\r\n if (!classStore[propertyKey]) {\r\n classStore[propertyKey] = { type: type, sourceName: sourceName };\r\n }\r\n };\r\n}\r\nfunction generateExpandMember(setCallback, targetKey) {\r\n if (targetKey === void 0) { targetKey = null; }\r\n return function (target, propertyKey) {\r\n var key = targetKey || (\"_\" + propertyKey);\r\n Object.defineProperty(target, propertyKey, {\r\n get: function () {\r\n return this[key];\r\n },\r\n set: function (value) {\r\n if (this[key] === value) {\r\n return;\r\n }\r\n this[key] = value;\r\n target[setCallback].apply(this);\r\n },\r\n enumerable: true,\r\n configurable: true\r\n });\r\n };\r\n}\r\nexport function expandToProperty(callback, targetKey) {\r\n if (targetKey === void 0) { targetKey = null; }\r\n return generateExpandMember(callback, targetKey);\r\n}\r\nexport function serialize(sourceName) {\r\n return generateSerializableMember(0, sourceName); // value member\r\n}\r\nexport function serializeAsTexture(sourceName) {\r\n return generateSerializableMember(1, sourceName); // texture member\r\n}\r\nexport function serializeAsColor3(sourceName) {\r\n return generateSerializableMember(2, sourceName); // color3 member\r\n}\r\nexport function serializeAsFresnelParameters(sourceName) {\r\n return generateSerializableMember(3, sourceName); // fresnel parameters member\r\n}\r\nexport function serializeAsVector2(sourceName) {\r\n return generateSerializableMember(4, sourceName); // vector2 member\r\n}\r\nexport function serializeAsVector3(sourceName) {\r\n return generateSerializableMember(5, sourceName); // vector3 member\r\n}\r\nexport function serializeAsMeshReference(sourceName) {\r\n return generateSerializableMember(6, sourceName); // mesh reference member\r\n}\r\nexport function serializeAsColorCurves(sourceName) {\r\n return generateSerializableMember(7, sourceName); // color curves\r\n}\r\nexport function serializeAsColor4(sourceName) {\r\n return generateSerializableMember(8, sourceName); // color 4\r\n}\r\nexport function serializeAsImageProcessingConfiguration(sourceName) {\r\n return generateSerializableMember(9, sourceName); // image processing\r\n}\r\nexport function serializeAsQuaternion(sourceName) {\r\n return generateSerializableMember(10, sourceName); // quaternion member\r\n}\r\nexport function serializeAsMatrix(sourceName) {\r\n return generateSerializableMember(12, sourceName); // matrix member\r\n}\r\n/**\r\n * Decorator used to define property that can be serialized as reference to a camera\r\n * @param sourceName defines the name of the property to decorate\r\n */\r\nexport function serializeAsCameraReference(sourceName) {\r\n return generateSerializableMember(11, sourceName); // camera reference member\r\n}\r\n/**\r\n * Class used to help serialization objects\r\n */\r\nvar SerializationHelper = /** @class */ (function () {\r\n function SerializationHelper() {\r\n }\r\n /**\r\n * Appends the serialized animations from the source animations\r\n * @param source Source containing the animations\r\n * @param destination Target to store the animations\r\n */\r\n SerializationHelper.AppendSerializedAnimations = function (source, destination) {\r\n if (source.animations) {\r\n destination.animations = [];\r\n for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {\r\n var animation = source.animations[animationIndex];\r\n destination.animations.push(animation.serialize());\r\n }\r\n }\r\n };\r\n /**\r\n * Static function used to serialized a specific entity\r\n * @param entity defines the entity to serialize\r\n * @param serializationObject defines the optional target obecjt where serialization data will be stored\r\n * @returns a JSON compatible object representing the serialization of the entity\r\n */\r\n SerializationHelper.Serialize = function (entity, serializationObject) {\r\n if (!serializationObject) {\r\n serializationObject = {};\r\n }\r\n // Tags\r\n if (Tags) {\r\n serializationObject.tags = Tags.GetTags(entity);\r\n }\r\n var serializedProperties = getMergedStore(entity);\r\n // Properties\r\n for (var property in serializedProperties) {\r\n var propertyDescriptor = serializedProperties[property];\r\n var targetPropertyName = propertyDescriptor.sourceName || property;\r\n var propertyType = propertyDescriptor.type;\r\n var sourceProperty = entity[property];\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n switch (propertyType) {\r\n case 0: // Value\r\n serializationObject[targetPropertyName] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 2: // Color3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 3: // FresnelParameters\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 4: // Vector2\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 5: // Vector3\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 6: // Mesh reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n break;\r\n case 7: // Color Curves\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 8: // Color 4\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 9: // Image Processing\r\n serializationObject[targetPropertyName] = sourceProperty.serialize();\r\n break;\r\n case 10: // Quaternion\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n case 11: // Camera reference\r\n serializationObject[targetPropertyName] = sourceProperty.id;\r\n case 12: // Matrix\r\n serializationObject[targetPropertyName] = sourceProperty.asArray();\r\n break;\r\n }\r\n }\r\n }\r\n return serializationObject;\r\n };\r\n /**\r\n * Creates a new entity from a serialization data object\r\n * @param creationFunction defines a function used to instanciated the new entity\r\n * @param source defines the source serialization data\r\n * @param scene defines the hosting scene\r\n * @param rootUrl defines the root url for resources\r\n * @returns a new entity\r\n */\r\n SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {\r\n if (rootUrl === void 0) { rootUrl = null; }\r\n var destination = creationFunction();\r\n if (!rootUrl) {\r\n rootUrl = \"\";\r\n }\r\n // Tags\r\n if (Tags) {\r\n Tags.AddTagsTo(destination, source.tags);\r\n }\r\n var classStore = getMergedStore(destination);\r\n // Properties\r\n for (var property in classStore) {\r\n var propertyDescriptor = classStore[property];\r\n var sourceProperty = source[propertyDescriptor.sourceName || property];\r\n var propertyType = propertyDescriptor.type;\r\n if (sourceProperty !== undefined && sourceProperty !== null) {\r\n var dest = destination;\r\n switch (propertyType) {\r\n case 0: // Value\r\n dest[property] = sourceProperty;\r\n break;\r\n case 1: // Texture\r\n if (scene) {\r\n dest[property] = SerializationHelper._TextureParser(sourceProperty, scene, rootUrl);\r\n }\r\n break;\r\n case 2: // Color3\r\n dest[property] = Color3.FromArray(sourceProperty);\r\n break;\r\n case 3: // FresnelParameters\r\n dest[property] = SerializationHelper._FresnelParametersParser(sourceProperty);\r\n break;\r\n case 4: // Vector2\r\n dest[property] = Vector2.FromArray(sourceProperty);\r\n break;\r\n case 5: // Vector3\r\n dest[property] = Vector3.FromArray(sourceProperty);\r\n break;\r\n case 6: // Mesh reference\r\n if (scene) {\r\n dest[property] = scene.getLastMeshByID(sourceProperty);\r\n }\r\n break;\r\n case 7: // Color Curves\r\n dest[property] = SerializationHelper._ColorCurvesParser(sourceProperty);\r\n break;\r\n case 8: // Color 4\r\n dest[property] = Color4.FromArray(sourceProperty);\r\n break;\r\n case 9: // Image Processing\r\n dest[property] = SerializationHelper._ImageProcessingConfigurationParser(sourceProperty);\r\n break;\r\n case 10: // Quaternion\r\n dest[property] = Quaternion.FromArray(sourceProperty);\r\n break;\r\n case 11: // Camera reference\r\n if (scene) {\r\n dest[property] = scene.getCameraByID(sourceProperty);\r\n }\r\n case 12: // Matrix\r\n dest[property] = Matrix.FromArray(sourceProperty);\r\n break;\r\n }\r\n }\r\n }\r\n return destination;\r\n };\r\n /**\r\n * Clones an object\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the cloned object\r\n */\r\n SerializationHelper.Clone = function (creationFunction, source) {\r\n return _copySource(creationFunction, source, false);\r\n };\r\n /**\r\n * Instanciates a new object based on a source one (some data will be shared between both object)\r\n * @param creationFunction defines the function used to instanciate the new object\r\n * @param source defines the source object\r\n * @returns the new object\r\n */\r\n SerializationHelper.Instanciate = function (creationFunction, source) {\r\n return _copySource(creationFunction, source, true);\r\n };\r\n /** @hidden */\r\n SerializationHelper._ImageProcessingConfigurationParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"ImageProcessingConfiguration\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._FresnelParametersParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"FresnelParameters\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._ColorCurvesParser = function (sourceProperty) {\r\n throw _DevTools.WarnImport(\"ColorCurves\");\r\n };\r\n /** @hidden */\r\n SerializationHelper._TextureParser = function (sourceProperty, scene, rootUrl) {\r\n throw _DevTools.WarnImport(\"Texture\");\r\n };\r\n return SerializationHelper;\r\n}());\r\nexport { SerializationHelper };\r\n//# sourceMappingURL=decorators.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/deepCopier.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\deepCopier.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/deepCopier.js", "index": 42, "index2": 39, "size": 2996, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "issuerId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 307, "building": 22, "dependencies": 41 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony side effect evaluation", "userRequest": "../Misc/deepCopier", "loc": "4:0-48" }, { "moduleId": "../../.temp/packageES6Dev/core/Meshes/mesh.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Meshes\\mesh.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Meshes/mesh.js", "type": "harmony import specifier", "userRequest": "../Misc/deepCopier", "loc": "137:12-22" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony side effect evaluation", "userRequest": "./deepCopier", "loc": "4:0-42" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony import specifier", "userRequest": "./deepCopier", "loc": "460:8-18" } ], "providedExports": [ "DeepCopier" ], "optimizationBailout": [], "depth": 2, "source": "var cloneValue = function (source, destinationObject) {\r\n if (!source) {\r\n return null;\r\n }\r\n if (source.getClassName && source.getClassName() === \"Mesh\") {\r\n return null;\r\n }\r\n if (source.getClassName && source.getClassName() === \"SubMesh\") {\r\n return source.clone(destinationObject);\r\n }\r\n else if (source.clone) {\r\n return source.clone();\r\n }\r\n return null;\r\n};\r\n/**\r\n * Class containing a set of static utilities functions for deep copy.\r\n */\r\nvar DeepCopier = /** @class */ (function () {\r\n function DeepCopier() {\r\n }\r\n /**\r\n * Tries to copy an object by duplicating every property\r\n * @param source defines the source object\r\n * @param destination defines the target object\r\n * @param doNotCopyList defines a list of properties to avoid\r\n * @param mustCopyList defines a list of properties to copy (even if they start with _)\r\n */\r\n DeepCopier.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {\r\n for (var prop in source) {\r\n if (prop[0] === \"_\" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {\r\n continue;\r\n }\r\n if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {\r\n continue;\r\n }\r\n var sourceValue = source[prop];\r\n var typeOfSourceValue = typeof sourceValue;\r\n if (typeOfSourceValue === \"function\") {\r\n continue;\r\n }\r\n try {\r\n if (typeOfSourceValue === \"object\") {\r\n if (sourceValue instanceof Array) {\r\n destination[prop] = [];\r\n if (sourceValue.length > 0) {\r\n if (typeof sourceValue[0] == \"object\") {\r\n for (var index = 0; index < sourceValue.length; index++) {\r\n var clonedValue = cloneValue(sourceValue[index], destination);\r\n if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done\r\n destination[prop].push(clonedValue);\r\n }\r\n }\r\n }\r\n else {\r\n destination[prop] = sourceValue.slice(0);\r\n }\r\n }\r\n }\r\n else {\r\n destination[prop] = cloneValue(sourceValue, destination);\r\n }\r\n }\r\n else {\r\n destination[prop] = sourceValue;\r\n }\r\n }\r\n catch (e) {\r\n // Just ignore error (it could be because of a read-only property)\r\n }\r\n }\r\n };\r\n return DeepCopier;\r\n}());\r\nexport { DeepCopier };\r\n//# sourceMappingURL=deepCopier.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/devTools.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\devTools.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/devTools.js", "index": 29, "index2": 26, "size": 347, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": 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'./domManagement';\r\nimport { Observable } from './observable';\r\nimport { FilesInputStore } from './filesInputStore';\r\nimport { RetryStrategy } from './retryStrategy';\r\n/**\r\n * @hidden\r\n */\r\nvar FileTools = /** @class */ (function () {\r\n function FileTools() {\r\n }\r\n /**\r\n * Removes unwanted characters from an url\r\n * @param url defines the url to clean\r\n * @returns the cleaned url\r\n */\r\n FileTools._CleanUrl = function (url) {\r\n url = url.replace(/#/mg, \"%23\");\r\n return url;\r\n };\r\n /**\r\n * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.\r\n * @param url define the url we are trying\r\n * @param element define the dom element where to configure the cors policy\r\n */\r\n FileTools.SetCorsBehavior = function (url, element) {\r\n if (url && url.indexOf(\"data:\") === 0) {\r\n return;\r\n }\r\n if (this.CorsBehavior) {\r\n if (typeof (this.CorsBehavior) === 'string' || this.CorsBehavior instanceof String) {\r\n element.crossOrigin = this.CorsBehavior;\r\n }\r\n else {\r\n var result = this.CorsBehavior(url);\r\n if (result) {\r\n element.crossOrigin = result;\r\n }\r\n }\r\n }\r\n };\r\n /**\r\n * Loads an image as an HTMLImageElement.\r\n * @param input url string, ArrayBuffer, or Blob to load\r\n * @param onLoad callback called when the image successfully loads\r\n * @param onError callback called when the image fails to load\r\n * @param offlineProvider offline provider for caching\r\n * @returns the HTMLImageElement of the loaded image\r\n */\r\n FileTools.LoadImage = function (input, onLoad, onError, offlineProvider) {\r\n var url;\r\n var usingObjectURL = false;\r\n if (input instanceof ArrayBuffer) {\r\n url = URL.createObjectURL(new Blob([input]));\r\n usingObjectURL = true;\r\n }\r\n else if (input instanceof Blob) {\r\n url = URL.createObjectURL(input);\r\n usingObjectURL = true;\r\n }\r\n else {\r\n url = this._CleanUrl(input);\r\n url = this.PreprocessUrl(input);\r\n }\r\n var img = new Image();\r\n this.SetCorsBehavior(url, img);\r\n var loadHandler = function () {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n onLoad(img);\r\n // Must revoke the URL after calling onLoad to avoid security exceptions in\r\n // certain scenarios (e.g. when hosted in vscode).\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n var errorHandler = function (err) {\r\n img.removeEventListener(\"load\", loadHandler);\r\n img.removeEventListener(\"error\", errorHandler);\r\n if (onError) {\r\n onError(\"Error while trying to load image: \" + input, err);\r\n }\r\n if (usingObjectURL && img.src) {\r\n URL.revokeObjectURL(img.src);\r\n }\r\n };\r\n img.addEventListener(\"load\", loadHandler);\r\n img.addEventListener(\"error\", errorHandler);\r\n var noOfflineSupport = function () {\r\n img.src = url;\r\n };\r\n var loadFromOfflineSupport = function () {\r\n if (offlineProvider) {\r\n offlineProvider.loadImage(url, img);\r\n }\r\n };\r\n if (url.substr(0, 5) !== \"data:\" && offlineProvider && offlineProvider.enableTexturesOffline) {\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);\r\n }\r\n else {\r\n if (url.indexOf(\"file:\") !== -1) {\r\n var textureName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (FilesInputStore.FilesToLoad[textureName]) {\r\n try {\r\n var blobURL;\r\n try {\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n catch (ex) {\r\n // Chrome doesn't support oneTimeOnly parameter\r\n blobURL = URL.createObjectURL(FilesInputStore.FilesToLoad[textureName]);\r\n }\r\n img.src = blobURL;\r\n usingObjectURL = true;\r\n }\r\n catch (e) {\r\n img.src = \"\";\r\n }\r\n return img;\r\n }\r\n }\r\n noOfflineSupport();\r\n }\r\n return img;\r\n };\r\n /**\r\n * Loads a file\r\n * @param fileToLoad defines the file to load\r\n * @param callback defines the callback to call when data is loaded\r\n * @param progressCallBack defines the callback to call during loading process\r\n * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer\r\n * @returns a file request object\r\n */\r\n FileTools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {\r\n var reader = new FileReader();\r\n var request = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return reader.abort(); },\r\n };\r\n reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };\r\n reader.onerror = function (e) {\r\n callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));\r\n };\r\n reader.onload = function (e) {\r\n //target doesn't have result from ts 1.3\r\n callback(e.target['result']);\r\n };\r\n if (progressCallBack) {\r\n reader.onprogress = progressCallBack;\r\n }\r\n if (!useArrayBuffer) {\r\n // Asynchronous read\r\n reader.readAsText(fileToLoad);\r\n }\r\n else {\r\n reader.readAsArrayBuffer(fileToLoad);\r\n }\r\n return request;\r\n };\r\n /**\r\n * Loads a file\r\n * @param url url string, ArrayBuffer, or Blob to load\r\n * @param onSuccess callback called when the file successfully loads\r\n * @param onProgress callback called while file is loading (if the server supports this mode)\r\n * @param offlineProvider defines the offline provider for caching\r\n * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer\r\n * @param onError callback called when the file fails to load\r\n * @returns a file request object\r\n */\r\n FileTools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {\r\n var _this = this;\r\n url = this._CleanUrl(url);\r\n url = this.PreprocessUrl(url);\r\n // If file and file input are set\r\n if (url.indexOf(\"file:\") !== -1) {\r\n var fileName = decodeURIComponent(url.substring(5).toLowerCase());\r\n if (FilesInputStore.FilesToLoad[fileName]) {\r\n return this.ReadFile(FilesInputStore.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);\r\n }\r\n }\r\n var loadUrl = this.BaseUrl + url;\r\n var aborted = false;\r\n var fileRequest = {\r\n onCompleteObservable: new Observable(),\r\n abort: function () { return aborted = true; },\r\n };\r\n var requestFile = function () {\r\n var request = new WebRequest();\r\n var retryHandle = null;\r\n fileRequest.abort = function () {\r\n aborted = true;\r\n if (request.readyState !== (XMLHttpRequest.DONE || 4)) {\r\n request.abort();\r\n }\r\n if (retryHandle !== null) {\r\n clearTimeout(retryHandle);\r\n retryHandle = null;\r\n }\r\n };\r\n var retryLoop = function (retryIndex) {\r\n request.open('GET', loadUrl);\r\n if (useArrayBuffer) {\r\n request.responseType = \"arraybuffer\";\r\n }\r\n if (onProgress) {\r\n request.addEventListener(\"progress\", onProgress);\r\n }\r\n var onLoadEnd = function () {\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n fileRequest.onCompleteObservable.clear();\r\n };\r\n request.addEventListener(\"loadend\", onLoadEnd);\r\n var onReadyStateChange = function () {\r\n if (aborted) {\r\n return;\r\n }\r\n // In case of undefined state in some browsers.\r\n if (request.readyState === (XMLHttpRequest.DONE || 4)) {\r\n // Some browsers have issues where onreadystatechange can be called multiple times with the same value.\r\n request.removeEventListener(\"readystatechange\", onReadyStateChange);\r\n if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!DomManagement.IsWindowObjectExist() || _this.IsFileURL()))) {\r\n onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);\r\n return;\r\n }\r\n var retryStrategy = _this.DefaultRetryStrategy;\r\n if (retryStrategy) {\r\n var waitTime = retryStrategy(loadUrl, request, retryIndex);\r\n if (waitTime !== -1) {\r\n // Prevent the request from completing for retry.\r\n request.removeEventListener(\"loadend\", onLoadEnd);\r\n request = new WebRequest();\r\n retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);\r\n return;\r\n }\r\n }\r\n var e = new LoadFileError(\"Error status: \" + request.status + \" \" + request.statusText + \" - Unable to load \" + loadUrl, request);\r\n if (onError) {\r\n onError(request, e);\r\n }\r\n else {\r\n throw e;\r\n }\r\n }\r\n };\r\n request.addEventListener(\"readystatechange\", onReadyStateChange);\r\n request.send();\r\n };\r\n retryLoop(0);\r\n };\r\n // Caching all files\r\n if (offlineProvider && offlineProvider.enableSceneOffline) {\r\n var noOfflineSupport_1 = function (request) {\r\n if (request && request.status > 400) {\r\n if (onError) {\r\n onError(request);\r\n }\r\n }\r\n else {\r\n if (!aborted) {\r\n requestFile();\r\n }\r\n }\r\n };\r\n var loadFromOfflineSupport = function () {\r\n // TODO: database needs to support aborting and should return a IFileRequest\r\n if (aborted) {\r\n return;\r\n }\r\n if (offlineProvider) {\r\n offlineProvider.loadFile(url, function (data) {\r\n if (!aborted) {\r\n onSuccess(data);\r\n }\r\n fileRequest.onCompleteObservable.notifyObservers(fileRequest);\r\n }, onProgress ? function (event) {\r\n if (!aborted) {\r\n onProgress(event);\r\n }\r\n } : undefined, noOfflineSupport_1, useArrayBuffer);\r\n }\r\n };\r\n offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);\r\n }\r\n else {\r\n requestFile();\r\n }\r\n return fileRequest;\r\n };\r\n /**\r\n * Checks if the loaded document was accessed via `file:`-Protocol.\r\n * @returns boolean\r\n */\r\n FileTools.IsFileURL = function () {\r\n return location.protocol === \"file:\";\r\n };\r\n /**\r\n * Gets or sets the retry strategy to apply when an error happens while loading an asset\r\n */\r\n FileTools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();\r\n /**\r\n * Gets or sets the base URL to use to load assets\r\n */\r\n FileTools.BaseUrl = \"\";\r\n /**\r\n * Default behaviour for cors in the application.\r\n * It can be a string if the expected behavior is identical in the entire app.\r\n * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)\r\n */\r\n FileTools.CorsBehavior = \"anonymous\";\r\n /**\r\n * Gets or sets a function used to pre-process url before using 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"moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "type": "harmony import specifier", "userRequest": "./filesInputStore", "loc": "108:58-73" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/fileTools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\fileTools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "type": "harmony import specifier", "userRequest": "./filesInputStore", "loc": "112:58-73" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/fileTools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\fileTools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "type": "harmony import specifier", "userRequest": "./filesInputStore", "loc": "178:16-31" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/fileTools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\fileTools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "type": "harmony import specifier", "userRequest": "./filesInputStore", "loc": "179:37-52" } ], "providedExports": [ "FilesInputStore" ], "optimizationBailout": [], "depth": 3, "source": "/**\r\n * Class used to help managing file picking and drag'n'drop\r\n * File Storage\r\n */\r\nvar FilesInputStore = /** @class */ (function () {\r\n function FilesInputStore() {\r\n }\r\n /**\r\n * List of files ready to be loaded\r\n */\r\n FilesInputStore.FilesToLoad = {};\r\n return FilesInputStore;\r\n}());\r\nexport { FilesInputStore };\r\n//# sourceMappingURL=filesInputStore.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/guid.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\guid.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/guid.js", "index": 47, "index2": 44, "size": 864, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "issuerId": "../../.temp/packageES6Dev/core/Misc/tools.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Misc/tools.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "profile": { "factory": 524, "building": 22, "dependencies": 183 } } ], "profile": { "factory": 119, "building": 27, "dependencies": 0 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\baseTexture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "type": "harmony side effect evaluation", "userRequest": "../../Misc/guid", "loc": "8:0-39" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\baseTexture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/baseTexture.js", "type": "harmony import specifier", "userRequest": "../../Misc/guid", "loc": "313:28-32" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony side effect evaluation", "userRequest": "./guid", "loc": "13:0-30" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony import specifier", "userRequest": "./guid", "loc": "697:15-19" } ], "providedExports": [ "GUID" ], "optimizationBailout": [], "depth": 3, "source": "/**\r\n * Class used to manipulate GUIDs\r\n */\r\nvar GUID = /** @class */ (function () {\r\n function GUID() {\r\n }\r\n /**\r\n * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523\r\n * Be aware Math.random() could cause collisions, but:\r\n * \"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\"\r\n * @returns a pseudo random id\r\n */\r\n GUID.RandomId = function () {\r\n return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {\r\n var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);\r\n return v.toString(16);\r\n });\r\n };\r\n return GUID;\r\n}());\r\nexport { GUID };\r\n//# sourceMappingURL=guid.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/instantiationTools.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\instantiationTools.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/instantiationTools.js", "index": 45, "index2": 43, "size": 1541, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "issuerId": "../../.temp/packageES6Dev/core/Misc/tools.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Misc/tools.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "profile": { "factory": 524, "building": 22, "dependencies": 183 } } ], "profile": { "factory": 119, "building": 27, "dependencies": 0 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "type": "harmony side effect evaluation", "userRequest": "../../Misc/instantiationTools", "loc": "10:0-67" }, { "moduleId": "../../.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Materials\\Textures\\texture.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Materials/Textures/texture.js", "type": "harmony import specifier", "userRequest": "../../Misc/instantiationTools", "loc": "467:32-50" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony side effect evaluation", "userRequest": "./instantiationTools", "loc": "12:0-58" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony import specifier", "userRequest": "./instantiationTools", "loc": "66:19-37" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony import specifier", "userRequest": "./instantiationTools", "loc": "69:12-30" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/tools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\tools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/tools.js", "type": "harmony import specifier", "userRequest": "./instantiationTools", "loc": "122:15-33" } ], "providedExports": [ "InstantiationTools" ], "optimizationBailout": [], "depth": 3, "source": "import { Logger } from './logger';\r\nimport { _TypeStore } from './typeStore';\r\n/**\r\n * Class used to enable instatition of objects by class name\r\n */\r\nvar InstantiationTools = /** @class */ (function () {\r\n function InstantiationTools() {\r\n }\r\n /**\r\n * Tries to instantiate a new object from a given class name\r\n * @param className defines the class name to instantiate\r\n * @returns the new object or null if the system was not able to do the instantiation\r\n */\r\n InstantiationTools.Instantiate = function (className) {\r\n if (this.RegisteredExternalClasses && this.RegisteredExternalClasses[className]) {\r\n return this.RegisteredExternalClasses[className];\r\n }\r\n var internalClass = _TypeStore.GetClass(className);\r\n if (internalClass) {\r\n return internalClass;\r\n }\r\n Logger.Warn(className + \" not found, you may have missed an import.\");\r\n var arr = className.split(\".\");\r\n var fn = (window || this);\r\n for (var i = 0, len = arr.length; i < len; i++) {\r\n fn = fn[arr[i]];\r\n }\r\n if (typeof fn !== \"function\") {\r\n return null;\r\n }\r\n return fn;\r\n };\r\n /**\r\n * Use this object to register external classes like custom textures or material\r\n * to allow the laoders to instantiate them\r\n */\r\n InstantiationTools.RegisteredExternalClasses = {};\r\n return InstantiationTools;\r\n}());\r\nexport { InstantiationTools };\r\n//# sourceMappingURL=instantiationTools.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/loadFileError.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\loadFileError.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/loadFileError.js", "index": 24, "index2": 19, "size": 1266, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\fileTools.js", "issuerId": "../../.temp/packageES6Dev/core/Misc/fileTools.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/Engines/engine.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } }, { "id": "../../.temp/packageES6Dev/core/Misc/fileTools.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\fileTools.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "profile": { "factory": 414, "building": 22, "dependencies": 100 } } ], "profile": { "factory": 101, "building": 28, "dependencies": 0 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Misc/fileTools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\fileTools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "type": "harmony side effect evaluation", "userRequest": "./loadFileError", "loc": "2:0-48" }, { "moduleId": "../../.temp/packageES6Dev/core/Misc/fileTools.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\fileTools.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/fileTools.js", "type": "harmony import specifier", "userRequest": "./loadFileError", "loc": "238:36-49" } ], "providedExports": [ "LoadFileError" ], "optimizationBailout": [], "depth": 3, "source": "import * as tslib_1 from \"tslib\";\r\n/**\r\n * @ignore\r\n * Application error to support additional information when loading a file\r\n */\r\nvar LoadFileError = /** @class */ (function (_super) {\r\n tslib_1.__extends(LoadFileError, _super);\r\n /**\r\n * Creates a new LoadFileError\r\n * @param message defines the message of the error\r\n * @param request defines the optional web request\r\n */\r\n function LoadFileError(message, \r\n /** defines the optional web request */\r\n request) {\r\n var _this = _super.call(this, message) || this;\r\n _this.request = request;\r\n _this.name = \"LoadFileError\";\r\n LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);\r\n return _this;\r\n }\r\n // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript\r\n // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work\r\n // Polyfill for Object.setPrototypeOf if necessary.\r\n LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });\r\n return LoadFileError;\r\n}(Error));\r\nexport { LoadFileError };\r\n//# sourceMappingURL=loadFileError.js.map" }, { "id": "../../.temp/packageES6Dev/core/Misc/logger.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Misc\\logger.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Misc/logger.js", "index": 10, "index2": 7, "size": 4161, "cacheable": true, "built": true, "optional": false, "prefetched": false, "chunks": [ "minStandardMaterial" ], "issuer": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "issuerId": "../../.temp/packageES6Dev/core/scene.js", "issuerName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "issuerPath": [ { "id": "./minStandardMaterial.ts", "identifier": "D:\\Repos\\Babylon.js\\node_modules\\ts-loader\\index.js!D:\\Repos\\Babylon.js\\tests\\es6Modules\\minStandardMaterial.ts", "name": "./minStandardMaterial.ts", "profile": { "factory": 28, "building": 2338 } }, { "id": "../../.temp/packageES6Dev/core/scene.js", "identifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\scene.js", "name": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/scene.js", "profile": { "factory": 13, "building": 301, "dependencies": 515 } } ], "profile": { "factory": 524, "building": 22, "dependencies": 183 }, "failed": false, "errors": 0, "warnings": 0, "assets": [], "reasons": [ { "moduleId": "../../.temp/packageES6Dev/core/Cameras/camera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\camera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "type": "harmony side effect evaluation", "userRequest": "../Misc/logger", "loc": "8:0-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/camera.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\camera.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/camera.js", "type": "harmony import specifier", "userRequest": "../Misc/logger", "loc": "431:12-18" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\cameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "type": "harmony side effect evaluation", "userRequest": "../Misc/logger", "loc": "1:0-40" }, { "moduleId": "../../.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Cameras\\cameraInputsManager.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "moduleName": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Cameras/cameraInputsManager.js", "type": "harmony import specifier", "userRequest": "../Misc/logger", "loc": "33:12-18" }, { "moduleId": "../../.temp/packageES6Dev/core/Engines/engine.js", "moduleIdentifier": "D:\\Repos\\Babylon.js\\.temp\\packageES6Dev\\core\\Engines\\engine.js", "module": "D:/Repos/Babylon.js/.temp/packageES6Dev/core/Engines/engine.js", "moduleName": 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